Halfway Station

Andy Slack's gaming blog

Archive for the ‘Stars Without Number’ Category

Review: The Cult of the Still Lady

Posted by andyslack on 6 May 2012

The Cult of the Still Lady is the latest product from Sine Nomine Games, a free 12-page download which (amongst other things) acts as a teaser for Other Dust, Sine Nomine’s post-apocalyptic RPG due out later this year.

It can also have the serial numbers filed off and be used as a crazed psychic cult on some world in the Stars Without Number milieu – the game systems are "fully compatible", and it looks as if Other Dust will explore life on Earth after the Scream, in the same way that Stars Without Number explores post-Scream life among the Terran Mandate’s orphaned colonies.

CONTENT

The file opens with a page and a half of background, explaining what happened to Earth’s foremost psychics in the immediate aftermath of the Scream (the psionic catastrophe which destroyed civilisation 200 years ago in game time), and how this led to the formation of the above-mentioned crazed psychic cults.

This is followed by eight and a half pages on one such, the Cult of the Still Lady. There are sections on the Still Lady herself, cult hierarchy, cult artefacts, a new psionic discipline for the Cult, statblocks and descriptions for nine NPCs/monsters (and believe me, in this Cult it can be hard to tell which is which).

Finally, there is a page of GM tools, allowing him to generate the purpose and equipment of any Cultists encountered.

FORMAT

As with all SNP products, the internal format is basic; two-column black and white text, no page backgrounds. I like it that way, and so does my long-suffering printer.

SUGGESTIONS FOR IMPROVEMENT

None, actually; it’s fine as is. I think that’s the first time I’ve said that in a review.

CONCLUSIONS

The Still Lady herself is an horrific opponent, but her atrocities are driven by her own insanity, and I actually felt repelled by her acts and sorry for her at the same time.

I’m not sure if I’ll follow Other Dust, as planet-bound post-apocalyptic RPGs aren’t my cup of tea, but I can see myself stealing ideas from it for a Dumarest-style campaign in which the PCs move from adventure to adventure, seeking the long-lost mother planet, Earth; and once they arrive, they find the Cult waiting for them.

Actually, now I think of it, that’s quite an exciting idea. I’ll add that to the list of campaigns to run later. Another possibility is to recycle it in a fantasy game where Chaos Cults feature prominently, such as Warhammer or SNP’s Labyrinth Lord worldbook, Red Tide. It would also provide a useful enemy in a horror campaign.

Overall Rating: 5 out of 5. (This probably-not-very-coveted rating is achieved when I think: Wow, I have to use this right away, somehow.)

Posted in Reviews, Stars Without Number | Leave a Comment »

Review: Transhuman Tech

Posted by andyslack on 7 March 2012

This is the latest free-to-download web supplement for Stars Without Number, and covers common tropes of post-human science fiction. It’s larger than usual for a Mandate Archive, at 16 pages.

These tropes don’t fit with the standard SWN setting, and so the Threshold Sector is introduced; travel between the worlds of this sector is unusually hard, and travel to other sectors is presently impossible. In Threshold, a post-scarcity economy has developed, and transhuman technologies have developed. Here, raw materials and the vast majority of finished goods are negligibly cheap; only a few items requiring skilled human labour to create have any actual worth. Conflicts are ideological, not fights over resources. Factions, likewise, are about choices in lifestyle and ideology, not about where one lives or what one owns.

The GM must create the Sector – this Archive includes only rules modifications and a broad outline of the situation. And speaking of contents, we have:

An Introduction (two and a half pages) giving an overview of the setting.

Faction Creation: One and a half pages, including a table of faction traits. The GM is encouraged to use the party name generator and faction rules from SWN to flesh out the factions further. As in the SWN core rules, factions are the main driver for plots and scenarios.

Gengineering and Alienation (1 page); Hulls and Bodyswapping (4 pages): How you can improve your body through genetic engineering and nanotechnology, and the penalties for turning it into something completely inhuman; how to swap your consciousness from one body to another, what attributes and skills follow the mind from hull to hull, and which ones stay with the meat.

Post-Scarcity Economics and Status: Even in such an economy, there are some limits on what resources an individual can command. His status in his faction determines what he can acquire; while anyone aligned to a faction has the basic necessities of life, the faction must be persuaded to hand over more exotic items such as a braked AI core or a functional battleship. Characters thus have status within their faction, which is increased by being useful to it, and decreased by embarrassing it in public. Those items which still have value – data, body hulls, space and time – are rated in terms of the status you need to get hold of one. Status penalties for being naughty are also listed. Anything smaller than a vehicle from the SWN core rules is basically available from your faction for the asking.

(Parenthetically, I have given post-scarcity economics a lot of thought, and I can’t see us as a species ever giving up money. We’ll always need some means of keeping score, although I suspect it will wind up being the equivalent of those little +1 buttons on Facebook.)

We close with one page on how to set up and run a post-human campaign, and a one-page handout for players, explaining who the PCs are, what they do, and why. The key difference in both cases is that obtaining things is no longer a motivator for PCs or patrons; they fight over what the future should look like instead – which ideology should be dominant.

Overall Rating: 4 out of 5. Some good stuff here, but transhuman society doesn’t really float my boat for roleplaying. Your Mileage May Vary.

Posted in Reviews, Stars Without Number | Leave a Comment »

Scoutships Without Number

Posted by andyslack on 10 January 2012

I thought I should stat out the Dolphin under Stars Without Number, and here she is. I’ve used the SWN stats to work out some SW ones as well, because I’m not sure which rules I’d use for space combat, should it occur.

SCOUTSHIP

Power: 10/5 free. Mass: 15/4 free.

Cost: 2,820,000. Hit Points: 20. Crew: 1/10. Speed: 5. Armour: 0. AC: 5.

Weaponry: None.

Defences: None.

Fittings: Spike Drive-3; Atmospheric Configuration, Fuel Scoops (both integral to courier hull); Cargo Lighter, Cargo Space (3 tons), Cold Sleep Pods, Fuel Bunker, Ship’s Locker.

The scoutship is a modified Naval Courier (Skyward Steel p. 46), intended for long-range exploration and courier duties. It is unarmed, relying on its speed and high spike drive rating to evade combat.

Savage Worlds: Acc/TS 70/800, Toughness 16 (4), Crew 1+9, Cost $28M. Notes: Climb-3. (I’m assuming that SW performance is basically like a space shuttle.)

AI

The Dolphin is controlled by a braked AI, working off its debt as a Scout Service ship. This is built using the AI rules in chapter 12 of SWN Core Edition.

I start with the standard Tolerance score of 20, and decide to reserve 5 for armatures, which is enough for any of them. I spend 13 points to buy Int 14, Wis 14 and Cha 12. A further point buys the Basic skills package, and one extra package – Pilot. This leaves me with 6 points; I’ve noticed in using the SWN point buy character system that it is often difficult to use up the last point, and use the last free point to buy an increased saving throw progression of +1 per 3 levels.

As the Dolphin normally wears a starship, I pick a Squawkbox armature to begin with, which costs no Tolerance. I’d like to merge the two Vehicle skills to give it Vehicle/Space-1, but since you can’t do that with skills from the same package, I use the Vehicle/Any skill for Vehicle/Grav, the Culture/World skill for Culture/Homeworld, and allocate the Combat/Any skill as Combat/Unarmed (still usable whatever weapons have been taken away from you).

Str 3, Dex 7, Con 3, Int 14, Wis 14, Cha 12. Level 1 AI. HP 4, AC 6, AB +0, Saves 15.

Skills: Combat/Gunnery, Combat/Unarmed, Computer, Culture/Homeworld, Culture/Spacer, Navigation, Tech/Astronautics, Tech/Postech, Tech/Pretech, Vehicle/Grav, Vehicle/Space.

Weapons/Armour: None. Armature costs Cr 500.

Savage Worlds: Ag d4, Sm d8, Sp d8, St d4, Vi d4. Pace 6, Parry 4, Toughness 4, Charisma 0. Fighting d6, Knowledge/Astrogation d6, Piloting d6, Repair d6, Shooting d6.

REPAIR SWARM

The Dolphin‘s repair swarm is composed of bots based on Squawkbox armatures, each with an expert system granting them +0 on anything relating to repairing the ship. They’re good enough to do routine maintenance, but if anything is seriously damaged, Arion or the Dolphin need to get involved.

AC: 6. HD: 1 (4 HP). AB: +0. Cost: Cr 1,000. No. Appearing: 1d6. Saving Throw: 15. Move: 30′. Morale: 12. Skill Bonus: +0.

Savage Worlds: In SW, I’ll just use the standard statistics for a swarm.

Posted in Heart of the Scorpion, Savage Worlds, Stars Without Number, The Arioniad | 2 Comments »

Arion Without Number

Posted by andyslack on 3 January 2012

When I get to running Arion again, I’m thinking of using a mixture of Savage Worlds, Stars Without Number and Larger Than Life for the rules, so I need some sort of conversion rulings. LTL is easy; Rep is half Spirit die type plus one. SWN is a little more complex, but I’ll assign the SWN modifier as how many die types a trait is above or below d6. Edges and Hindrances in SW are basically how you play the role in SWN, so I only need to consider attributes, skills, powers and Charisma.

Under SWN, all of the crew have woven body armour, semi-auto pistol, and knife.

ARION

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6. Skills: Fighting d4, Knowledge (Astrogation) d4, Notice d8+2, Piloting d10+2, Repair d6, Shooting d6. Charisma -2.

This becomes: Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 3. Level 1 Expert. HP 4, AC 5, AB +0. Saves: P16, M15, E12, T11, L14. Skills: Combat/Projectile, Combat/Primitive, Perception-1, Tech/Astronautics, Tech/Postech, Vehicle/Space-2.

CORIANDER

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6. Skills: Fighting d4, Intimidation d6, Notice d6, Persuasion d10+2, Psionics d6, Shooting d4, Streetwise d6+2. Charisma +2. Powers: Boost/Lower Trait, Healing, Mind Reading.

I’ll convert that as: Str 10, Dex 10, Con 10, Int 10, Wis 14, Cha 18. Level 1 Psychic. HP 3, AC 5, AB +0. Saves: P13, M12, E15, T16, L14. Skills: Culture/Criminal, Perception, Persuade-2. Disciplines: Biopsionics-1 (primary), Telepathy-1. (Properly, Coriander should have Biopsionics level 2 to gain access to Psychic Succor, but this is a broad-brush conversion here.)

DMITRI

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6. Skills: Fighting d6, Investigation d8+2, Notice d8, Persuasion d6, Shooting d6, Streetwise d8+2. Charisma 0.

For SWN, I’d rate Dmitri as: Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 3. Level 1 Expert. HP 4, AC 5, AB +0. Saves: P16, M15, E12, T11, L14. Skills: Combat/Projectile, Combat/Primitive, Culture/Criminal-1, Perception-1, Persuade.

Posted in Heart of the Scorpion, Savage Worlds, Stars Without Number, The Arioniad | Leave a Comment »

Review: Cabals of Hydra Sector

Posted by andyslack on 9 November 2011

Blimey, this Crawford bloke is writing stuff faster than I can review it.

This is the latest of the free web supplements for Stars Without Number; a 7-page document looking at cabals present in Hydra Sector, the example setting provided in the SWN rulebook.

We get background information on two of these, the Gansu Loyalty Association and the Daedalus Group, together with full statistics for them using the rules from the Darkness Visible espionage sourcebook. We also get capsule descriptions of a round dozen further cabals.

While the two main cabals are fine examples of how to craft agencies using the DV rules, they can also be dropped into a campaign pretty much as is. You’ll need DV to get full use from the statblocks, but the descriptions are clear enough to use them without this.

The GLA feels like a 1960s-style communist intelligence agency, and would be well-suited as a long-term opponent for more liberal regimes. Absolute power corrupts absolutely, and having the power, GLA agents also have the corruption, meaning they can be introduced gradually as a source of hard-to-get items, with their longer-term goals being revealed piecemeal over the course of a campaign. To incorporate them into your own campaign, you need an isolationist state along the lines of contemporary North Korea to act as their sponsors. Personally, I think they work better as NPC opponents than as sponsors for the players.

By contrast, the Daedalus Group and its vaulting but flawed ambitions would serve well as an employer for PCs, since its severe casualties to date are forcing it to recruit relatively green agents. I’d recommend using it as the core of a conspiracy theory; as the campaign progresses and the PCs move closer to the inner membership, the Group’s motivations and actions move from admirable, to questionable, to a necessary evil, to downright insane. To use it in a different campaign, it needs a homeworld which is outnumbered and outgunned by an aggressive enemy.

Rating: 5 out of 5.

Posted in Reviews, Stars Without Number | Leave a Comment »

Review: Darkness Visible

Posted by andyslack on 2 November 2011

Excitement mounted in the Station Hub as the cargo shuttle from RPGNow delivered the latest component of Stars Without Number. This is Darkness Visible, the sourcebook for espionage campaigns.

Since I started playing Traveller in the late 1970s, my SF campaigns have always had an espionage component; the default situation for my PCs in such games is to be the “private contractors” that agencies turn to when they cannot, or don’t want to, deploy their own agents. This is probably due to overexposure to the works of Adam Hall, Len Deighton and Poul Anderson’s Flandry stories as a youth.

So, I was immensely interested in what Mr Crawford makes of this subgenre. And here it is; 97 pages of spy stuff, with his usual atmospheric chapter headings…

AGENTS OF THE STATE (1 page)

This is a capsule introduction to the book and its contents.

HOLD THE LINE (6 pages)

In similar vein to Skyward Steel’s equivalent chapter on the Navy, this traces the purpose and history of the Perimeter Agency, the foremost covert agency of the Terran Mandate; its fracturing into shards by the Scream; and the evolution of local networks, related and unrelated, since that time.

In earlier SWN books we have seen tantalising hints of the first rogue AI, Draco, and its rebellion against the Mandate. More is revealed, but chiefly in explaining the need to create the quasi-religious Perimeter Agency as a hedge against any recurrence of this disaster. Power corrupts, and over centuries some Agency outposts strayed from the true path; then the Scream came, and they were on their own. Those that still survive are intent on returning to star travel for one reason or another.

Meanwhile, those organisations previously opposed to the Mandate have used their skills to infiltrate elsewhere, and the relative cheapness of espionage and sabotage compared to naval and marine assaults mean that the majority of wars fought in the fading of the Silence are covert ones.

GOD DOESN’T KNOW MY NAME (6 pages)

This section explains how a spy organisation works in the setting, whatever its size and origin. Here we find information on surviving Perimeter Agencies, planetary networks operated by minor governments, and the smaller organisations set up by malcontents.

It discusses the ways in which one might become an agent, and the differences between the rank-and-file desk-bound agent and the elite operatives represented by the PCs.

A generic organisational template for an agency is provided, consisting of a director overseeing four bureaux: Internal Security, Foreign Intelligence, Research, and Support. While the section does mention the parallel organisations common in this arena, it immediately struck me that in the contemporary real world, the Internal Security and Foreign Intelligence bureaux are often different agencies; the FBI and CIA, or MI5 and MI6, for example.

The Perimeter Agency had a different structure, with a director controlling three bureaux, each devoted to a different kind of maltech threat, Support provided by family members of the agents, and Research held in the Mandate’s core worlds. The tales of how agencies survived the Scream and the Silence brought to mind Asimov’s Foundation novels, or more conventional conspiracy stories like Seven Days of the Condor. It seems entirely in keeping with the genre that some agencies are forced into completely useless tasks purely to meet the requirements of the expert systems controlling their equipment; Len Deighton would have been right at home there.

ARCHITECTS OF NIGHT (34 pages)

This is the largest single chapter, and provides tools for building the agencies, cabals and other organisations necessary for an espionage campaign. These are much like the factions of the core rulebook, but are focussed on direct employment of the PCs rather than generating background for a sandbox, and thus are a step away from a “pure” sandbox towards scripted adventures. The GM might want to use agencies instead of factions, rather than as well as, to reduce effort and complexity.

Like a faction, an agency has attributes, but these are determined by looking at its tags or elements, each of which affects the values of the seven attributes of Connection, Infiltration, Mobility, Muscle, Resources, Security and Tech, which range from 0-15. In like vein, there are agency turns as well as, or instead of, faction turns. While the GM can run all the agencies himself, the book assumes that the PCs help to create their employing agency, and set policy for it at the end of each session, taking on the role of one of the bureau chiefs or the director. PC agencies can do more in any given agency turn than NPC ones, and they always go first, too; but to counteract this, their more sinister opponents have more elements, and thus probably better attribute levels.

There is a 4-page handout provided for the players, giving the basics of how an agency turn works and what the elements look like.

During an agency turn, each agency can attempt to attack a rival agency’s elements, block an incoming attack, build or improve an element, discern a rival’s plans, and so forth. The attribute ratings of the two agencies involved determine the chances of success. Each action the PCs’ agency undertakes is potentially an adventure to run, assuming that the players and GM agree; in this case it is fleshed out using the Tradecraft section and run as a scenario, with success or failure depending on the outcome; otherwise, it is resolved by the GM’s die rolls.

Elements can be compromised by sabotage or dissent, in which case their ratings are reduced; adding both complexity and realism, an agency might not know whether an element is compromised until they try to use it. There are 21 common elements – armouries, military backing and many more – each of which is described, with the different effects of that element at each of three levels, examples of each, and 10 plot seeds for each one. There are also 7 uncommon elements, only used by maltech organisations, and not really suitable for the PCs’ agency; these lack plot seeds, largely because they are in a sense plot seeds themselves.

THOU SHALT NOT (26 pages)

This is another large chapter, and details the threats the Perimeter Agency was founded to contain; the various forms of maltech. Unfortunately, there is always somebody who thinks they are smart enough to use these in a controlled manner, or simply doesn’t care about the outcome.

The Three Forbidden Things which the Perimeter Agency had a remit to stamp out are genetically engineered human slaves, unbraked Artificial Intelligences, and weapons of planetary destruction. Each of these is discussed in turn, covering its history during and since the Mandate, who uses it currently and why, under what circumstances surviving Perimeter Agencies would consider it illicit technology, how the GM should set up suitable cults or other organisations in his campaign, and a selection of stock NPCs and cult capabilities.

Comparison to other games or stories comes easily. Eugenics cults could be used to emulate 2300AD’s Provolution, or W40K Chaos cults; godmind cults recall the Butlerian Jihad from Dune, or Vernor Vinge’s A Fire Upon The Deep, or the Virus from later editions of Traveller; doomsday cults could cover pretty much any pulp villain, James Bond opponent or terrorist organisation. If any of those makes you think “Hmm, there’s a campaign there,” this chapter gives you the tools to build your PCs’ enemies.

The chapter closes with a selection of 36 thematic tags with which to personalise your cult, ranging from Alien Influence to Lost Weapon to Totemic Beast (ooh, I can see Schrodinger making a comeback now). As with world tags in the core rules, each has a selection of friends, enemies, complications, things and places to hang scenarios from.

TRADECRAFT (14 pages)

After the background information and setup tools, we now come to the core of the ongoing game: Adventures. This section provides advice on running an espionage campaign, and generating adventures of intrigue and conspiracy.

Espionage missions are less of a sandbox and more structured than the typical SWN game, at least at the individual PC level; the troupe of players as a whole has sandbox-style freedom, but at the level of the agency which they jointly control. The players jointly agree what mission the PCs will be tasked with, and then the GM fleshes out the target, the antagonist and his goal, and the deadly schemes which will stand between the PCs and success – the PCs should expect to encounter about three individual schemes which weave together to achieve the antagonist’s objective, and demolish them in detail. In each scheme, the PCs must overcome obstacles to obtain leads or clues. Once they have a critical number of these, they move to the climactic scene in which they face off against the major villain. (Incidentally, I could see this working well with THW’s Larger Than Life, which has a similar mechanic.)

Kevin Crawford’s trademark tables appear late in the chapter, allowing the GM to generate randomly the schemes, methods and NPCs for each of six different types of missions. The tables are followed by a worked example. The length of the example makes me think that a GM would need to put a bit more preparation work into one of these than a standard SWN scenario.

UNKNOWN SOLDIERS (5 pages)

Finally, there are some new backgrounds, training packages, and items of equipment suitable for spies. Darkness Visible recommends that each PC has a roster of at least two agents, so that another can be brought in at short notice if the primary is incapacitated somehow. At the end of each adventure, the active PC gets appropriate experience, and one other PC in the player’s roster gets the same amount, representing his work on off-screen missions. Every player has another PC, namely one of the faceless directors who sets policy and creates missions – this is the role he plays when choosing the agency’s actions in the next agency turn.

The book ends with an index.

CONCLUSIONS

I can see this sourcebook being useful in a wide range of SF espionage campaigns, from SWN itself to Traveller of any flavour and into Dark Heresy country.

I’m debating whether to create a new campaign around this, or retrofit it into an existing one, but either way, I expect this one will see active use in my games pretty soon.

Rating: 5 out of 5.

Disclaimer: My copy was provided to my for review purposes.

Posted in Reviews, Stars Without Number | Leave a Comment »

Deep Black, Episode 2

Posted by andyslack on 5 October 2011

A solo game really needs some sort of random event generator, which SWN itself doesn’t really have, not being intended for that sort of play. However, while Deep Black 19 is in the investigative phase of its current scenario, I can use the GM aids from the Polychrome worldbook.

-o0o-

While the team is approaching the orbital jumpgate, with a flight plan declaring them to be private security consultants checking the place out for a later visit by a senior corporate official, HQ contacts them on a secure channel. Identification handshakes complete, they move to the meat of the call.

“We’re sending you an image from the security cameras onsite now. This is Javed Cole, suspected maltech smuggler. He’s the only shady character facial recognition and gait analysis picked out of visitors in the right time period, so he’s our prime suspect. Unless you can recover the key immediately, capture him for interrogation.” Snakebite mutes the shuttle pickups from the pilot’s console.

“That means we need him alive, Die-Die,” he says, before unmuting the line.

“Understood. Capture for interrogation. Out.” Snakebite glances back over his shoulder at the other three. “Suggestions?”

To move things forward, one of the party should have a useful contact on the station. I roll 1d3 to decide which, and Die-Die wins. I now roll a few dice on tables in the NPC Resource Sheet on p. 27 of Polychrome to flesh out the NPC, and learn that Die-Die’s contact is a woman called Leila Patel, who values money, has heavy scarring, can be found in a church and is really working for a loved one who needs her help – this last is not initially known by the PCs. Leila knows Die-Die from “council files on outworlders”. That needs a bit of editing, so…

“I know someone,” says Die-Die. “Ex-Marine. She works in the station chapel, knows a lot of the corridor people. They might have seen something.”

“No such thing as an ex-Marine,” Snow Dog comments from under his hat, currently pulled down over his eyes as he slouches in his seat.

“Urrah,” Die-Die affirms.

The jumpgate would have a large orbital station attached, I suppose, and it would be cheaper to reuse that for the spaceport than build a new one. I imagine that like an airport, it has a multi-denominational chapel for travellers, and also like most large modern airports has a number of homeless people living there. Leila’s ex-Marine status explains both the scarring and her acquaintance with Die-Die.

Shuttle docked, and flashing their fake weapons permits at security, the team makes its way to the chapel and talks to Leila.

“Tanya!” Leila mumbles around her scars as she clasps hands with Die-Die. “Long time. These guys with you?”

“Yeah. Listen, we’re on a clock, mind if I get straight to it?”

“Of course. What do you need?”

“We’re looking for Javed Cole. You know where he is?”

A good opportunity to introduce Leila’s loved one.

“Maybe. What do you want with him?”

“We think he might have something that doesn’t belong to him. We’d like it back.”

“Wouldn’t be the first thing. Look, if I tell you where he might be, will you do something for me?”

“If I can.”

“My kid brother runs with Cole’s gang. You know how it is in my neighbourhood, you wind up either in a gang or the Marines, right? Jamal chose the wrong one. Get him out of there alive, will you?”

“Like I say, if I can. How would I recognise him?”

Leila digs into a shirt pocket and pulls out a picture.

“This is him last year. Keep it; you bring him back, I won’t need the picture.”

I select another Gateway place at random for Javed’s current whereabouts, and get Ancient Cache.

“The word is Cole lives in a pre-Scream villas in the hills just north of Silverline. You might try there.”

“Thanks. We will. Take care, huh?” Leila nods.

“Don’t bunch up,” she says as they turn and leave.

Next: Into the villa…

Posted in Deep Black, Stars Without Number | Leave a Comment »

Deep Black One Niner – January 3200

Posted by andyslack on 28 September 2011

As part of my general move to a low-bit diet, I’m parking Heart of the Scorpion, Arion & Co. for now. I want to continue exploring Stars Without Number, but with a zero-preparation approach.
A Deep Black team in the Hydra Sector is the perfect vehicle for this. The sector is already detailed in the core rulebook, and DB teams (introduced in Skyward Steel) allow me to jump directly into the action without needing any solo roleplaying rules or random encounters – or if I do, I’ll merge them in from the numerous THW products on my hard drive.

For characters, I’ll use the Quick NPC statistics on pp. 223-224 of the Core Edition; one Expert (callsign Snakebite), one Psychic (Winter), and two Warriors (Snow Dog and Die-Die). The personalities are recycled – favourite NPCs from earlier campaigns.

Quick NPCs tend to have 2-3 fewer skills than ones generated fully, but in my limited experience that’s how many Culture skills full PCs have, so I’ll ignore that. The Psychic and Warrior Quick NPCs have skills preallocated, and everyone has gear allocated, but I do need to specify skills for the Expert… Snakebite, the nominal team leader by virtue of rank, is a former dropship pilot and has Combat/Projectile-0, Exosuit-0, Navigation-1, Tech/Astronautics-0, Tech/Postech-0, Vehicle/Grav-0 and Vehicle/Space-1. (While doing this, I notice for the first time that the table allows a level 1 Expert three level 0 skills, but the text below offers him four. I’ll go with four, because as stated earlier a full PC would have more skills than a Quick NPC.)

I need nothing more than a mission now, and a roll of 73 gives me the following: A Thing is the token of rulership on this world, and it’s gone missing. If it’s not found rapidly, the existing ruler will be deposed. Evidence left at a Place suggests that an Enemy has it, but extralegal means are necessary to investigate fully.

Randomly selecting the Thing, the Place and the Enemy from those available on Gateway tells me that the Thing is the key to a sealed cache, the Place is the ruins of the ancient jump gate, and the Enemy is Javed Cole the maltech smuggler.

-o0o-

Snakebite marches into the team ready room with the speed and decorum expected of a naval officer in a crisis, to find his people engaged in their normal pursuits in such circumstances; Snow Dog is dozing in a corner, Winter is watching some trashy soap opera, and Die-Die is affectionately cleaning an improbably large gun. She appears to be talking to it, quietly.

“Listen up, we have a mission,” says Snakebite, immediately attracting everyone’s attention.

“The access alarm on the orbital jumpgate just went off. Somebody used the Presidential Key, and President Santos is unhappy because she was nowhere near the gate when it happened. Our objective is to recover the Key before she has to open Republic House in two days’ time, without anyone ever knowing it went missing. Our first step is recon of the gate site for clues. We’re going in covert in a tourist attraction, so leave the heavy stuff at home – that means you, Die-Die. Gear up, we lift in twenty.”

Posted in Deep Black, Stars Without Number | Leave a Comment »

Stars Without Number Core Edition

Posted by andyslack on 9 September 2011

Sine Nomine Publications and Mongoose have teamed up to provide the Stars Without Number Core Edition, available in PDF or hardcover, hard copy format. You can still get the original version free here; the cost of the Core Edition (available here), namely $19.99 for the PDF or $39.99 for the hardcover, is offset by about 40 pages of new content, about a 20% increase in page count. Whether that’s worth the money is up to you, but to help you decide, here’s what’s inside.

I’ve already reviewed SWN here, and the Core Edition includes all of that content, pretty much unchanged as far as I could tell. This review is thus focussed on additions and changes.

WHAT’S NEW?

Robots and Mechs (23 pages)

This new chapter introduces rules for Artificial Intelligences as Player Characters (Robots) and giant robot fighting suits (Mechs).

Robot PCs have advantages and disadvantages. On the plus side, their brains can be switched from one chassis to another as the needs of the mission dictate, and they have "phylacteries" which allow them to recover from backup if destroyed. On the minus side, their skills, saves and to-hit bonuses are not quite as good as those of a human being, they need suitable parts to "heal" damage, and they can’t be healed by biopsionics. These are deliberate design decisions for game balance.

The chapter opens with an explanation of how AI came to be in the setting, why the Terran Mandate found it necessary to apply "braking" to AIs, how it came to deploy AIs in robot bodies, and what it was like to be an AI before, during and after the Scream. I can see several adventure possibilities here, for example around the tantalising snippets of the Imago Dei (an AI warrior religion), Drako (the original unbraked AI), and the throwaway line about Mandate survivors using bleeding edge pretech anagathics. I could see a campaign where the whole party are surviving AIs, either simply trying to survive or driven to complete some great purpose – resurrecting the Mandate, perhaps.

Next, the chapter explains how to create an AI PC. Unlike human characters, whose attributes are determined by random die rolls and the choice of character class, the AI has an amount of Tolerance points which it spends to buy Int, Wis, Cha, skills, saves and so on. The same points are also used to buy an armature or body, so don’t spend them all at this stage. There are 10 pre-statted armatures available, which require from 0-5 points to use; the AI starts with one armature and can swap itself into any other which requires the same number of points or fewer.

As they level up through experience, AIs improve their skills and hit points in much the same way as biological PCs. AIs are immune to biopsionics, most diseases and poisons, and require no sleep, food or air. However, they are still vulnerable to radiation.

The Robots section closes with the equivalent of NPCs and monsters; four sample NPC robots, operated by expert systems and lacking the self-awareness and initiative of PC AIs; and rules for creating more based on the AI armatures and skill packages.

The Mech section now starts. Again, this opens with setting information – how and why mechs came to be created, why they have a humanoid shape embellished by fins and spikes, and their tactical use by the Mandate.

This is followed by explanations of how mechs function in the game – as usual for an SF game, they are a cross between personal armour and vehicles, and beef up PCs sufficiently for them to survive the frightful weapons of the far future battlefield. Of particular note is the expense of maintaining and repairing mechs, which means they are likely to reserved for emergency use only.

There are three hull classes of mech; suit (3 metres tall, about the size of a 2300AD combat walker or a W40K dreadnought), light mech (6-8 metres tall), and heavy mech (10-13 metres tall). Each is available in assault, specialist or psimech versions, for differing battlefield roles. Like starships in the free edition, each mech hull has an amount of free space, power and hardpoints, and can be outfitted with various systems whose total requirements are those or less.

The section concludes with a sample mech for each of the nine hull class/purpose combinations. By the time I finished this chapter I was already plotting out assorted characters and mechs in my mind; I may post them on the blog once finished.

Societies (19 pages)

This chapter is aimed at giving an extra layer of depth to planetary societies, while retaining a clear focus on adventure possibilities and clarity of explanation to players. The theory here is that however much fun it is to develop a society in depth, if the players can’t remember it clearly and can’t see why they should interact with it, it’s not much use for gaming.

Building on the world creation sequence earlier in the rules, the GM uses random tables (whether by rolling dice or picking interesting results) to generate the world’s original reason for colonisation; initial culture, government, traits and conflict; and post-scream government, and conflicts. The GM then personalises the adventure hooks this creates by aligning them with NPCs and Factions in his game. The process also helps the GM work out who is going to be upset with the PCs and why, depending on the motivations of the two groups.

To pick out some highlights from the random tables:

  • Each government type is described in terms of its politics and legal system at an overview level.
  • Each conflict type has a number of subtypes, each with capsule descriptions of the conflict, the constraints which prevent it escalating (and thus resolving itself), and "changes" – implications of the conflict such as who can marry whom, or not.

Finally, there is a one-page example of applying the whole process to a world.

One thing I especially like about this chapter is the government evolution tables, which show how the initial government evolved into the current setup. In a sense, these generate the world’s history for you, by showing the key steps – founding, and evolution in response to conflicts.

WHAT’S CHANGED?

A new cover, replacing the free edition’s starfield with an image of three adventurers, one of each of the core classes, fighting some sort of vile monstrosity hand-to-hand.

Chapter numbers have been updated to match the new topics.

The Designer Notes chapter has been updated to explain the thinking behind the Robots, Mechs and Societies additions. These also explain how to use the AI point-buy character system for normal characters, which I welcome partly because I like to have the choice, and partly because I personally prefer to start with a character concept and design the character around it, rather than starting with the die rolls and using them to generate the concept.

Default attributes for the Quick NPCs in the Game Master Resources section have been corrected – those in the free edition were inconsistent with the bonuses given.

WHAT’S GONE?

Nothing, as far as I could see.

CONCLUSIONS

Regular readers will know SWN is one of my favourite RPGs, and that I was pleasantly surprised to find this level of quality available as the free edition.

The Core Edition broadens the range of subgenres that can be accommodated, to include synthetic humanoids and combat mechs – BattleTech or manga, anyone? They are however optional, since they  may or may not fit your conception of the future, and AIs are deliberately kept at roughly human levels of competence – one can debate whether this is realistic or not, but it is explained within the context of the game, and it prevents them being unbalanced compared to ordinary characters. The societies rules also broaden out world generation by providing a way to dice up what conflict makes the world’s Friends and Enemies want to engage with the NPCs.

I intend to merge the robot and society rules into the fledgling Heart of the Scorpion campaign immediately, and possibly the mecha rules later.

Posted in Reviews, Stars Without Number | 1 Comment »

Mandate Archives: Bruxelles-Class Battlecruiser

Posted by andyslack on 7 September 2011

Here’s another free 7-page web supplement for Stars Without Number: The Bruxelles-class battlecruiser. This one is mostly fluff (background and setting detail) rather than crunch (rules and statistics). What has it got in its pocketses?

  • An Iron Ghost of a Dead Age: The history and purpose of the class before, during and after the Scream which caused the collapse of the Terran Mandate. The Bruxelles class was intended for frontier patrols and occasional punitive strikes beyond the Mandate’s borders.
  • Operational Parameters: Size, crew and passenger numbers, life support, endurance, and so forth. Weaponry is optimised for assaults on orbital stations and asteroid bases.
  • The Culture of the Ship. The effect of extended isolation on the crews, and how it coloured their interactions with the colonists they were intended to protect (and tax).
  • Ship’s Complement. Minimum and recommended crew sizes for each department aboard ship, with notes on the ranks of those involved.
  • Using the Ship. What can the GM do with a pretech battlecruiser? This section lists who might want one, what for, and the constraints they operate under.
  • The Ship’s Interior. It would be difficult to include any sensible deckplans for a 300 metre vessel in a 7-page document, especially one whose external hull shape varies according to the date and place of manufacture, and most especially one whose internal layout is not critical to the typical adventure. Instead, this page focusses on what it looks like and feels like to be aboard a Bruxelles. There’s also a small glossary of naval terminology.
  • Ship Statistics and Weaponry. One page of rules crunch; the SWN / Skyward Steel statistics for the Bruxelles and its weaponry, with a table for randomly determining what has broken in the centuries since the ship was last used in anger. The weapons are new, powerful grav-shear devices not noted in either SWN or Skyward Steel.
  • Ship Plot Seeds. Six adventure seeds which could see the PCs cross paths with a Bruxelles.

I note from the advertisement at the end of page 7 that a print version of SWN with extra content is on its way via Mongoose Publishing. Can’t wait!

Conclusion

Another tightly-written piece of goodness from Sine Nomine Publications. I could see this as the equivalent of Classic Traveller‘s Kinunir class battlecruisers, or in a pre-Scream campaign much along the lines of the original Star Trek.

In most campaigns, though, this will be a McGuffin – something that the PCs can sell for an immense price, or be highly paid to recover, if only they can survive the attentions of every pirate, planetary government and dictator in the sector…

Posted in Reviews, Stars Without Number | Leave a Comment »

 
Follow

Get every new post delivered to your Inbox.