"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Aliens. Show all posts
Showing posts with label Aliens. Show all posts
Sunday, February 19, 2012
Aliens:Colonial Marines Technical Manual, Mirror Walk
Way back in 1975 I think I got an allowance of $2 a week. We were living in Virgina at the time and there was an Italian restaurant we went to once a month or so. In the shopping center where the restaurant was there was also a small book store. I can't remember the name of either but I recall two books in there. One was the Star Fleet Technical Manual and the Star Trek Concordance. Combined I think they were $14 and change. This is the first time I can ever remember saving money to buy something. I mention this for reference to the Technical Manual and the fact that it took me back there for just a minute.
Now onto the item at hand. This review is not of actual gaming material but is so close I thought it OK. The Aliens technical manual is very much in line with the Star Fleet as far as what it is. The book is not connected with any role playing game but I could not imagine playing the Leading Edge Aliens game without a copy of this nearby. It is written as if it were a real world book with no gaming content what so ever.
Unlike most if not all of the newer books of this sort and like the Star Fleet manual this is a book filled with substance over style. The book features many line drawings and a fair number of illustration and a smattering of photos from the movie but in the end it is most likely 50% to 60% text. That may not sound like much but if you look at books of s similar nature for more recent movies the ratio is painfully lower and there are mostly color images to add flash making up for a lack of substance.
Though it contains material specific to the Aliens universe much of the material would also work in a "low tech" space opera type of game. This is not the stuff of ST:TOS but in a grittier space type of game it would work well. It is perhaps too gritty for most of the games but there is information that is less gritty than others. I think much of the information presented here would be in line with the technology level presented in Avatar or close to it.
In th e end I think the book is worth buying for some people. If you don't mind reading what is close to an entry level or slightly above text book or perhaps an actual military manual then this is for you. If you want something with actual game type statistics or a book you can simply flip through and get visual inspiration then it is not for you. For me it is worth it just for the similarity to the old Star Trek Technical Manual.
Published: 1996
Pages: 160
From the back cover:
The ALIENS COLONIAL MARINES TECHNICAL MANUAL is your official guide to the equipment and organisation (their spelling not mine) of the United States Colonial Marine Corps. Packed with never-before-published diagrams, technical schematics and plans, the manual takes a detailed look at the guns, vehicles and ships of the USCMC, and the men and women who use them.
Description from Wayne's Books:
"An official guide to the technology of the United States Colonial Marines shares detailed diagrams and technical schematics; a close-up look at the guns, vehicles, and ships of the USCMC; and a hypothesis of what could have gone wrong on the colony planet known as LV-426."
Spell:
Mirror Walk
Level: Fourth
Range: 9"
Duration: 2 Turns/Level
Area of Effect: One Mirror
Components: V,S
Casting Time: 6 Segments
Saving Throw: None
With the casting of this spell the magic user is able to use a pair of normal mirrors as travel devices. Both mirrors must be in known locations with the caster being at one of them.
In order to use a mirror on the receiving side the caster must have spent an extended period of game time using the mirror. The minimum period of time for safety purposes is 10 rounds. The caster must have spent that entire time simply looking at their own reflection. If less time is spent than this there is a 10% cumulative chance that the caster will be lost on the astral plane when they try to use the spell.
If the spell is successful then the caster will emerge from the specified mirror and along with any inanimate objects they were carrying. Only the caster will be able to use the mirror for movement purposes. Once on the receiving side the caster will have until the spell expires to use the mirror on that side to return through the mirror on the departure side. The return trip does not have the same viewing requirement as the original.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
Wednesday, August 31, 2011
Hidden Invasion, Reclaim
Hidden Invasion is another in the long line of games I own but have never played and have barely looked at. I was shocked to see that I apparently have two copies of this game as I was scanning through inventory to find something to write about. It is a game of secret alien invasions and occupations of planet earth.
It was released by Nightshift Games in 1995 and is listed as being one hundred and sixty pages long. Based on information from rpggeek.com it is listed with Cinematic Adventures, FUDGE and Theatrix under RPG Item Version. It includes conversion information to let it work with those systems in addition to being its own self contained system.
There is little doubt in my mind that the game had some inspiration for it taken from the X-Files. The information on the back of the book reads like it was taken from the episode lists of the X-Files. The only problem with that is I liked the weird episodes more often than than I liked the conspiracy ones. And yet somehow I have two copies of it. Below is information from the back of the book and some blurbs on Noble Knight.
* Mysterious lights appearing in the sky
* Strange sightings from remote parts of the world
* Men in Black harassing innocent people about what they have seen
* People abducted from their homes in the dead of night, by beings beyond description
* And there is nothing you can do about it
* Or is there?
Based on actual reports, Hidden Invasion is your best weapon against the alien beings that threaten our world." Are they here to help? Are they using us as Guinea Pigs for twisted genetic experiments? Are all the Aliens working together?
Included is information on the alien races active on this planet, as well as their technology, underground bases, secret networks under the earth, and more. Also included is information on the human co-conspirators, working with the aliens to turn the people into cattle. You will not believe who the aliens control!
Hidden Invasion uses the innovative Cinematic Adventure System created for ease of play and versatility. Also included are complete conversion rules for using Hidden Invasion with Theatrix by Backstage Press and FUDGE by Grey Ghost Games, as well as many other popular role-playing systems.
Noble Knight:
They're here...and you've already lost. Greys have taken control of our government. Reptilians use our population as test subjects. And ancient conspiracies among humanity are helping them. You, and a few like you, know what is happening. Only you can do anything to stop it...
The first revelation of the conspiracy! Hidden Invasion uses the innovative Cinematic Adventure system to simulate exciting action and suspense without bogging down in useless rules. Includes stats for all major alien races and 2 sample adventures plus more! The most extensively researched alien-conspiracy game ever published.
Spell:
Reclaim
Level: Second
Range: 3"
Duration: Permanent
Ares of Effect: One Cubic Foot/Level
Components: V,S
Casting Time: One Round/Component
Saving Throw: None
When this spell is cast the magic user is able to withdraw the base components of an item and reclaim them as pure components. This would allow them for example to extract copper and most likely tin from a chunk of bronze. A block of mud could be extracted out into water and earth.
The spell will require that the caster have some sort of container for the reclaimed components otherwise they will simply appear on the ground next to the caster. The magic user will need to spend one round be base element that they wish to extract and can stop the process at any point in time.
This spell may open itself up to some creative uses and the DM may want to be selective on how the spell could be made to work. It is intended to work on items that an amalgamation of multiple elements. Using it to extract poison from a victim will not work but removing one of the base metals in an alloy will work.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
It was released by Nightshift Games in 1995 and is listed as being one hundred and sixty pages long. Based on information from rpggeek.com it is listed with Cinematic Adventures, FUDGE and Theatrix under RPG Item Version. It includes conversion information to let it work with those systems in addition to being its own self contained system.
There is little doubt in my mind that the game had some inspiration for it taken from the X-Files. The information on the back of the book reads like it was taken from the episode lists of the X-Files. The only problem with that is I liked the weird episodes more often than than I liked the conspiracy ones. And yet somehow I have two copies of it. Below is information from the back of the book and some blurbs on Noble Knight.
* Mysterious lights appearing in the sky
* Strange sightings from remote parts of the world
* Men in Black harassing innocent people about what they have seen
* People abducted from their homes in the dead of night, by beings beyond description
* And there is nothing you can do about it
* Or is there?
Based on actual reports, Hidden Invasion is your best weapon against the alien beings that threaten our world." Are they here to help? Are they using us as Guinea Pigs for twisted genetic experiments? Are all the Aliens working together?
Included is information on the alien races active on this planet, as well as their technology, underground bases, secret networks under the earth, and more. Also included is information on the human co-conspirators, working with the aliens to turn the people into cattle. You will not believe who the aliens control!
Hidden Invasion uses the innovative Cinematic Adventure System created for ease of play and versatility. Also included are complete conversion rules for using Hidden Invasion with Theatrix by Backstage Press and FUDGE by Grey Ghost Games, as well as many other popular role-playing systems.
Noble Knight:
They're here...and you've already lost. Greys have taken control of our government. Reptilians use our population as test subjects. And ancient conspiracies among humanity are helping them. You, and a few like you, know what is happening. Only you can do anything to stop it...
The first revelation of the conspiracy! Hidden Invasion uses the innovative Cinematic Adventure system to simulate exciting action and suspense without bogging down in useless rules. Includes stats for all major alien races and 2 sample adventures plus more! The most extensively researched alien-conspiracy game ever published.
Spell:
Reclaim
Level: Second
Range: 3"
Duration: Permanent
Ares of Effect: One Cubic Foot/Level
Components: V,S
Casting Time: One Round/Component
Saving Throw: None
When this spell is cast the magic user is able to withdraw the base components of an item and reclaim them as pure components. This would allow them for example to extract copper and most likely tin from a chunk of bronze. A block of mud could be extracted out into water and earth.
The spell will require that the caster have some sort of container for the reclaimed components otherwise they will simply appear on the ground next to the caster. The magic user will need to spend one round be base element that they wish to extract and can stop the process at any point in time.
This spell may open itself up to some creative uses and the DM may want to be selective on how the spell could be made to work. It is intended to work on items that an amalgamation of multiple elements. Using it to extract poison from a victim will not work but removing one of the base metals in an alloy will work.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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