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In Spite, players take on the role of Zealots, normal people who have been chosen (often at death’s door) to help in a war against Angels. And these aren’t your standard “harp and wings” Angels; they’re hideous, remorseless, inhuman creatures intent on punishing sin and saving the virtuous. Either of which results in lots of dead people, these Angels are an extermination force after all. And the beings that chose the PCs to fight in this war are a rival faction of Angels called Monitors (who have come to Earth and forsaken their immortality to aid mankind), making this a civil war of God’s servants. But to help you out, your Monitor has given you access to spells, powers, magical weapons, and really big spells for the war. Pity it won’t be enough.
Chapter 1: Pandemonium is an introduction to the setting of Spite. On August 8th, 2008, Angels entered our world and killed over a million people in North Carolina. Beyond that, and the setting is left up to the group define. How much does the average person know about Angels? How well known are the Zealots as monster hunters? How many Angels are there? And so on, etcetera etcetera. Without spoiling anything, the default assumption of the game (based on reading later chapters) seems to be that the average person knows nothing of what’s going on and accepts the government’s report that terrorists unleashed a nuclear weapon across the area. The government certainly knows something is up at least, making for a nice change of pace from the usual “shadowy monsters hidden in mystery” type of games. Also covered is a very broad look at the types of Angels active, along with a look at the (loosely defined) culture of the Zealots. But really, the setting (like everything else in the game) is pretty easy to tweak and customize to your heart’s content.
Chapter 2: Overview is a quick, brief look at how to roll dice. Basically, you have a pool of twelve-sided dice, and you (almost) always have at least one die to roll and no more than twelve. One interesting quirk though, is that if you roll multiple (say three 6’s) you can add the number of multiples to the multiple number; in other words 6 (the number you rolled) + 3 (the times you rolled it) = 9. Of course, if you roll a number higher than that on one of the other dice, you don’t get any extra bonus (an 11 still beats that 9). Resisted checks are easy enough to resolve, each player rolls their dice pool and the winner has the highest roll, with ties ignored (and multiples counting as a single die, so those three 6s aren’t available except as a single 9, if you take the multiple). The only thing that the rules weren’t clear on was non-resisted tasks. An easy task may have a target number of 5, but I couldn’t find whether you need to at least match the number or beat it. I assume you have to beat the number, since resisted rolls favor beating your opponent’s numbers, but I hate having to assume how a game’s rules are meant to be played. Wrapping up the chapter are some tools to help players get to thinking about what kind of game they want to play, and who their characters are.
In Chapter 3: Characters we get to the meat of making Zealots. Each Zealot has a Persona, basically an outlook of how the character approaches the war. Each Persona can chose one of a couple of different special powers, ranging from taking damage for other Zealots to instantly killing (or knocking unconcious) a normal human without having to roll. Next up are attributes: Strength (a measure of physical features), Sense (measuring mental features), and Soul (willpower and spiritual fortitude). Each is rated from 1 (below average) to 6 (superhuman); PCs have 9 points to buy their attributes, and have to put at least 4 points in one attribute. Each character also has a class: Fighter (gets a bonus to their combat dice pools), Investigator (can perform Analysis), and Sorcerer (has a greater range of spells). Each class also offers its own powers as well, of which players can choose one. Honestly, as presented the Investigators feel a tad bit weaker than the other classes, but their Analysis power can give the whole party more information, combat bonuses, and extra dice (provided they don’t take one of the other powers available instead of Analysis). It’s a case of the class seeming weak, but having one “must have” power to compensate, and it doesn’t work too well.
The player then picks skills, which are basically learned knowledge that isn’t covered by attributes. There’s only a handful, and they’re meant to be used in a pretty broad manner. Players then pick their Drive, something that motivates them to action (and is an excuse to roleplay for an extra die). Each character starts with two contacts. PCs also have a stat called Fury, which they use to magically heal wounds, purchase re-rolls, amplify damage, and so forth. The character’s Fury starts at (and is capped at) 12 points, with characters regaining it for achieving secondary goals, like saving innocent lives. Equipment is handled slightly differently from most other games. Each character has a Cash stat (which starts at 1 and can be raised through in game events). At the start of an adventure, they roll a number of dice equal to cash; this gives them a number of points to buy gear and equipment with (with costs listed on a table that follows). It’s fairly random, and I can see it working well to reflect the finances of Zealots who lack steady incomes.
It was in Chapter 4: Magic that my eyes glazed over a bit. Every character starts with a number of spells equal to twice their Soul stat, and can cast a number of spells equal to their Soul per adventure. There are 71 different spells that all Zealots can use (called Sacraments). Effects range from turning the caster’s arm into a cannon and rooting him to the ground, to stealing memories, to jumping. Almost none of them last very long, with most of them transforming the caster into something monstrous for the duration of effect. Each spell also has a bit of in-setting description, to better show how the spell might appear or be used. I should’ve enjoyed this chapter, but really it’s a lot to digest and it all felt kind of bland in a weird way. I think the short durations of the spells, combined with the somewhat repetitive nature of simple mechanics (normally a feature) left me bored with the Sacraments. “You can do this really cool, horrible thing, but only for a couple of seconds per adventure! And it’s only slightly different from what the other PC can do. Now go pick a couple from this big list of seventy or so.” That said there’s a handy reference page that lists all the Sacraments in a one-sentence form. Also, characters of the Sorcerer class have access to Anathemas, spells that let them exorcise Angels from possessed victims. There’s only seven Anathemas, which makes it easier to keep track of them and make them seem a bit more special.
Next is a really neat, if somewhat limited, set of related ideas called Imprecations, consisting of Blasphemies, Maledictions, and Desecrations. See, some of the Angels are really, really big. City stomping big. And each class of Zealot has access to numerous Imprecation spells that let them grow in size and scope to challenge these giant Angels. But each of these spells also cause problems for the people around them; and the more powerful the spell, the worse its side effects. Plus, each drains the life of the caster (potentially permanently), and takes several rounds to cast. Blasphemies let Fighters grow a small suit of power armor around themselves; Blasphemies are of short duration, but they tend to only inconvenience the innocents in the area. When Investigators cast Desecrations, they channel the essence of the people or land or unrealized destinies around them, and personify it and send it against the Angel. Desecrations appear more impressive than Blasphemies, but are also of short duration and tend to be more harmful to those drained for the casting (killing people in some cases, killing towns in others, depending on the Desecration used). Sorcerers cast Maledictions, channeling the energies they steal and rend directly through themselves. Maledictions create (weaker) Angels from the devastation they are powered by. Imprecations are neat, offering various types of power at great cost, making them magical weapons of mass destruction. However, they all have such short durations that it plays out like an episode of Voltron or Power Rangers, where the heroes all come together to unite to deliver their one and only blow to the giant monster and kill it. And if you can’t kill it in one blow? Well, you can always risk more health loss and collateral damage. Honestly, I’m not sure if my problems with the short duration of the spells in Spite are an actual flaw in the game, or a case of personal preference on my part. Maybe it’s that I like apples, and instead got close to a hundred oranges?
Chapter 5: Combat is about the “vivid and cinematic” style of combat that Spite aims for, and it lives up to its goal. Most of it is fairly straightforward stuff, but there’s a few stand out bits. Armor is ablative, absorbing damage meant for its wearer while degenerating in quality. Range is abstracted, broken down into three categories (hand-to-hand, medium range, and long distance). Ammo is a measure of how many conflicts a weapon can be used in before needing a reload (and reloads are pretty expensive). There’s even a section on vehicular combat and ramming attacks (which can come in handy when dealing with giant Angels). One nice touch however is the idea of Retirement. See, when a Zealot reaches zero Life Points (the measure of how much damage they can take) instead of dropping dead they are Retired. They get a surge of energy and health, and go out in a blaze of glory like a good action hero should.
Experience points and improving your character is covered in Chapter 6: Advancement. In a nutshell, it’s slow and expensive to advance your character. This chapter also introduces how characters can create magical weapons, and purchase combat-modified vehicles (making the vehicle combat rules seem just that much more interesting). I’m skeptical that players will be creating lots of magical weapons however, as they have to essentially spend a lot of experience in creating one-shot items. They’re handy tools, but exceptionally (and perhaps excessively) costly.
Chapter 8: Quickstart is essentially a condensed, rules free repeat of Chapter 3. I think its purpose is to help new players get a Quickstart on the game, but it feels a bit too repetitive for people who’ve already read this far into the book and a bit too sparse for someone who hasn’t.
Chapter 9: Appendix should probably be titled “Player’s Appendix”. It has a glossary of terms used so far, slang used by Zealots, and a pronunciation guide for the spell names. All of which is a pretty handy inclusion really, although I wonder if presenting the glossary sooner wouldn’t have been a better idea.
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