"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 SciFi. Show all posts
Showing posts with label SciFi. Show all posts

Saturday, July 7, 2012

Blue Planet


I have never played this game and am not sure I ever will. I remember picking it up  because I had heard it was a setting that was accurate scientifically. The setting is  one that I am not sure would find all that enjoyable though.I tend to prefer my science  fiction games to be post apocalyptic anymore or tinged with horror. The game has been  published at least three times and even has a GURPS treatment. It was originally done by  Biohazard Games. I am not sure if this is the same Biohazard Games that has connection  with Resident Evil or not though.


Published: 1997
Pages: 348

From the back of the book:

2199AD
Welcome to Poseidon

The planet . . .
A waterworld, home to a savage ecology and awash in the mystery of an ancient alien  past.

The human race . . .
Desperate and dying on a famine-ravaged Earth, reaches hungrily for the once forgotten  colony world and its promise of ultimate survival.

The Long John . . .
Hidden below the ocean floor, a priceless, enigmatic ore that holds the key to human DNA  and the promise of human immortality.

The colony . . .
Transformed into a lawless frontier as mining corporations wage brutal war and colonists  fight for the survival of their adopted world.

The aborigines . . .
Inscrutable, powerful, and enraged in defense of a primal heritage as ancient and  mysterious as the planet's darkest waters.

The game . . .
A compelling journey into humanity's dark future on a distant planet where life is hard  and dying is easy. A world where GEO Marshals enforce the peace and wired mercs patrol  deep waters in deadly fighter subs. A place where corporate greed and human desperation  ravage an alien ecology, threatening to plunge humanity into a war of survival with an  ancient legacy.



From the company's site:

The Premise


The year is 2199 and life on Earth is a hopeless struggle between economic chaos and  social decay. Incorporated city states dominate the political landscape and natural  resources are virtually exhausted. Civilization has barely survived a seventy-five year  dark age known simply as "The Blight". For more than three decades an engineered virus  ravaged the world's agricultural crops while social panic reigned and billions died of  starvation. The resulting chaos has only recently been stabilized, due primarily to the  heroic efforts of the Global Ecology Office. This organization was created by the United  Nations in reaction to "The Blight", and is all that still remains of most of Earth's  original world governments. Powerful and benign, yet challenged on every front, the  G.E.O. struggles to protect human rights and ecological integrity in the face of  Incorporate inhumanity and social desperation. The G.E.O. remains the last best hope  throughout the solar system, and the newly resettled colonies beyond.

In 2065, long before the outbreak of "The Blight", astronomers discovered an anomalous  body beyond the orbit of Pluto. During the following decades a series of probes revealed  the anomaly to be a rift in space, an example of the hypothetical, astronomical  construct known as a wormhole. Further exploration eventually demonstrated that this  phenomena was in fact a usable passage to another region of space. Humanity looked to  the stars with collective awe when it was discovered that an Earth-like planet waited  beyond the worm hole. A planet covered by blue oceans and teeming with life. A pristine  world, unexplored and unravaged. A water world that would eventually become known as  Poseidon.

As part of a long term plan to ease the heavy burden on the Earth's vanishing resources,  the U.N. member nations began an intensive colony effort, seeding Poseidon with  genetically altered, human colonists. The Athena Project did much to aid the Earth's  failing economies and social morale. Unfortunately, 'The Blight' struck soon after the  colony ships were launched, but before the planned resupply ships could be built.  Desperate for resources to fight 'The Blight', and therefore unable to do anything else,  the U.N. was forced to abandon the project and the colonists. This was the first in a  long series of harsh decisions the U.N. would be forced to make in the years that  followed.

In spite of the failure of the resupply effort, and the lack of contact with Earth, the  colonists on Poseidon actually survived. As their technology wore out and failed, they  learned to rely on pioneer ingenuity and their genetically engineered bodies. Spreading  across the planet's surface in small villages and family groups, the colonists adopted a  life much like the ancient Polynesians, settling the planet's countless island  archipelagos.

One of the many discoveries made by the colonists was that they were not the only  sentient life forms on Poseidon. Frustratingly alien in their actions and motivation,  these aborigines became a source of fear and mystery for the colonists. Encounters often  ended in bloodshed, and superstition grew as evidence of strange empathic abilities was  discovered. The true origin and motivations of these beings lies in the ancient history  of the planet and is a mystery as dark as the planet's deepest waters.

As the G.E.O. slowly salvaged the future of the human race, it again looked to the  stars. In 2164 a small science vessel was built and sent through the worm hole in hopes  of initiating a second colonial effort. No one had anticipated the survival of the  original colonists, and those on Earth were stunned to discover the colony had not only  survived, but had grown from the five thousand original colonists to over eighty  thousand souls.

The recontact mission was met with mixed reactions from the original settlers; many were  excited and relieved, many were bitter and retreated into uninhabited regions, but the  majority were calmly indifferent. Poseidon had become their world, and they had become  its natives. Contact was welcome, but essentially unimportant. They had made their peace  with the planet and had no intention of giving up the lives they had built.

Traffic between Earth and Poseidon was minimal at first, and consisted mainly of  scientific missions and Incorporate research and development teams. At first they had  little impact on the natives or the planet, but as Poseidon began to give up its  secrets, that quickly changed. The nature of the worm hole and it connection to Poseidon  became the source of endless debate. The intelligence of the aborigines became a  compelling mystery though all efforts at contact or capture ultimately failed. The  planet's biological diversity and ecological intricacy defied understanding. The genetic  code of the native life was found to be inexplicably based on DNA, explaining why the  colonists had been able to initially survive, and subsequently thrive. And, in the  planet's exposed crust, Incorporate geologists found a substance that would eventually  motivate a colonial frenzy that not only threatened to change the colonists new way of  life, but threatened to plunge humanity into a war of survival with an ancient alien  legacy.

Longevity Matrix Ore, or Long John, was first discovered during an Incorporate mineral  survey. Though initially a closely guarded secret, word soon leaked about the fantastic  potential of the substance. This mineral could be processed to provide biochemical tools  of such awesome power that nothing in the realm of genetics remained beyond the control  of gene engineers. Nothing. Humanity had discovered the key to immortality!

On Earth, a world still foul with the smell of the dead, humanity exploded into a  colonial gold rush the likes of which history has never known. Incorporate greed and  human desperation sent millions rushing to Poseidon to stake their claims and to feed a  market driven by humanity's primal fear of death.

So, in 2199, Poseidon is a planet of company boom towns and corporate mining facilities,  native settlements and orbiting factories. Life is hard, fast, and amphibious. Frontier  law prevails as G.E.O. Marshals try to protect native rights and enforce Incorporate  regulations. The aborigines remain a mystery, yet are blamed for increasingly frequent  acts of sabotage and carnage. Sea floor installations are guarded by squadrons of  fighter subs, and corporate takeovers often involve marine assault teams. The natives  have grown to hate the Incorporate and fear for their new world as environmental  extremists incite ecological warfare in defense of the planet. Always new colonists  flood in, hoping for a better life, as ruthless opportunists scavenge what they can.  And, lost in the background, scientists preach caution, claiming there is something  wrong, something strange going on below the water's surface . . .

Tuesday, June 26, 2012

Battletech Technical Readout 3050


This is one of the technical readouts I mentioned yesterday. I really wish I had more to write about it but again I have not played all that much Battletech. For the life of me I thought that this was older than that but there may be some that are older than this. I know I sold off much of the material I owned at one time in an "hour of need" that I for the life of me can't recall what the need was now.


Published: 1996
Pages: 224

From Back Cover:

More than 250 years ago, Aleksandr Kerensky, Protector-General of the Star League, left known space. With him he took nearly half the Mechwarriors, Battlemechs and support personnel in the Inner Sphere. In the years that followed, the Inner Sphere's Successor States battled for supremacy, waging terrible wars that claimed millions of lives and crippled their technological knowledge and manufacturing capabilities. Now the descendants of Kerensky are returning, armed with superior 'Mechs and driven by one goal - Total domination of the Inner Sphere.

Battletech Technical Readout: 3050 provides illustrations, descriptions and game statistics for all state-of-the-art Inner Sphere Battlemechs and the Omnimechs used by the invading Clans. Technical Readout: 3050 also includes entries on rare Star League-era combat vehicles that have recently begun resurfacing in active duty.

Monday, June 25, 2012

BattleTech Tactical Handbook


BattleTech is a game that I have played probably less than ten times in my life. I had a  friend that was really into it and he insisted I try it. I own an amazing amount of the  stuff for not ever having played it all that much. I am a sucker for technical manuals  and much of what I own falls into or close to that category. That and I seem to be  willing to buy almost anything gaming related.

Published: 1994
Pages: 80

From the back of the book

The BattleTech Tactical Handbook is an advanced-rules supplement for the BattleTech game  universe. The Handbook provides advanced rules and equipment that enable players to add  new depth and intensity to their games. Guidelines for creating long-term campaigns and  double-blind games, formulas for calculating the combat values of all BattleTech combat  units, detailed descriptions of advanced weapon systems and more make the BattleTech  Handbook a necessity for the serious BattleTech player.

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.

Friday, November 4, 2011

Expendables - Stellar Games, Dim Perception

Expendables was released in 1987 bu Stellar Games who also gave us the Nightlife line of games as well as a few others. I am more of a fan of the Nightlife game than I am of Expendables. As an early player of Space Opera and Traveller I never found that Expendables offered me anything new that I just couldn't live without.

The game itself has a bit of an identity crisis. It flips back and forth between what seems to be a game based exploration for resources and then it wants to be more of a full blown space opera game and then it is back. I for one have an idea on why this is the case though this is just my opinion so please take it as that.

I very much think the game started out as an "homage" to the original Alien movie. The game puts forth a game where the players work for a huge organization refereed to as "the company". They players do the exploration and work for a percentage of the profit. The company even provides them with a store so they can buy anything they need from them. Later in the book it introduces another aspect of the company that does clandestine things. I know that the other items in the game are not part of the movie exactly but there is just a feeling.

The game as I said does not really offer anything new in the way of game design or flavor that made me want to give up my other space based games. That does not mean that this game is not without some parts that are worth reviewing. The sections on land based and space vehicles is not bad and might give the GM some ideas. The section on the company catalog is the gem of the book and this should be mined for anyone looking for a standard shopping list for a space based game. The section of the book on creature generation could also be used as a basis for similar tables in another game.

In the end the game is more about "The Company" without any real idea as to why. It paints a picture of an organization that is not a good one but without offering any real agenda on what to do in the game rather than be a wage slave for them. Perhaps the idea was to offer a gritter Warhammer type of space setting and if that was the idea then I guess it worked on a basic level. Expendables is a good game to have as reference material to incorporate into another game and might not be bad as short run type of campaign but there is not enough there to make it my game of choice.

From the back of the game:

Expendables: A Complete Role Playing System


"Extensive background information. A rich history and background of the Expendables universe has been created for your use, including information on the First and Second Galactic Empires, The Company, human colonies, Free Traders, pirates, and much, much more.


• A wide range of skill choices. Over ninety skills and five major job classifications are described in the Expendables manual.
• Planetary and Creature Generators. Instructions and Data Sheets are provided to aid you in the creation of new and wondrous planets.
• A personal combat system whose flexibility is unique in the gaming world.
• Rules and information included for vehicular and space combat.
• The Whole Company Catalog. Over 300 items are listed and explained in the catalog sections of the Expendables manual.
• Some help in getting started. Included in the Expendables manual are selections showing an example of play, sections delineating how scenarios are designed, and a complete starter scenario with hints that will help you in writing your own.
• More fun. Expendables is designed to give the GM and players the maximum flexibility in character and scenario concept. Expendables is designed to let you experience the worlds of your own imagination."



Spell:

Dim Perception


Level: Third
Range: 9"
Duration: 1 Round/Level
Area of Effect: 6" Sphere
Components: V,S
Casting Time: 4 Segments
Saving Throw: None

When this spell is cast the magic user causes the perception of  the creatures in the area of the effect of the spell to be  dimmed. The effect will be to negatively impact the perception  rolls for any that are affected. The effect of the spell is not  such that the victims will know they are affected.

The spell will not change the range of the senses so the victims  will see just as far and hear just as well. It will be the  perception of the sensory input that will be impacted. For game  purposes this will mean that the range where anything could be  perceived in will be halved. This will include any sort of innate  racial abilities as well as standard checks based on all of the  five senses. Taste will not be impacted by linear range but the  spectrum of the palate will be reduced.

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.

Thursday, September 29, 2011

Chromebook, Wizard's Breath

In doing these recaps/reviews of the books in my collection I have  been able to find a few gems that I did not know that I had. The  biggest of these so far has been the entire Cyberpunk line. I have  known that the game was good but I have not paid attention to the  accessories as well as I should have perhaps.

Chromebook is the first in a series of what would become four  books dedicated to the accessories that would be available to  characters in the Cyberpunk 2020 world. Much as was done in the  Night City accessory this book packs a ton of information into  it's 96 pages. One of the nice touches is that it is written as if  it is an actual "catalog" and not a gaming accessory. It declares itself the "digital styleguide and techbook for Cyberpunk 2020".  It does well in fulfilling this claim.

This book more so than others that would follow is not focused so  much on the combat aspect of the game. This first volume though  full of useful stuff for the action side of the game also has a  good amount of what would be considered fluff by some. To me this  helps make the setting more real though. The book is broken down  into ten sections. These are as follows:

Electronics & Miscellaneous
Vehicles
Cyberware
Fashion
Executive Services
Chipware
Housing
Software
Price List & Index

The sections of the book are all well done and in addition to  describing the items often have images as one would expect a  catalog or styleguide to have. The art though not great is  passable. The books art adds some color when it gets to the  Fashion section. This is a nice touch and it might serve to emphasize that section of the book in the readers mind.

The one drawback is one that other material for the game has  suffered from. The materials presented in some cases either in  function or form are archaic in today's world let alone what will  be in less than 10 years. This often the case for books dealing  with technology that are were written twenty years ago so I will  have to give it a pass. One can always think of it as a throwback  to a vintage feel.

I have to say that this book would be one that any GM of the  Cyberpunk game will want to have in their bookcase. It would also  serve well someone running Shadowrun or any modern/future type  game. It is also just a fun book for anyone to read through and  see how close they writers from 1991 came to getting things  right. Avery Brooks did a great commercial for IBM where he  decried the present the lack of flying cars. This book does not  promise those but it does have somethings that are still perhaps  too far off. I for one though still want the flying car I was promised.


Spell:

Wizard's Breath


Level: Fifth
Range: None
Duration: One Turn + 1 Turn/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user makes it so that they can  breath and function in in any environment in regards to breathing.  The spell does not impart any other immunities or abilities to adapt to harsh environments.

This spell will allow the caster to breath under water. It will  even allow them to function in environments with noxious fumes.  Other aspects of the certain environments will limit the spells  functionality though. The caster could breath submersed in lava  but the lava would kill them in other ways. The vacuum of space is  not a problem but the cold and pressure issues would be a problem.

In addition to the obvious benefits the spell also grants the  caster some offensive capabilities as well. These can be used up  to three times during the duration of the spell. If used the three  times then the spell will expire with the third use. Each use will  allow the caster to have their breath affect a single target  within 1" of them. The effect of their breath will serve as a  single target Sleep, Friendship or Hold Person spell. The victim of  the caster's breath is not entitled to a save versus these effects.

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.

Friday, September 9, 2011

ST: Klingon Ship Recognition Manual, Summon Yang

Back in March I posted about the 'Good Guys" of Star Trek so  maybe I should post a little something about the bag guys. I  would have used the dark side but I think Lucas has that  copyrighted.

This book was published in 1985 a few years before the release of  ST:TNG so it does not have the ships that fans might be familiar  with now. I think this may be more of a factor on the Romulan  side though. The book features 42 different ships.

As a Star Trek fan I am glad I have this book. The later books  released by Decipher might be more up to date but there is  something to be said for the old FASA products. The are games  that are done right by a company who end up losing the license to  the product. I am not sure which was the bigger crime FASA losing  Star Trek or ICE losing Middle Earth. In the end the only losers  in both those cases were the gaming community!

From the back cover:

"The Klingon Ship Recognition Manual is intended for Star Fleet  personnel with a 'need to know' concerning information on the  Imperial Klingon Navy. This comprehensive study discloses, for  the first time, all known combat, visual, and historical data on  42 different Klingon ship and their variants. Also included is a  chronology of service and silhouette recognition chart. This  manual is a must for all Star Trek enthusiasts."


Spell:

Summon Yang


Level: Seventh
Range: 3"
Duration: 5 Rounds/Level
Ares of Effect: Caster
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: None

When this spell is cast the magic user will summon forth from an  alternate plane of being a version of themselves that went down  an alternate path of existence. This spell will require a bit of  advance work by the DM and the player before it is used the first  time.

The being summoned will be from one of the fighter based classes.  In most cases it would be advisable to use a plain fighter but  the player may elect to go with another option with the DM's  consent. The player should create a back story for the character  and then the DM should try and equip the alternate with a like  level of magical equipment.

When the alternate is summoned the caster will vanish and the  "yang" will replace them. The caster does not switch places but  instead is in a pocket dimension. The Yang will realize what has  happened and once instructed by others in the part will behave  according to those instructions.

The Yang will act as the player wants them to. They will most  likely not perform any suicidal actions and nor would the player  want them to. When the spell expires the caster will return in  the same exact situation as the alternate was. If they had 10% of  their hit points so will the caster. If the alternate dies then  the caster will die as well but will be locked in the pocket  dimension. Only a wish will bring them back. If the alternate is  raised before the spell expires the caster will be as well.

The material component for this spell will be some small  representation of the alternate. This can be either a small  crafted statue or a drawing of the alternate.

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.

Monday, September 5, 2011

Cyberpunk 2.0.2.0. Character Sheets, Summon Exchequer

Every game will end up having them though players don't really  have to have the. Some of the best ones are actually homebrew  creations. I am of course talking about character sheets. They  have come a long way since the early days of writing everything  down on a sheet of filler notebook paper.

The Cyberpunk 2.0.2.0 character sheets were released in 1993 by  R. Talsorian Games, Inc. This is actually pretty amazing since  the game was released in 1990. Most games today the character  sheets seem to beat the game out or at least tie. I seem to  recall there being a character sheet example included in the book  but that may have been one of the later editions.

The pack includes twenty four two sided sheets. You can see an  example of the sheets here. The pack also includes sixteen pages  of NPC records with four NPC records per side. You can see samples of those here.

In the end they are not needed but they do make things easier to  find. In these cases the consistency is not foolish so there are  no hobgoblins or small minds involved....well there could be the  latter but that is decided on a case by case basis.



Spell:

Summon Exchequer


Level: Second
Range: 6"
Duration: Three Turns
Ares of Effect: None
Components: V,S,M
Casting Time: One Round
Saving Throw: None

When this spell is cast the magic users summons a collection of  small gnomish creatures whose sole purpose will be to exchange currency for the caster and.or anyone else who happens to be near by. The origin of these creatures is unknown though they will  apparently interact with all races with no animosity.

The creatures will exchange coins either up or down but in most cases they will be used to convert lower value metals to higher  value ones. They prefer to work in higher value metals and oddly  enough the percentage they take is better with higher value metals. The rate taken for conversion is below...

Copper to Silver   20%
Silver to Gold       15%
Gold to Gems       10%

The conversion process is done though bags which in the hands of  anyone other than the creatures are flimsy bags which rip when  anything is put into them. In the hands of the creatures they  simply put coins in one and pull from another with apparently  endless numbers.

The creatures will also convert coins of one realm to those of  any other in the world or even planes of existence that the  players are familiar with. This conversion process will be done  at a 5% conversion fee.

The creatures will not work in platinum. If they are asked to  provide they will become indignant and rude. If asked to exchange it they will instead take it and offer nothing in return. If this  happens the creatures start speaking about some strange set of rules with the highest number being 285 and calling it latinum. Any attack on the creatures at any time or attempt to get  the platinum back will cause them to vanish.

The material component of this spell will be the coins or gems  that are lost in the conversion process. Once summoned the must  be a conversion of funds that takes place. If there is not then  the DM should flip a coin...heads the characters lose 50% of all  coins and gems on them...tails they lose all coins and gems. One  must pay the taxman when he comes.

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.

Friday, August 19, 2011

Farscape - AEG, Summon Companions

For someone who doesn't read hard science fiction anymore I still seem to like the  games and TV shows. I think if there were more fantasy on TV then that  would not be the case. All that aside one of the shows I saw two or three  episodes of once was Farscape. Almost immediately I was caught up in the  quality of the show. I even went to the extent of recording every episode on VHS at one point  but never got the time to watch them all.

When I saw that they released a Farscape RPG back in 2002 I knew I wanted it  but I waited until I could find it used since I knew I would most likely  never play it. The book was released by AEG and was not a disappointment as  far as presentation. It is a big book being 320 pages long and it was done in  color and the production quality is very good. When you pick it up and look  it over you can not help but admire the job that was done putting it  together.

The concern is that it is yet another d20 based game. I know that the d20  system has made it easier for game manufacturers to release products. In some  cases these seem to work but in other cases it misses the mark. With Farscape  the material is good enough that it covers the fact that it misses the mark.  I love that the game is out there but I would love to see is if another  company could get the license and release it under its own system but keep  the quality of the AEG edition.

This is again one of those games that you see all the time in the  aftermarket. I don't see it so much in the used book stores. Apparently  either once you buy it you keep it or since I see it all the time on eBay  being sold as new I suspect that Farscape was not enough of a franchise to  have sold all the print run. This means you can get it cheap but for me it  ends up being a bad thing because unless it is taken on as a labor of love  there probably will never be a new Farscape role playing game.


Spell:

Summon Companions


Level: Fifth
Range: 100 yards/level
Duration: Instantaneous
Ares of Effect: Special
Components: V,S,M
Casting Time: One Round
Saving Throw: None

When this spell is cast the magic user summons to them a number of their companions. The companions that are being summoned will sense that are to be pulled away and can resist this if desired. The companions will be called to a location that is safe for them to exist that is within 2" of the caster.

The companions that are summoned in addition to being within the range of the spell must be fully on the same plane as the caster. Beings that are out of phase will not be summoned. The summoned beings must be sentient beings who have an intelligence of 3 or higher. When summoned the beings will appear only with whatever gear is on their being when summoned.

The caster will be able to summon one companion plus an additional number based on their level. They can summon one additional companion for every five levels of experience. This is rounded up so at tenth level they could summon three companions and at eleventh the number would increase to four.

The material component of this spell is a personal item from each of the companions that are to be summoned. The items used must have been touched or in the possession of the companion to be summoned within twenty-four hours of the spell being cast.

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.

Tuesday, August 9, 2011

Film at Eleven - Cyborg Commando, Dream Walk

In a continuation of what I posted yesterday I thought I would go ahead and finish off the modules I have for Cyborg Commando. As I stated yesterday I know very little about these. In fact these may some of the items I know the least about in all the items I own. The intent though is to post all the scans I have so I need to get these done. Since they are packed away I will never know more than I do right now in the foreseeable future. That being said I present the information I stole from the Amazon site.

""Attention all units! A huge Xenoborg strike force is in space above your area. All resistance forces must evacuate immediately. CC operatives must stop this force from landing!" In this adventure, the characters are assigned to contact Major MacDonald, leader of a group of resistance fighters in southern Indiana, and secure his cooperation with the CCF. They must also deliver a new microwave device for cleaning up Xenoborg remains. But once they arrive, the situation heats up - the Xenoborgs have brought in reinforcements! With the help of a human traitor, they have captured several civilians, and plan to execute them on the six o'clock new unless the resistance fighters surrender. Once the execution has been stopped, the characters must locate the Xenoborg camp where the remaining hostages are being held. And there they find an even bigger threat - an Aerial Teleborg and its Xenoborg Captain! This booklet includes six ready-to-play characters (with both Basic and Advanced stats), maps of post invasion Indiana and Illinois, and a detail map of a Xenoborg camp. This is the second adventure for Cyborg Commando Game by Gary Gygax, Frank Mentzer, and Kim Mohan. You will need the game to use this accessory. This hard-science game is set fifty years in the future. In the year 2035, alien invaders conquer the Earth in a matter of days. Man's only hope is the Cyborg Commando Force - a cadre of super-soldiers who are part man and part machine. Pick up a copy today and join the Cyborg Commando Force!"

Luckily there is only one more after today's!

Spell:

Dream Walk


Level: Fifth
Range: None
Duration:1 Turn + 1 Round/Level
Ares of Effect: Caster
Components: V,S
Casting Time: 2 Rounds
Saving Throw: None

By use of this spell the magic user enters into a dream link trance. When in this state they will be able to interact with the world but it will be the world as it exists in the dream state. While in this trance they are able to leave there body for the purpose of exploration of the surrounding area. This will be the world as it was when they entered the trance so it is possible that when they awake it may be different and creatures or people may have moved location.

They are also capable of traveling to a specific location in order to retrieve something or perform a similar task. The distance they can travel is limitless but it must be a location they have been to in the past. While there they can do research or explore. They can also retrieve personal items that they own. This would allow them, for example, to return to their base of operations and retrieve a magic item or spell components. To bring they item back they must be physically holding it in their hands when the spell expires or they opt to exit the trance.

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.

Monday, August 8, 2011

Operation Bifrost - Cyborg Commando, Stasis Field

Cyborg Commando is a a game I picked up for one reason and one reason alone. It had Gary Gygax's name on it. Other than opening the box I have never done more than flip through the books. When it was bought the group I was with had no interest in the genre and by the time I had changed the group I played with the game itself was nothing but a memory.

Having never played the game the modules i picked up are all still in the shrink except for the first one. I must have opened it with the assumption that we would play it. The module above is the third and may be the last though I am not certain.

Operation Bifrost in addition to being for game by Gary Gygax was written by Frank Mentzer. I really wish I could tell you more about the game than whose names are on it but I really bought them as a fanboy and have zero experience with them. Below is some information from Amazon which also appears on Noble Knight's site. I am not sure who wrote it first so I will credit both.

"In 2024, at a small research base in Virginia, Project Eggshell (the work of Richard Sawtell and Dr. Nkruma Kotusu) produced the first Cyborg Commando unit. After the CC Force was founded, Sawtell left to further his own work. Kotusu pursued his dream of using the hybrid of mechanical body and brain as super-armour for normal soldiers. When the Virginia centre was truned over to him, it was secretly redesigned and named Asgard - the abode of the gods in Scandinavian myth. During the alien invasion, Asgard was apparently destroyed, and Kotusu lost. But now, six months later, an ultimatum has suddenly been broadcast from the ruins, warning the Xenoborgs to leave the planet - or else. Kotusu is alive, and either he has developed the most powerful weapon ever devised, or he's gone crazy. And the Cyborg Commano characters mhst break into the depths of their own top-secret complex to find out which... This booklet contains background notes on the events leading up to the adventure, and full details for the GM on the large underground complex called Asgard. Kotusu's latest innovation (the Type-3 CC) is described, and a new, very alien creature is introduced. Also included are official new game rules on field repairs, fixed attacks, character death, and ultraspeed. This is the third adventure for the Cyborg Commando Game, created by Gary Cygax, Frank Mentzer, and Kim Mohan. You must have the game to use this accessory. The CC Game is set less than fifty years in the future, in the year 2035. Alien invaders conquer the Earth in mere days, and man's only hope is the Cyborg Commando Force - a cadre of super-soldiers part man and part machine."


Spell:

Stasis Field


Level: Sixth
Range: 3"
Duration: 1 Day/Level
Ares of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None

This spell is a weaker version of the ninth level spell Temporal Stasis. This spell will allow a willing or unconscious recipient to be placed into a state where time slows to a stand still for them. The spell may not be cast on an unwilling recipient and any attempt to do so will fail.

When the spell takes effect time will slow to the point where the recipient will experience but one segment of time passing for each day under the spell. This will prevent harmful effects/damage from affecting the individual as well. This applies to effects they are already under as well as any that occur after the spell is cast. The caster may end the spell at anytime but other than them ending the spell the only way to stop it before the duration expires is through use of a limited wish or stronger magic.

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.

Saturday, August 6, 2011

Alternity Campaign Kit, Delayed Suggestion

Alternity is a system that I have had limited experience with. I have read the core rule book and looked over the supplemental material. I have not eve played it though. It looks like it would be a fun game to play but I have said in the past space type adventures are fifth on the list of genres I would line up to play.

The Alternity Campaign Kit is what back in the day we purchased as a GM screen. This is more of a kit though as it does contain additional material that will help the GM in the record keeping for their campaign. In the end this is probably better than having to buy  what would have been sold as three or four products back under first edition AD&D.

The campaign kit starts off with what makes it one of the essential products for any GM running a game system. That is the GM Screen. It is a four panel full color heavy card stock screen. The art on the cover is nice and I think pays homage to Aliens for some reason. I think it is the doll head but not sure. That being said Ripley never looked that good. There is some rearranging of charts and information on the panel that could be done but overall it does what is expected of it.

The additional material consists first of character sheets. The character sheets are not general character sheets but are specialized for each profession including combinations of Diplomats and secondary professions. Mindwalker, Mutant and cybertech options are included. Those are the bulk of the forms. The others included are forms for Supporting Cast, Ship Diagrams, a Ship Log and a Hero Roster. So the kit does replace five individual items you might have bought for an earlier published system...though you have to photocopy these forms.

A GM screen is an essential product. This version does a well enough job. It is truly hard to botch a GM screen but I bet if you looked long enough you could. The forms are nice and usable so in the end the product should be picked up if you want to play Alternity at some point.


Spell:

Delayed Suggestion


Level: Fifth
Range: 3"
Duration: 6 Turns + 6 Turns/Level
Ares Effect: One Creature
Components: V,S,M
Casting Time: 2 Segments
Saving Throw: Negates

This spell will have the exact same effect as the third level spell  Suggestion. It will also have the same limitations and specifications. The  material components will be the same as well.

The difference between Suggestion and this spell is when the spell is  triggered. This spell will remain dormant in the mind of the victim until a  specified period of time or specific trigger event occurs. The trigger event  could be set as a date and time, when a specific person is encountered, when  something is read or when a trigger phrase is heard. It is at that time that  the duration of the spell begins. The victim will also make their saving  throw at this time.

Phrase from the movie that I attribute the idea of this spell for below.  Bonus points to anyone that recognizes it without the use of Google...

"The woods are lovely, dark, and deep, but I have promises to keep. And miles  to go before I sleep, and miles to go before I sleep. Remember. Miles to go  before I sleep."


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.

Friday, July 22, 2011

SF AC-1 Star Frontiers Character Record Sheets, Dual Casting III

I tend to prefer fantasy settings over hard science fiction settings. Before I discovered D&D way back when this was not the case. I read exclusively science fiction and avoided fantasy like the plague. Then after being introduced to Quasqueton and Tegel Manor I was told I had to read the Lord of the Rings and I have never returned to my hard science fiction roots as far as literature is concerned. It was bye bye Mr. Asimov hello Mr. Brooks.

In gaming that is not the case. I have dabbled in science fiction games in fair numbers. There have been Traveller, Space Opera, Star Trek, Star Wars, Morrow Project and Gamma World. I won't consider Shadowrun in that mix since it has elves and magic and I am not sure if you would call Cyberpunk science fiction or not. Then there is Star Frontiers. Being a TSR fan-boy for years this was the game of choice if I ran science fiction other than Gamma World.

The picture above is for the Star Frontier character sheets. These were utilitarian in nature. There was nothing here that a plain piece of paper could not have accomplished. Still it is nice to have something more than run of the mill paper to store the gaming biography of your character on.

One of the things that made Star Frontiers so much fun was the art that was used for it. This was perhaps one of the things that made TSR more successful than other companies at the time as there were often better games in all the genres. I think art and marketing were what won the day for TSR while there were king. One might point out the bigger they are phrase at this point .

Spell:

Dual Casting II


Level: Ninth
Range: None
Duration: Instantaneous
Ares Effect: None
Components: V
Casting Time: Special
Saving Throw: Special

Note: That except for the level differences this spell is identical to Dual Casting I. Also note that this spell line can have a cascade effect. This is an situation that the DM will need to address and may consider not allowing to happen. Nothing like the player casting eight first to third level spells all in one round. Nothing like 45 magic missiles, a lightning bolt and a fireball all in one round to disrupt the game.

By means of this spell the caster is able to cast two spells at the same time. This spell requires the utterance of but a single magical word and then tow caster begins the casting of the two spells simultaneously.

The two spells that are being cast will have to be seventh level or lower. They must also be spells that the caster have had previously memorized. The spells may or may not have been cast already. If they are still memorized or have already been cast will determine how the saves connected with this spell occur.

If the spells are still memorized they will go off without a problem and no saves are required to see if they are cast (though any saves connected with the spells would still need to be made). The caster must then make a saving through versus magic and if successful they Dual Casting spell is not lost. This type of save can only happen once per day for each specific Dual Casting spell.

If one or both of the spells have previously been cast then the caster will have to roll a save versus magic for each of the spells. This is required for both even if one of them is still memorized. If the saves are made then the spells are cast. It is possible with this situation that both or none of the spells will cast or fail. With this situation the Dual Casting spell is lost for the day as well.

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.

Saturday, May 14, 2011

Cyberpunk, Cassandra's Mark of Friendship


If it were not for Shadowrun this would have most likely been my favorite SciFi game. The dark future setting is one that I have always enjoyed be it Cyberpunk, Shadowrun or even Paranoia. Cyberpunk 2020 is the second edition of the game and cleaned up and simplified many of the rule issues from the first edition. This setting is closer to the genre made famous by William Gibson. The secondary material for the game system is top notch as well. If you are looking for a dark future game and you don't want magic or a psychotic computer looking to ruin everyone's life then go with Cyberpunk.


Spell:

Cassandra's Mark of Friendship


Level: First
Range: None
Duration: Permanent
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 1 Round
Saving Throw: None

This spell is cast on a frind or associate of the magic user and when completed an invisible mark appears on the recipients forehead. The mark can only be seen by the caster, the recipient and all others who bear a mark from the same caster and all who see it will know what it means. True Seeing will enable the mark to be seen but will not impart its meaning. Anyone bearing this mark will radiate a minor aura of magic that can be detected by spell or ability.

In addition to the obvious effect of the spell it also has the effect of immediatley alerting the caster and all others bearing their mark when one of the bearers dies. The spell does not alert them to how the person died but it does let them know who died and the approximate location of the persons demise. The knowledge of the persons death will be accompanied by an intense series of pains that will cause 1d4 of damage to all with the mark. Other than the awaremess and the resulting damage there is no obligation to act.

The reverse of this spell puts a mark on the recipient thay will be visible only to those bearing the Mark of Friendship and by the caster. This mark clearly indicates that the bearer is the sworn enemy of the caster. The bearer of the Mark of Friendship is under no obligation to act in any way on this.

Either mark may only be removed thru use of a Limited Wish or Wish spell or by the free will of  the caster. The caster may not alter the type of mark though they can remove the old one and replace it with a new one.

The material components of this spell are a drop of blood from both the caster and the recipient of the mark as well as a small patch of dog fur for the former casting of the spell. The latter requires a small serpent whos head is crushed under the heel of the caster during the casting of this spell.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up 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.

Monday, May 9, 2011

Serenity, Ghoul Touch

Serenity the RPG is based on the movie by the same name and thus on the TV series called Firefly. I really wish they had called it Firefly but that is being nit picky. Not since the original Star Trek series has such a short lived TV series attracted and maintained such a fan base. I am not a fanatic so as to call myself a Browncoat or anything like that but I am a fan of the show and of the movie that came out as a result of the fans. The RPG does a good job of being faithful to the feel of the show and the existing source material. The presentation is also top notch being full of full color photos from the show and other images. The setting is better than most adaptations based on a TV series or movie in that the characters in the show (other than River) are everyman. They were even on the losing side of the war. This means that the level of expectations and actions that need to take place are not set at the epic Luke/Kirk type of level. The adventures can be more along the lines of a typical D&D game but set in space. An excellent thing since the show had more than a little feel that it was Boot Hill in space. If you are looking for a non d20 Science Fiction game and you want something newer then this is the game for you. That and the base material comes from Joss Whedon so how wrong could you go with trying it out.

Spell:

Ghoul Touch


Level: Fourth
Range: Touch
Duration: 1 round/level
Ares Effect: Creature Touched
Components: V,S,M
Casting Time: 5 segments
Saving Throw: Negates

When this spell is cast the magic user grants themselves or another of their choice the ability of paralyzation by touch similar to the touch of a ghoul. The individual with spell on them will cause all they hit to save versus paralyzation or become paralyzed when attacking by hand without a weapon. Those who save will only suffer normal hand to hand damage from the attack. Those who fail will suffer the hand to hand damage and will become paralyzed for 3-6 rounds.

This spell may not be cast on an elf nor will the touch of anyone with this spell cast on them have any of the Ghoul effect on an elf. This immunity will also apply to other creatures or beings that would normally be immune to the touch of a ghoul or other paralyzation based effect.

The material components of this spell are a small piece of ghoul flesh as well as a small arachnid or insect (alive or dead) that affects its victims with paralyzation. Both of these will be eaten by the magic user or intended recipient of the spell as it is being cast.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up 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.

Saturday, March 26, 2011

Darwin's World - RPGObjects

Darwin's World is a D20 option for those that want the post apocalyptic gaming experience. Post Apocalyptic is another one of my guilty pleasures as it were. I attribute it all back to the original Planet of the Apes when I was growing up. The torch sticking out of the ground and George Taylor yelling " You Maniacs! You blew it up! Ah, damn you! God damn you all to hell. " But back to Darwin's World...this is an excellent option if the blasted, we really messed it up mutant infested future is what you are looking for. I have posted about Gamma World before and I think I prefer this over the latest incarnation of one of my favorites but I will need to give it time. While I decide I think I will go back to trying to get Nova to say my name.

Thursday, March 24, 2011

Star Trek Federation Ship Recognition Manual - FASA

The Star Trek game by FASA is one of those that I have played a few times but it is hard to play without someone eventually wanting to play Kirk, Spock or some other "known" character or they want to act in some fashion that would change the back history radically. For that reason alone we never had anything last more than a few missions and I am really kind of OK with that. Before I became a rabid Babylon 5 fan I was a Trekkie and I have most of what I have because of being a fan. Still every now and then the thought of slipping through the Neutral Zone and scrapping with the Klingons has its appeal!

Tuesday, March 22, 2011

Babylon 5 RPG & Fact Book: Mongoose Publishing

Sometimes you buy a game just because you are so in love with the source material that you have to have it no matter what. I feel certain that I will never play this game but I am such a fan of the Babylon 5 series that the idea of being able to continue in the world and story line is a huge draw. The problem is that Babylon 5 fanatics like myself are pretty few and far between. I wish I could talk more about the game other than it seems very true to the source material. If you have not seen the game check it out. More importantly if you have not seen Babylon 5 the series you MUST. Before Lost had moments where you said OK now I see why that happened it had already been done better in Babylon 5....there is a hole in your mind!

Thursday, March 3, 2011

Space 1889 - GDW

So have you ever wanted to LARP some steampunk? If so you owe this game a small modicum of credit for its popularity. If so and you have been too self conscious or afraid to find some like minded individuals and give this a go. Fans of Verne, Wells and ERB will also get a kick out of this. I have always thought a mash up of Space 1889 and CoC might make for an interesting campaign.

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