Seas of Blood and Seafarer?s Handbook
By Elton Robb
From what I understand, there are two kinds of roleplayers when it comes
to these two books. Those that like Seas of Blood by
Mongoose Publishing
, and those that like the Seafarer?s Handbook by
Fantasy Flight Games
. Hopefully, you will understand that I don?t belong to both camps. However,
I am going to do something unprecedented on RPG.net. I am going to present
them both in the same review.
Why? Because I like them both. And I use them both together. Lets take
a look at the facts of both books and you can see how they can be both used
synergistically.
Exhibit A ? Character Options
Both present very useful character options. Seas of Blood shows
you how each class can adapt to the life at Sea and presents at least one
new character race, and the Seafarer?s Handbook presents us with three
new character races. Such races include Merfolk, Aquatic Elves, and
Half-Merrow from the Seafarer?s Handbook and the Talorani from
Seas of Blood.
Class Options include the Sailor,
Bucanneer, Reaver, and Navigator Wizard from the Seas of Blood accessory,
while the Aquatic Elves have a racial prestige class ? the Reef Warrior
described in the Seafarer?s Handbook.
Both provide your character with some good options. The Sailor
is an NPC class, and the Bucanneer, Reaver, and Navigator Wizard are prestige
classes. They all give good options to expand your character.
Skill Options: Seas of Blood
discusses only 2 concentrations for the Knowledge and Profession skills,
respectively: They are seamanship and navigator. The Seafarer?s Handbook
provides you the rules for using your skills at sea. It also introduces
a skill variant: Underwater Alchemy.
FEATS: Ahh! Both books provide
us with feats of daring, heroism, and foolishness! The Seas of Blood
accessory gives us the following feats, to name a few: Amazing Agility,
Improved Underwater Combat, Steady Captain, and Strong Swimmer. The Seafarer?s
Handbook provides us with Barroom Brawler, Endurance Swimmer (notice
that Strong Swimmer and Endurance Swimmer are the same concept), Naval Heritage,
Port Savvy, Sea Brother, and Swing-by Attack. Plus, the Seafarer?s Handbook
gives us rules on how certain existing feats may be used underwater.
Exhibit B ? Ship Construction Rules
The Ship Construction rules from both books can be used by Creative Game
Masters together. The Seas of Blood book introduces structural points,
special qualities for ships, manoeuverability (maneuverability), and Turn
Rate as well as where weapons may be found (fore, aft, starboard, port).
The Seafarers handbook provides rules covering the hull of the
boat, its hit points, thickness, and propulsion slots. Also artillery slots
are covered. The book also covers ship qualities, which is the special construction
of the ship in question. Both books cover rules for hull hardness, crew,
cargo, and time to build the ship.
But the Seas of Blood accessory provides ship templates. Something
that the Seafarer?s Handbook does not have, and I will go into details
later below.
Exhibit C ? Monsters
Both books provide us with new monsters to scare and challenge players.
The Seafarer?s Handbook provides us with the Aquatic Template, an
abyssal shark, the coral golem, drowned dead (a sort of undead sailor), and
the Hippocampus. Seas of Blood provides us with the Fideal, the mysterious
Grey Lady, the magnificent Leviathan, and the undine. All of which
can enrich maritime adventures.
Exhibit D ? Ships of the Sea
Finally, we come to the final exhibit that both books can be used together.
Both provide interesting ships onto which we can use in our campaigns.
From Mind-Flayer organic submarines (in Seafarer?s Handbook), to the
mighty Sovereign-class dreadnought (Seas of Blood). From the
lowly and humble rowboat (again, Seas of Blood) to the frightful ghost
ships described in the Seafarer?s Handbook, these ships can be used
by anyone. Game Masters (and other publishers) would be pleased to know
that, even if they are based on completely different stats in both books,
all ship construction rules and ships of the sea from both books are Open
Game Content!
To reiterate what I said above for the benefit of other third party d20 publishers,
this means that you can combine rules to create ships using stats from both
books. This is basically what I did when I was trying to recreate an American
Battleship using the U.S.S. Arizona as a model. Even though I used
the Seafarer?s Handbook exclusively to design a version of the
Nautilus from Jules Verne?s 20,000 Leagues Under the Sea, I plan
on using both books to produce a few more historical ship stats for my
Lords of Atlantis campaign setting.
Conclusions
Although both books set out to design maritime rules for the D20 system,
both accomplishes this with different feelings. Where the Seafarer?s
Handbook is more fantastic in it?s approach, since it provides a complete
setting (called the Underwave), Seas of Blood has a more gritty, realistic
feeling. Both provide an excellent resource of spells for your Water Elementalist
(or Aquamancer), the spells in Seas of Blood are much more useful
above the sea rather than under it. The Seafarer?s Handbook's spells
are much more the opposite.
As I were to rate them both individually, I would
rate the Seafarer?s Handbook as Substance 4, Style 4; and Seas
of Blood Substance 5, Style 3. However, this review considers them both
together, so I will have to Rate them together at Substance 5, Style 4.