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A RuneQuest Starter

Reviews from R'lyeh -

The starter set for any roleplaying game is always designed as an entry point into that game. It has to do three things. First, it has to introduce the game—its settings and its rules to both players and Game Master. Second, it has to showcase the setting, the rules, and how the game is played to both players and Game Master. Third, it has to intrigue and entice both players and Game Master to want to play more and explore the setting further. A good starter set, whether City of Mist: All-Seeing Eye Investigations Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Call of Cthulhu Starter Set will always do that, whereas a bad starter set, or even a mediocre starter set, such as the Sixth World Beginner Box for Shadowrun, Sixth Edition, will not. Whilst a starter set is always designed to introduce a roleplaying game, it has another function, depending upon when it is published. A starter set published as a roleplaying game’s first—or one of its first—releases introduces the game and setting to everyone. A starter set published later or deep into a line’s run, when there are multiple supplements and scenarios available as well as the core rulebook, is designed to introduce the game, but not to those who are already playing it. If there is content in its box that veteran players of the game and fans of the setting will enjoy and can bring to their game, then that is an added bonus. Ideally though, it is intended to introduce the game and setting to new players, at the time of its publication providing a means of getting into both when the range and number of books and supplements available might be daunting and there might not be an obvious point of entry to the propective player and purchaser. This is exactly what the RuneQuest Starter Set does for RuneQuest: Roleplaying in Glorantha from Chaosium, Inc.

The RuneQuest Starter Set comes in a dense sturdy box which weighs two-and-a-half pounds! It designed to introduce new players and new Game Masters to RuneQuest: Roleplaying in Glorantha to that end includes all of the rules necessary to play the content in the RuneQuest Starter Set, provides an introduction to Glorantha and the area where the three scenarios it comes with are set, fourteen pre-generated adventurers, a sheaf of handouts and play aids, and a set of polyhedral dice. The latter come in an appropriately bronze colour since RuneQuest: Roleplaying in Glorantha is a Broze Age roleplaying game, but whilst they both fetching and obvious as soon as you open the box, they are not the starting point for the RuneQuest Starter Set. No, that would be the cover sheet, which in turn yells out ‘Read Me First!’ and ‘What’s In This Box’ and ‘What’s Not In This Box’. The cover sheet—as with any good roleplaying box set of old, including a great many from Chaosium, Inc.—introduces the RuneQuest Starter Set, explains what it is and what its contents are. Less importantly, it does not cover character creation, equipment, advanced combat rules, becoming a Rune Master, Shamanism, Sorcery, or Sacred Time, and that is fine, since all of that can wait until the core rules for RuneQuest: Roleplaying in Glorantha. Instead, it contains the sixty-page Book 1: Rules, fifty-eight-page Book 2: The World of Glorantha, fifty-seven-page Book 3: SoloQuest, and eighty-one-page Book 4: Adventures, plus the aforementioned fourteen pre-generated Player Characters, two blank Adventurer Sheets, the Map of the Jonstown Area, the Map of Jonstown, and the Map of the Rainbow Mounds (all maps measure twenty-two by seventeen inches in size), two four-page RuneQuest Starter Set References handouts, Gloranthan Runes sheet, and a Strike Rank Tracker. This may seem like a lot—and it is, but this is a starter set and is designed to ease the player and the prospective Game Master into both Glorantha and RuneQuest: Roleplaying in Glorantha without overwhelming them as they delve deeper and deeper into the box.

Book 1: Rules does exactly what it says, explaining the core rules for RuneQuest: Roleplaying Game in an easy to understand fashion. In turn, it covers the dice and dice rolls, the core mechanics, the Resistance Table, time and movement, skills, experience, passions, Runes and how they work, combat, magic—both Rune and Spirit magic, and so on. Much of this will be obvious to veteran players, but this is a streamlined version, for example, the Fumble Table for very bad results in combat, is much shorter than that given in the core rules. Which makes sense since the variety is not really needed within the limits of the scenarios given. As well as explaining how magic works, Book 1: Rules also lists all of the spells—both Spirit magic and Rune magic—which appear in the adventures that appear in the RuneQuest Starter Set. Useful boxouts explain the difference between RuneQuest: Roleplaying in Glorantha and Call of Cthulhu, Seventh Edition, how to survive combat, how Strike Ranks work, when you need healing, and more. One useful addition here, sadly missing from The Red Book of Magic, is made to each of the Rune spell entries, that of the cults which use that particular Rune spell. There are also two examples of play—one of roleplaying and one of combat—that help show how the game is played, both done as two-page spreads and both of which are drawn from scenes in the scenarios in Book 4: Adventures. Rounding out Book 1: Rules is a list of spot rules for easy access, whilst the centrefold of Book 1: Rules provides an ‘Adventurer Sheet Overview’, not just of one of the pre-generated Player Characters, but of Vasana, Farnan’s Daughter, the Player Character used in Book 3: SoloQuest. In effect this, like the two examples of play and the rest of Book 1: Rules, is preparing the player and Game Master alike to play and adventure in Glorantha.  

Book 2: The World of Glorantha is the proper introduction to the setting of Glorantha. Of the four booklets in the RuneQuest Starter Set, it has the most dynamic cover illustration, depicting as it does Sartarites reacting in fear and shock to the rising of a dragon into the sky and coiling itself around the Red Moon. It is a fantastic image, depicting the very moment and reaction to the Earth and Moon-shaking event that prefigures the events which play out not just in the RuneQuest Starter Set, but also RuneQuest: Roleplaying in Glorantha. Inside, Book 2: The World of Glorantha explains the nature of its setting, that it is an Age of Bronze in which magic is part of everyday life, kinship ties and temples play important roles in society, that everyone has loyalties and passions that will drive their actions, and that the influence of the Gods is felt through their associated Runes. It details all of the Runes and the cults which have a role in the RuneQuest Starter Set—whether in one of the scenarios or because one of the pre-generated Player Characters belongs to one of them, and it also explains what is sets Glorantha apart from other settings. This covers Heroes and Heroquesting (although further detail on this left for the core rulebook to explain), the importance of community and kinship, what drives and motivates characters to act—the Rune affinities and Passions, the lethal nature of combat, and more, before exploring the nature of the world. As with RuneQuest: Roleplaying in Glorantha, the emphasis is upon Dragon Pass and its immediate surrounds, and is accompanied by what is an incredibly attractive and readable map of Northern Sartar, essentially the region where the Player Characters will be adventuring, at least in the RuneQuest Starter Set. A short history given too, essentially to bring the reader up to date and ready to play the adventures.

The second half of Book 2: The World of Glorantha—in fact, more than half—focuses in on one setting, that of the City of Jonstown. This will be the base of operations for the adventurers and the central location for Book 4: Adventures. In comparison to the first half, this section is much more detailed and details the history of its founding by Sartar in ST 1480 and the establishment of its famous Jonstown Library in 1535, surrender to the Lunar Empire in 1602, through to 1625 and the Dragonrise, its besieging by the Sartar Free Army under Kallyr Starbrow, and the reestablishment of a free City Ring and thus local government in the wake of its capture. The city is described in some detail, including architecture, distribution of food, prominent religions, politics, along with write-ups and stats for the city’s notable figures and descriptions of the city’s various quarters. Jonstown itself is divided into an Upper City, built on the site of an old hill fort with the Lower City spread before and the two connected by a set of wide steps and a spiraling tunnel for carts and wagons. Again, there is a very nicely done three-dimensional map provided for the city, but the booklet goes a step in making use of that map. For the Upper City and each of the four quarters, the particular section of the map is blown up and included alongside the descriptions to make it easier for the Game Master to navigate her way around Jonstown. Lastly, there is a set of generic stats for the typical inhabitants of the city and each the notable locations around the city—which appear on the map of Northern Sartar is given a thumbnail description.

Book 3: SoloQuest is where the fun starts in the RuneQuest Starter Set. To play through the adventure in Book 3: SoloQuest, the player will also need to refer to Book 1: Rules and have two of the pre-generated Player Character folios to hand. One is that of Vasana, the character whom the player will be roleplaying, and that of Vostor, the Lunar Tashite warrior, who where necessary will stand in for the other Lunar warriors she will face in the course of the adventure. As the title suggests, the adventure takes the form of a SoloQuest (something which RuneQuest has not had since the publication of SoloQuest 1, SoloQuest 2: Scorpion Hall, and SoloQuest 3: The Snow King’s Bride, all in 1982, and available collectively, here) in which Vasana takes part in the Battle of Dangerford, at which Sartarite and allied forces mount a defence of the village against an incursion by Lunar forces. The adventure gives her time to prepare before the battle, take part in multiple sorties, and more. The adventure makes great use of not just Vasana’s martial skills, but also her Passions, and often they will drive her to act in unexpected ways. As well as the Experience Checks gained through successful skill or Passion use, the player gains points towards Vasana’s Battle Result Total, which at the end of the battle is used to determine both the outcome of the battle and her role in it. With two hundred entries, it is likely that the adventure can be played through more than once, to explore all of the options, and although the scenario is specifically written with the character Vasana in mind, it should be possible to play using the other martial characters from the fourteen given in the RuneQuest Starter Set.

The fun continues with Book 4: Adventures. This contains three adventures, each of differing nature and complexity, and designed to ease the Game Master into running RuneQuest: Roleplaying in Glorantha. Its cover sets the tone, depicting the Player Characters arriving at the walled city of Jonstown (described in Book 2: The World of Glorantha) after surviving the Battle of Dangerford (as adventured in Book 3: SoloQuest). The three adventures are ‘A Rough Landing’, ‘A Fire in the Darkness’, and ‘The Rainbow Mounds’, and they can be played in any order, but ‘A Rough Landing’ is designed to bring the adventurers into the city and get them involved in its affairs, so should ideally played first. It is also intended to be played after the adventure in Book 3: SoloQuest, so any number of players could have run their characters through that before coming to the table to roleplay together. None of them are overly challenging to run, each of them having quite straightforward plots, which whilst different in each case, means that they should not overwhelm either the first time Game Master or players. This does not mean that veteran players will find them simplistic as they do make good use of the background—especially recent events in the case of ‘A Fire in the Darkness’ and they are genuinely fun to play. The first scenario, ‘A Rough Landing’ is the most straightforward, the adventurers arriving in Jonstown and finding themselves quickly involved in a brawl that will bring them to the notice of the city authorities. It sounds almost like a cliché, but it does not take place in a bar and there are lots of ways in which it can go, which the authors take the time to discuss. Once they have come to the attention of the authorities, the adventurers will be called upon to perform the first of several tasks and missions, which is to check on a settlement to the west which has not been heard from in a few days. It is a nasty twist upon the ‘village in peril’ set-up and primarily involves action and combat, but there are opportunities for the Game Master to make the situation a little creepy too.

If ‘A Rough Landing’ involved combat and action, then ‘A Fire in the Darkness’ is an investigation scenario. A rash of fires has broken out across Jonstown and everyone is on edge because they fear both arson and the possibility that any future fire cannot be contained and might spread across the city, raising parts of it to the ground. Like any investigation, this is quite detailed, involves a fair number of NPCs, and some clues to sort through and try and work out what is going on. Of course, there is more to mystery and the fires than meets the eye, but with care, some stealth in places, and even some diplomacy, the adventurers should be able to learn what is going on. This is a nicely done investigation which should take several sessions to play out and which should prove interesting to play depending upon the Player Characters’ Passions and the cults they belong to.

The third and longest scenario is ‘The Rainbow Mounds’ and is a throwback to the scenario of the same name which appeared in the supplement, Apple Lane. Originally published in 1978, the two scenarios in Apple Lane would for very many years be the first scenarios that many RuneQuest groups played and it is lovely to see it updated here. Recently, the hamlet of Apple Lane has been beset by raids by bandits of the Troll and Newtling kind, and one of the local farmers recognises the Troll attackers at least as similar to those who abducted him when he was a child. The Player Characters are hired as mercenaries to investigate and if possible, put an end to the attacks. What follows is the equivalent of a dungeon, Gloranthan style, but a network of caves rather than a worked network of corridors and rooms, and with a strong emphasis upon its different factions and their loyalties. As a ‘dungeon’ there is plenty of opportunity for exploration and there are some quite nasty encounters—even those not necessarily attached to the adventure’s main plot, but players who approach it as a dungeon are likely to come away disappointed. There are plots and plots in motion in the Rainbow Mounds, and whilst there are plenty of opportunities to fight, including some really quite big fights, approaching the cave complex and its inhabitants in a combative stance may not always be the best approach.

As the longest and most complex scenario in the RuneQuest Starter Set, ‘The Rainbow Mounds’ will provide multiple sessions’ worth of play. However the fact that it involves the Rainbow Mounds throws up a couple of wrinkles which will not necessarily be obvious to anyone new to RuneQuest: Roleplaying in Glorantha. It is noted that the scenario is an updated version with some major changes and it does not follow the same plot as the previous version, although in places there are lots of similarities. So players whose characters have adventured here before will still enjoy it. The other issue is that as written in the introduction, the hamlet of Apple Lane does not have a Thane. If that is the case, then if the Player Characters are successful in dealing with the problems of the bandits from the caves, the situation is ripe for the Game Master to make the RuneQuest Gamemaster Screen Pack her next purchase and run the adventures contained within. However, what if the Game Master has already run the adventures in the RuneQuest Gamemaster Screen Pack and one of the Player Characters is Thane? The Game Master may need to make some adjustments to the beginning of the scenario as it is not addressed here. Those issues aside, the scenarios in Book 4: Adventures and thus the RuneQuest Starter Set are really very good, engaging and fun, whilst drawing the players and their characters into the setting.

And penultimately, the RuneQuest Starter Set comes with not six as you would expect and as appeared in The Broken Tower—the quick-start for RuneQuest: Roleplaying in Glorantha—but fourteen pre-generated adventurers. All of them come in folio form, with a full-page illustration of the Player Character on the front—including mount or other animal or elemental companion, and the character’s Rune affinities, background, and guide on how to play them on the back. The back splits open to show the character sheet, with statistics and attacks on the left-hand panel, skills and passions in the middle, and magic on the right-hand panel. Spread across an A3-size sheet rather than both sides of an A4-size sheet, the format is very readable. There are a couple of blank sheets in the box too, but hopefully they will be available in general as well. The given pregenerated adventurers include Vasana, of course, ready to play the solo adventure in Book 3: SoloQuest, but also Yanioth, the Assistant Priestess of Ernalda, Harmast the merchant, Vishi Dunn the shaman, Vostor the Lunar Tarshite soldier and Seven Mothers initiate, Sorala, the Lhankor Mhy initiate, and Nathem, the hunter and Odayla initiate. Together, these seven will be familiar from The Broken Tower and the RuneQuest: Roleplaying in Glorantha rulebook. However, they are joined by initiates of Babeester Gor, Yelmalio, Maran Gor, Storm Bull, Chalana Arroy, Eurmal, and Humakt, essentially giving the players a wider choice what they play for the scenarios in the RuneQuest Starter Set, as well as providing replacement characters as necessary.

Lastly, the RuneQuest Starter Set includes two map sheets, two four-page RuneQuest Starter Set References handouts, and a Strike Rank Tracker. The map sheets are double-sided. One depicts the Rainbow Mounds from the scenario in Book 4: Adventures, one side marked up with location names, the other without, whilst the other sheet has a map of Jonstown on one side and a map of Northern Sartar on the other. Both of the latter are exceptional pieces of cartography. Plus the actual backs of the four booklets in the RuneQuest Starter Set form the map of Northern Sartar, which again, is another nice touch. The RuneQuest Starter Set References handouts—two of them, so one for the Game Master and one for the players, collates the most useful tables in the game. The Gloranthan Runes sheet simply lists all of the common Runes which appear in the game and the Strike Rank Tracker shows the twelve Strike Ranks of a round on the outside of the sheet with the modifiers in the middle. Clear and easy to read, it is so obviously useful that it will have groups playing RuneQuest: Roleplaying in Glorantha wishing they had had it from the start.

Physically, there is no denying the impact and physical presence of the RuneQuest Starter Set. There is a lot in the box, but there are a couple of issues with it. One is that it does need a slight edit in places, but the other is that parts of it feel fragile. None of the set’s four booklets have card covers. And whilst the maps and the Strike Rank Tracker are done on stiff paper stock or card, the RuneQuest Starter Set References handouts are not. So even as you hold them in your hand, there is the feeling that they will not withstand a great deal of handling. This though, is the most—and the only—disappointing aspect to the RuneQuest Starter Set. Otherwise, the contents of the RuneQuest Starter Set are well written, engagingly presented, and supported with some great artwork and some superb cartography. Even physically, the RuneQuest Starter Set is simply good value, let alone the amount of play a gaming group is likely to get out of it.

Now of course, veteran players and Game Masters of RuneQuest and of RuneQuest: Roleplaying in Glorantha are going to find much that is familiar in the RuneQuest Starter Set, especially in terms of the rules and the background. What is in it for them though, is the background on Jonstown and the opportunity to expand the details of northern Sartar in the wake of the Dragonrise, the opportunity to play a solo adventure which throws them into recent events, for the Game Master to play rather than run with the solo adventure, and then for everyone to play the three new adventures, and make use of the maps and references. The ‘Rainbow Mounds’ adventure will probably bring back memories for veterans of a certain age anyway and the chance to revisit something again is always fun. 

If there was any danger of being overwhelmed by the RuneQuest Starter Set, it would be by the amount of things in the box, not the actual content. The RuneQuest Starter Set really does give the prospective Game Master and her players everything they need to start playing RuneQuest: Roleplaying in Glorantha—background, rules, dice, a solo adventure with which to learn to play, multiple, lengthy, and engaging adventures, and gorgeous, gorgeous maps that just make want to look at them and have your character want to visit each and every location just because it is on these maps. Yet by breaking everything down into the four books, the RuneQuest Starter Set never threatens to overwhelm, easing them into the world and the game step-by-step, deeper and deeper they go into the box until they have learned about the world and are involved in the solo adventure and wanting more with the proper adventures. And the three adventures will deliver that and multiple sessions of play. The RuneQuest Starter Set is the perfect introduction to RuneQuest: Roleplaying in Glorantha that both the roleplaying game and setting have long deserved and it really does set a standard by which other starter sets are going to be measured. Chaosium did that already with the Call of Cthulhu Starter Set, now it has done it again with the RuneQuest Starter Set.

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A full Unboxing in the Nook video of the RuneQuest Starter Set can be found here.

Extreme SF LAW

Reviews from R'lyeh -

One of the issues with HARP SF is that beyond the necessary piloting skills, it does not detail the vehicles—starships, aircars, gravbikes, and the like—which all have a role to play in a Science Fiction roleplaying game like HARP SF. Especially a Science Fiction roleplaying game in which star travel and different worlds and systems all play a role. Now this is not due to any oversight on the part of the publisher, Iron Crown Enterprises, but rather an issue with space—or page count. The addition of the rules for vehicles (and a whole lot more) would have added greatly to the page count of HARP SF, which is why they have been split into a second book, HARP SF Extreme. Half the length of HARP SF, HARP SF Extreme covers vehicle rules for slower-than-light and faster-than-light travel, a long list of land, marine, air, space and hybrid vehicles, combat between starfighters and capital ships, and more. The more gets a little more personal in taking HARP SF and its characters into the far future of Transhumanism—upgrading the mind with nanoware implants and the body with cybernetic replacements, and uploading your mind into the virtual world of cyberspace and downloading it into a robot body, and even going beyond as an Artificial Intelligence.

HARP SF Extreme can be divided into two parts. The first part is entirely vehicular in nature, covering space and vehicle travel, and space and vehicle combat. It goes into some detail how the Lagrange Drive—the means by which Faster-Than-Light travel is achieved in the Tintamar setting, the default background for HARP SF—and highlights how it can only be used at certain points within a star system, at the Lagrange points of its largest bodies. This adds certain wrinkles to starship travel, limiting its free use, but making its use more interesting in term of storytelling. Distances are listed for within the Solar System and far beyond in the Nexus Sector of the Tintamar setting, but the SysOp is also given various formulae for working distances should she prefer that to ‘Moving at the Speed of Plot’.

Numerous vehicles are listed, including Ground Effect Machine, or GEM, vehicles, gravitic vehicles, motorboats and submarines, aeroplanes and gravplanes, aircars and seacars, and more. Spaceships range from maintenance pods, mini-shuttles, and starfighters all the up to corvettes, freighters, and scoutships. Some of the larger starships include decent and serviceable deckplans too, all done in colour, although there are a couple of issues with all of these means of transport. One is that they are generic, so if there are differences between the various species of the Tintamar setting, they are not discussed, and the other is that it is not obvious in some places which illustrations refer to which vehicle or starship.

The rules for combat cover ground combat and space combat, but HARP SF being a Science Fiction game, focus on the latter. The rules are an extension of those for personal combat found in the first HARP SF rulebook, with the combatants making supporting Manoeuvre rolls to benefit (or hinder, depending on the quality of the roll) the actual attacks. Combat between vehicles is designed to be co-operative, the player of the character at the controls making the rolls for initiative and Manoeuvre rolls to better place their vehicle or spaceship to make an attack or avoid one, the player of the engineer either making repair rolls or rolls to boost manoeuvring power or shields, and the player of the communications officer making rolls to jam signalling or targeting by the enemy with Electronic Countermeasures with a Signalling Manoeuvre roll. Ultimately, this will generate a set of modifiers that the player whose character is in charge of the weapons will apply to his Offensive Bonus and die roll, whilst the SysOp will be doing the same with the enemy’s Defensive Bonus, which is deducted from the total and the appropriate Critical Table consulted if the attack is a success. The weapons include autocannons, laser cannons, particle beam cannons, and plasma cannons of various sizes, as well as missiles, the latter taking several rounds to reach their target once launched giving time for a defending vessel to try and jam them on their way in.

The rules for spaceship and vehicle combat in HARP SF Extreme are not necessarily as complex as they look, as they do not require the arithmetic and mathematical formulae that spaceship travel might. Nevertheless, they require a careful read through upon the part of the SysOp, if not her players. Fortunately, they are supported by two lengthy examples of play, which should help alleviate any difficulty in learning to use them.

In the second part of HARP SF Extreme, the supplement takes a more personal tone, shifting its Science Fiction ever closer to Transhumanism with three options—Cyberware, Artificial Intelligences and Electronic Characters, and Robots. Although a Player Character can have any Cyberware, he requires the Cyber Compatibility Talent to possess them. Thus Cyber Compatibility (Lesser) for basic cyber augmentation, such as cosmetic modifications, datajacks, and neuralware implants, and Cyber Compatibility (Greater) for anything beyond in terms of augmentation and replacement. HARP SF Extreme presents a long list of cybernetic augmentations, from Datajack, Fibre Hair, and Bloodstopper to Taste Enhancer, Vision Enhancer, and Subdermal Pouch, as well as Cyberarms and Cyberlegs. There are even options for the Cybertorso and Cyberhead, although that pushes a character towards being a robot rather than a Cyborg. Further options can be installed in the cyberlimbs, like an Agile Limb or Built-in Weapon. In traditional roleplaying treatments of cyberware, the replacement of the biological with the mechanical typically comes with a loss of empathy or humanity. Not so in HARP SF Extreme. Instead, Cyberware takes investment in terms of time, money, and development upon the part of the Player Character. First, it takes weeks to install and recuperate from, as well as costing thousands in terms of credits. Second, the biological is not accustomed to using the mechanical and so a character requires the Cyber Control skill, which requires specialisation in either Arms, Implants, Legs, Miscellaneous, or Senses. Thus every use of a piece of Cyberware requires a standard Cyber Control skill manoeuvre roll. Further, the number of skill ranks a Player Character has in a Cyber Control specialisation limits the complexity of the device that he can control. For example, controlling a Cyberarm requires three ranks of Cyber Control (Arms), a Built-in Weapon another one, Agile Arm one per bonus, and so on. In the long term, as a Player Character acquires new Levels and thus new Development Points which his player can spend on him, his Cyberware can be upgraded with new features and his skill in operating the various devices, effectively keeping pace with the other Player Characters and avoiding the power creep that adding Cyberware has the potential to bring to a game.

Electronic Characters covers not just rules for creating A.I. characters, but also virtual copies of a character—creating the latter taking time as money to create, and more time depending upon the age of the character. In general, virtual copies are kept as backup versions of a Player Character in the event of his death, but this comes with a penalty, since it can mean the loss of experience and memories accumulated since the last copy was made. Which actually means a potential loss of character Levels, and thus loss in terms of skills and talents purchased since! In the main, the primary difference between biological and electronic characters is the lack of physical statistics, although that may be offset in the long term if the electronic or virtual character decides that being downloaded into a physical form, whether that is robotic or biological, is an option. An A.I. character could remain in cyberspace though, or become part of a spaceship, for example, but if downloaded, there are plenty of options given in terms of robot types and bodies, which need not even be humanoid. Several full examples of robots are given, including explorer, medical, and repair types, as well as companion models, and these are all designed with remaining Development Points with which a player could modify the design. Alternatively, a player could design his robot’s form and chassis from scratch using the numerous options included. One issue which a gaming group may want to decide upon—and this applies to Cyberware and vehicles too—is whether or not power matters. That is, whether a robot or a piece of Cyberware will run out of energy and power down. This does complicate play, but it all depends on how technical the gaming group wants to get or if the matter power at this level is left up to SysOp to decide as a storytelling option.

Throughout, the SysOp is not just given choices in terms of the rules that she wants, but also additions to the Tintamar Knowledge Base, the state of any particular technology in the defiant setting for HARP SF. The SysOp can decide whether to combine supporting actions and attacks in vehicle combat for slightly faster play, include weapons placement and facing, being able to dodge missiles, and more. In the Tintamar setting, no Manoeuvre rolls are made for travel in hyperspace, only for entering hyperspace; background is given as to how the Portals which make long distance interstellar travel possible; the inability to transfer psionic abilities from the biological to the virtual; and the status of an A.I. controlled robot as property. Overall, the SysOp has an array of options to consider in bringing the contents of HARP SF Extreme, and is supported in terms of background if running a Tintamar-set campaign.

Physically, HARP SF Extreme is generally well presented. It uses a lot of colour digital artwork of its vehicles, which does mean that they are somewhat characterless, which is not the case with the later pencil artwork which appears in the rest of the book as well as HARP SF, and thus is far more engaging. Certainly, it is fun to spot the influences on the robot illustrations. Otherwise, the book is well written and examples of the rules, if unfortunately done in a light grey and thus harder to read, help the reader a great deal in terms of grasping the rules.

Putting HARP SF and HARP SF Extreme together very much means that HARP SF begins to feel complete in terms of being a Science Fiction roleplaying game. Characters, action and combat, vehicles, starships, robots, and the virtual are all covered. That does mean that the rules still lack a means for creating new worlds, new alien species, and sentients, though hopefully that is covered in another volume. HARP SF Extreme does an excellent job of detailing the technological aspects of HARP SF and its Tintamar setting, and even if not using the default setting, brings a grittier edge to the Space Opera and Imperial Science Fiction leanings of HARP SF. For playing groups who prefer their Science Fiction with a little harder edge, then together HARP SF and HARP SF Extreme is a good option.

[Free RPG Day 2021] Fabula Ultima TTRPG: Press Start

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

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Fabula Ultima TTRPG: Press Start is something a little different for Free RPG Day 2021. Published by Need Games!, it is a quick-start for the Fabula Ultima TTRPG—or Fabula Ultima Table Top Roleplaying Game—and is based on Japanese console roleplaying games such as the Final Fantasy and Kingdom Hearts series. As a quick-start, it is of course designed to introduce and teach the game to both players and the Game Master, but it does it in an interesting way. It models the learning process upon that of a computer roleplaying game. In a computer roleplaying game, the player is taken through the process of playing the game step-by-step—so movement, looking, attacking, defending, inventory, and so on. And until the player gets to the particular step in that process, he cannot tell his character to do the new part of the play of the computer game. Fabula Ultima TTRPG: Press Start does exactly the same, locking each part of the character until the players reach a particular scene in the adventure in the quick-stat. So in Scene #1, the Game Master introduces the game and its setting, and the attributes and status effects, whilst Traits and Bonds are explained and come into play in Scene #2, how to use Fabula Points in Scene #3, and so forth all the way up to skills, actions, inventory, and abilities.

Fabula Ultima TTRPG: Press Start takes place the near the city of Dunova in the surrounding forests. In the forest can be found the Crater of Megido, the ruins of a once-great city renowned for its magic, but destroyed in a magical cataclysm in ages past. The ruins are rumoured to still contain many of its secrets and the forces of neighbouring Empire of Elonia have been spotted in the area. The exact reasons why the Player Characters are headed there are left up to the players to determine, but as the scenario begins, they are aboard an airship bound for the crater.

Fabula Ultima TTRPG: Press Start is designed to be played by a group of four to five players, including the Game Master. It comes with four pre-generated Player Characters. They include Blair Clarimonde, the heir to the throne of Donovan, who can support her friends in battle and unleash the power elemental light upon her enemies; Cassandra, a former camp again of the Skyriders who wields a spear and can weaken enemies and strike at flying targets with her elemental powers; Edgar, a young inventors armed with a custom-made pistol which can target multiple foes and inflict negative status effects; and Lavigne Fallbright, the princess of the Kingdom of Armorica which was conquered by the Empire of Elonia, who wields a mighty greatsword. Each of the character sheet for these four is presented on a double-page spread and is easy to read, though there is no background for any of the four given on them.

A character in Fabula Ultima TTRPG: Press Start has four attributes—Dexterity, Insight, Might, and Willpower, Traits—an Identity, Theme, and Origin, Bonds (with the other Player Characters and NPCs), Fabula Points, Actions, and Skills. The attributes are rated by die size, from six-sided up to twelve-sided die, whilst of the Traits, the Identity is who the character sees himself as, Theme the dominating narrative force driving the character, and Origin is where he is from. Bonds are emotions towards others and are paired as Admiration or Inferiority, Loyalty or Mistrust, and Affection or Hatred. A character’s Bond to another character—Player Character or NPC, can consist of up to three emotions he feels about the character, one from each pairing.

Fabula Points are gained when a Villain enters the scene or when a player rolls a fumble, but can be spent by invoking a Trait to reroll dice or invoking a Bond to add the number of emotions tied to that Bond. Invoking either, requires a bit of roleplaying upon the part of the player. Actions include Attack and Guard, and depending upon the character, can include spells and Skills too. For example, a spell might be Flash of Insight to ask the Game Master about a single investigation and whatever answer the Game Master gives, it becomes the truth and a Skill could be a Bone Crusher, an attack which does no damage, but instead inflicts a Status Effect like Dazed or Weak, or reduces the target’s Mind Points (used to power spells).

Mechanically, in Fabula Ultima TTRPG: Press Start, and thus Fabula Ultima TTRPG, a player always rolls two of his character’s attribute dice and adds the results together. Typical Difficulty Levels are seven for Easy, ten for Average, and thirteen for Hard. Results of six higher than the Difficulty Level are a critical success, but rolls of one on both dice are a critical fumble. Status effects, suffered due to the environment, attacks, and spells, such as Dazed, Slow, and so on, which temporarily reduce the die types for a character’s attributes.

Combat uses the same core mechanic with the sides involved acting in alternate order, one by one. Initiative is slightly different in that it requires a Group Roll. In a Group Roll, one player, designated the Leader, makes the actual roll, but everyone else makes a separate taste against the same number. Each successful roll grants a +1 bonus towards the Group Roll.

All of this is explained scene by scene over the course of Fabula Ultima TTRPG: Press Start, as well as combat, interacting with NPCs, and descending into the Crater of Megido. There are some nicely done scenes which very much match the feel of the computer game, including a cutscene where the scenario’s villain enters stage left, but this actually comes with mechanical benefits in that the Player Characters gain more Fabula Points. Another is interacting with a merchant NPC, from whom the Player Characters can purchase Inventory Points. These are a resource which a player can use to purchase Remedies (which heal Hit Points), Elixirs (which restore Mana Points), and Tonics (which enable a character to recover from a Status effect). Although this abstracts the process somewhat, it still feels appropriate to the setting.

For the most part, Fabula Ultima TTRPG: Press Start is linear, but it offers a reasonable mix of scenes and challenges along its learning path—interaction, exploration, and of course, combat. It ends as it should with a Big Boss final battle which is intended as a big fight, but includes other options too, since unlike in a console game, the Player Characters have a wider choice when it comes to their actions. This is the most complex scene in the quick-start, and of all them, requires the most preparation upon the part of the Game Master.

Physically, Fabula Ultima TTRPG: Press Start is well presented. The writing is decent and the artwork has an anime style throughout. In addition to telling the Game Master the mechanics of each and every scene and how to run them, Fabula Ultima TTRPG: Press Start includes advice on running each scene too, whether that is enemy tactics in the final battle, advising that the Player Characters take a moment to heal, and so on.

Initially, Fabula Ultima TTRPG: Press Start is a disconcerting read because it is doing something in a way that not normally found in roleplaying games. It is teaching both the Game Master to referee and the players to play the Fabula Ultima TTRPG. Most roleplaying games, and certainly most quick-starts, expect the Game Master to learn and understand the rules and then impart them and everything else to her players, although exceptions abound where sometimes the learning by the player is done through play—such as in Alone Against the Flames, the solo adventure for Call of Cthulhu, Seventh Edition. Fabula Ultima TTRPG: Press Start is different because of its programmed, step-by-step learning for both the Game Master and the players. The former is still expected to learn ahead of time, but both learning and teaching is focused because of its compartmentalisation, enhanced of course by a deft piece of design and layout. The result is that Fabula Ultima TTRPG: Press Start does have the feel of an introduction to a Japanese console roleplaying game, its anime storytelling backed up by the art used throughout. Overall, Fabula Ultima TTRPG: Press Start is an impressive introduction to the Fabula Ultima TTRPG and learning path to its play which will have players humming the Final Fantasy victory music after every battle.

[Free RPG Day 2021] The Starfinder Four Vs. The Hardlight Harlequin

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—

One of the perennial contributors to Free RPG Day is Paizo, Inc., a publisher whose titles for both the Pathfinder Roleplaying Game and the Starfinder Roleplaying Game have proved popular and often in demand long after the event. For Free RPG Day 2021, the publisher again provides a title for each of the two roleplaying games, one of them being Threshold of Knowledge for the Pathfinder Roleplaying Game, whereas the one for the Starfinder Roleplaying Game is a change of tone and pace.In past years, the releases for the Starfinder Roleplaying Game have been adventures involving four of the cheerfully manic, gleefully helpful, vibrantly coloured, six-armed and furry creatures known as Skittermanders—Dakoyo, Gazigaz, Nako, and Quonx. However, they do not appear in the Starfinder Roleplaying Game release for Free RPG Day in 2021, which instead features a new, and altogether more diverse cast, as well as kicking off a brand-new series of adventures. The adventure can be run as is, using nothing more than the Starfinder Roleplaying Game core rules, although the Game Master and players alike may find access to the supplements, Alien Archive 2 and Alien Archive 3, to be useful.  
Starfinder Four Vs. The Hardlight Harlequin is designed to be played by four Player Characters of Fourth Level and to that end comes with four pre-generated Player Characters. They include Chox, a Bolida Gladiator Soldier; Err0r, an Android Outlaw Technomancer; Gliko, a Raxilite Icon Operative; and Ritta Aufenren, a Vlaka Solar Disciple Solarian. This is a good mix of species and identities, and come with some fun abilities, such as Gliko’s biotech augmentation which gives them a cluster of prehensile vines or Chox’s ability to roll into a defensive ball and then make a rolling charge! Each of the four comes with a little background and a full illustration. All four are recent graduates of the Starfinder Society.

As the scenario opens, the Starfinder Four are on their way to HACTexpo, an event put on by HACTech, a small publisher of VR technology and games. Unfortunately, as they fly their into the destination to take a little time off, they receive a distress call which appears to rattle throughout the ship’s hull. Everything is going haywire down on the moon where HACTech has its headquarters, and of course, the members of the Starfinder Four are the nearest members of the Starfinder Society who can respond. If the players and their characters decide to demur and look for help else there is advice for the Game Master to keep everything on track, and very quickly the Player Characters will find themselves hurtling down towards the moon as all-too perfect asteroids seem to be flung at them! This sets the tone for the adventure as once they land, the Player Characters find them facing computer game demo after computer game demo come alive and challenge or attack them. The Player Characters will find themselves attacked by digitised Carrion Bats, digital Jack-in-the-Boxes made real and weaponised with giant scissors, soldiers taken from a first-person shooter, and more. Much of this takes place in a giant convention hall where there stands and demonstrations for all of the VR games they appear in.

Each of these encounters is self-contained, so that there is time for the four Player Characters to rest and perhaps recuperate between each of them. However, it may seem like the Player Characters are wasting their time in investigating each of the various displays and booths rather than proceeding deeper into the complex and investigating the cause of the emergency, but this is not necessarily the case. In many case, there are survivors—both event staff and attendees—to rescue from these booths and displays, and the Player Characters may also gain extra items which will help them in later encounters in the adventure.

Once the Player Characters have dealt with the displays—or most of the displays—dangerously in disarray, they will want to proceed behind the public areas of HACTexpo. This begins the climax to the adventure as the Player Characters explore the limits of a giant server room, a maze-like complex of server towers and computer consoles, strewn with thick bundles of cables and clouds of low-lying computer coolant. Again, the temptation for the Player Characters may be to rush through here to get the final confrontation, but a little patience, which gives time for exploration and examination, will pay off and gain them a slight advantage by the time they get to face the true villain of the adventure. What is essentially an ‘end of level fight is challenging and calls for more than a stand-up fight. In this the pre-generated Player Character, Err0r, with his advanced computer skills—along with his Technomancer spells—will play a major role in this final confrontation as he does throughout the adventure.

Physically, Starfinder Four Vs. The Hardlight Harlequin is as decently presented as you would expect for a title from Paizo, Inc. The artwork is excellent, the writing decent, and the cartography a blaze of bright colours. There is a lot going on in the scenario, though mostly in quite self-contained scenes despite the fact that they take place in the same enormous convention hall, so the Game Master will need to take a little care in preparing it for play.

Running throughout Starfinder Four Vs. The Hardlight Harlequin are references to Champion Squad, a superhero comic book series in the future of the Starfinder Roleplaying Game which has been adapted to other media and which certain aspects of the threats faced by the Player Characters comes to see them as members of the superhero team. It would have been fun if this had been played up a little further, but there are hooks included for each of the Player Characters to motivate them to attend the HACTexpo. There is plenty of fun though to be had with the computer games included at the HACTexpo, all of course, inspired by the games of today, so in more than a few places it feels not a little tongue-in-cheek, and if everyone joins in with that, Starfinder Four Vs. The Hardlight Harlequin should be fun to play.

Overall, Starfinder Four Vs. The Hardlight Harlequin should provide one, perhaps two good sessions’ worth of play and an exciting, action-packed adventure.






Masters of the Universe: Revelation

The Other Side -

Evil-Lyn the real starIt is late Tuesday night (now early Wednesday morning) and I just finished binge-watching Masters of the Universe: Revelation with my wife.  Now I only consider myself a causal MotU fan, but it really should come as no shock or surprise that my two favorite characters were Teela (because who doesn't like a highly capable redhead) and Evil-Lyn (because...well I am sure you have met me by now).    So after hearing all the whiny-ass man babies online bitching and moaning that Kevin Smith had "destroyed their childhood" I knew right away one thing. 

I was going to love it.  And I did.

If Part 1 was "The Teela Show" then Part 2 was that and "The Evil-Lyn" show.  

Though I am happy to also report that my other favorite character, Duncan the Man-at-Arms, also fared well.

My enjoyment of Evil-Lyn in particular and the MotU, in general, come not from watching the show back in the 80s all that much, but instead from one episode.  The Witch and the Warrior, written by none other than Paul Dini himself.  In an interesting twist, Paul Dini created the character Harley Quinn and Kevin Smith the executive producer of Masters of the Universe: Revelation named his own daughter Harley Quinn Smith. 

Watching this was a fun romp through nostalgia land and there were more than a few tongue-in-cheek references.  Also having Lena Headly as Evil-Lyn, Sarah Michelle Gellar as Teela and Liam Cunningham as Duncan was great. And Mark Hamil chewing up the scenery as Skeletor? That's just the icing on a great cake. 

We get more background on Teela, and the payoff the original series promised.  We get some more background on Evil-Lyn which is also great, but I think it is different than in other versions of this franchise.  No matter really, I know even less about those.

Personally, I am thrilled we got a kick-ass Teela and Evil-Lyn.  I always felt that He-Man himself was the least interesting character in the franchise, though this one made me feel a little different about that.

Evil makes you hotter

I like where it ended for all the characters involved. But especially for Evil-Lyn.

Lyn at 25
Evil-Lyn as Master of the Universe

No new season has been announced, but I like what I am seeing here to be honest.

Monstrous Monday: Glory Hound (A Wolfenoot Special)

The Other Side -

Once again it is Happy Wolfenoot Everyone!

What, you don't know about Wolfenoot, the holiday to celebrate all that is cool about the wolf and dogs?  Well get yourself over to Wolfenoot.com to find out more then come back here.  Even DriveThruRPG is in on the fun this year with their Wolfenoot sale.

Glory Hound

So the last Wolfenoot I did the lycanthropic Wolf-Witch, this year I am also looking to a book I read for inspiration.  Back in High School, I had to take English from this teacher I was looking forward to having but quickly came to despise.  He was such an arrogant asshole and treated his students like shit. Very much of the type to belittle students for mistakes.  Anyway, the books he has us read were ones that had been on the curriculum for gods know how long. I hated them all and nothing connected with me.  So being a pretty fast reader I would do the assigned reading in the class ad then read something else.  We had this book of short stories and it seemed to me that he would pick the most boring, moronic stories for reading and leave the others alone.  One story I found that I actually rather enjoyed was Emma-Lindsay Squier's "The Soul of Caliban." 

I knew Caliban from Shakespeare's Tempest because of Kalibos in the "Clash of the Titans" movie.  The story focused on an ugly dog, which I imagined looked like Cujo, living somewhere in Canada. He belonged to man who began to treat him poorly after he got married. The story went on from there, but the important part was at the end.  The man came back to his home to see his new baby gone and Caliban limping and covered in blood.  The man reacts and kills Caliban only to discover the dead wolf and the baby pulled away to safety.  The last scene is of Caliban in Heaven being treated by St. Peter (not St. Bernard) saying, (something like) "Mon Dieu Caliban, comme tu es devenu beau !" or "my God Caliban, how beautiful you have grown!"  I thought it was a good story. Certainly written for a Freshman English class to discuss issues like "do dogs have souls?" and so on.

Fast forward to 1989 and the movie "All Dogs Go to Heaven" is out.  I never saw it, but from the title, I thought it might have been the same story.  It wasn't, but that is fine. 

Fast forward again to more recent times and we now get the "All Dogs Go to Sto'Vo'Kor" meme.  Ok, ok I get it.  No need to beat over the head with it anymore.

So for this year's Wolfenoot, I give you the Glory Hounds.  You will excuse me if I also want to slip a little more of The Bard into my games. 

Glory Hounds
Medium Outsider (Angel)
Frequency: Very Rare
Number Appearing: 1d6+1 (2d6+2)
Alignment: Lawful [Lawful Good]
Movement: 180' (60') [18"]
  Fly 180' (60') [18"]
Armor Class: 4 [15]
Hit Dice: 5d8+15*** (38 hp)
To Hit AC 0: 13 (+6)
Attacks: 1 bite + special
Damage: 1d6+1
Special: Bark, cause fear, detect evil, fly
Save: Monster 5
Morale: 12 (12)
Treasure Hoard Class: None 
XP: 750 (OSE) 860 (LL)

Str: 15 (+1) Dex: 16 (+2) Con: 18 (+3) Int: 12 (+0) Wis: 13 (+1) Cha: 16 (+2)

Glory Hounds are the souls of mortal dogs and wolves who died from an ultimate act of bravery and self-sacrifice.  They ascended to the Heavens and were given forms that matched their brave deeds.   All glory hounds appear as majestic, proud versions of their type of canine. Their head is noble and their visage is one of calm serenity.  That is until they sense evil.  They appear to become fierce and frightening, causing fear (as per the spell) to all around them (10' radius).

Glory hounds exist for one purpose, to destroy evil.  They are sent to the mortal planes to hunt down and destroy all evil influences they can, saving a special hatred for demons and those that abuse children.  A glory hound will unerringly seek out evildoers and attempt to destroy them.  The ancient pacts made by Angels do not apply to glory hounds so they are free to roam the mortal realms as they see fit. Because the pacts between creatures of the upper planes and creatures of the lower planes do not apply to glory hounds they also can not be summoned.  Often glory hounds will be in the company of other angels, typically like a hunting party.  Woe to any evil creature hunted by a dirae with a pack of glory hounds at her sides. 

The glory hound attacks with their bite using pack tactics to the best of their abilities.  They also can bark 3 times per day.  This bark is a loud sonic wave of damage that sounds like a thunder crack.  It will do 5d6 points of damage (save vs. petrification for half) to all in a 120' long (60' wide at the end) cone from the glory hound.  They cause fear against all chaotic (evil) creatures at all times, and can once per day increase this power to all creatures.  

Glory hounds can only be hit by magical weapons.  They take half damage from magical fire and no damage from mundane or non-magical fire.  They are immune to charm, hold and sleep magic or other mind-affecting magic.  They take full damage from lightning and cold. A slain glory hound will discorporate and return to the Heavens.  It will be seven years before that particular glory hound will be powerful enough to return to the mortal realms.

Glory hounds are the natural enemies of hell hounds and vargr.  Attacking these creatures on sight.  Unless accompanied by another angel they will abandon their current mission to fight with hell hounds and vargr.  

Glory hounds will not attack Lawful (good) or Neutral creatures unless attacked.  If Chaotic (evil) creatures are not acting in a way that is overtly evil then they will be ignored as well.

--

Don't forget to howl at the moon tonight!

[Free RPG Day 2021] Epic Encounters: The Hills Have Legs

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.

—oOo—
Epic Encounters: The Hills Have Legs is designed as an introduction to Epic Encounters. Published by Steamforged Games for use with Dungeons & Dragons, Fifth Edition, the Epic Encounters line is a series of boxed adventure sets which include a scenario and both floor plans and miniatures for use with the scenario. Steamforged Games divides its Epic Encounters series in three Tiers of Play—Lower, Middle, and Higher—which determine the standard Difficulty Check value that a Player Characters has to roll and Damage Level (or die type) suffered by a Player Character throughout the scenario. For The Hills Have Legs, the Tier of Play is the Middle, which means the scenario is designed for Player Characters of Fifth to Tenth Levels and has a standard Difficulty Check for the players to roll of fourteen, whilst the standard Damage Level rolled throughout the adventure will be an eight-sided die. As with other titles in the Epic Encounters line, an experienced Dungeon Master should be able to adjust the scenario up or down to a different Tier of Play to make it suitable for Player Characters of higher or lower Levels respectively.

The set-up for The Hills Have Legs is that a foolish friend of the Player Characters was last seen entering the desert burrow of a spider-tyrant, and whilst there is every possibility that he will have got caught up in the giant arachnid’s web, there is an even greater chance that he will have been captured by the group of Goblins who make the burrow its home, picking over the leftovers and detritus dropped by the spider-tyrant. Well, the scenario says friend, but that ‘friend’ could just as easily be a criminal that the Player Characters are escorting across the desert or the merchant whose caravan they are guarding. Either way, the last thing that the Player Characters will want to do is leave him to his fate. Whatever the exact set-up, the authors do warn the Dungeon Master that The Hills Have Legs is a tough adventure—and that she should warn the players at the start of play.

As the Player Characters lower themselves down into the caves, they can hear the cries of their missing friend, but his cries have also alerted his captors and they are fully prepared for his would-be rescuers. The goblin denizens are smart and tricksy, and are very much written as such. They know their environment and have adapted to it, such that they can manoeuvre around the webbings left by the spider-tyrant, the clouds of poison that waft around certain chambers, and the dark… The scenario consists of just five locations, four of which come with maps. All four are quite dark and although marked with a grid, the squares are a little small for use with miniatures. The encounters, all of them challenging—whether fighting across a giant web or dodging in and out between giant poison spewing cauldrons—are action and combat focused and the use of the maps reflect that. Some are a little weird and creepy too, such as the fungus-infested caves where the Witch-Queen Goblins have their lair, who will use fungus to inflict confusion upon the intruders. Plus of course, spiders have a reputation for being creepy too.

Rounding out The Hills Have Legs is a short bestiary which presents the creatures that the Player Characters will encounter in the scenario. These include the Funnel Goblin Warrior—the standard Goblins found in the complex and capable of disengaging with a foe or hide with ease; Spider Weblings—essentially tiny spiders; and the one, not two, but five NPC Goblin threats, representing Papa Io, the Goblin chief, as well as his henchgoblins. These are slightly different from each and so pose a variety of threats when encountered.

Ultimately, the Player Characters will locate their missing friend and are free to climb back into the desert above. Or, because of course, The Hills Have Legs is a prequel to a forthcoming Epic Encounters title, Web of the Spider Tyrant, carry on adventuring and face the real danger at the bottom of the burrow—the spider-tyrant itself! The Hills Have Legs ends on a dramatic note and sets up a confrontation in the next part, should the Dungeon Master and her players want to carry on. Alternatively, The Hills Have Legs is just as easy to keep as a self-contained side trek on a journey to elsewhere which is easily slotted into a campaign.

Physically, The Hills Have Legs is a slim, but glossily presented scenario. It needs a slight edit in places, but is generally well written and easy to set up. If it is missing anything, it is an overall map which would have better shown the relationship between the scenario’s five locations and four maps. Further, given the verticality of the scenario, of descending into the burrow and of some of the encounters, a cutaway view of the burrow would also have been useful.

Epic Encounters: The Hills Have Legs is a short, one session scenario, heavy on combat and action, made all the better with its creepy, web-strewn atmosphere. Overall serviceable, whether as a one-shot, a side-trek inserted into a campaign, or as the prequel to Epic Encounters: Web of the Spider Tyrant.

SF LAW

Reviews from R'lyeh -

If HARP Fantasy—first published by Iron Crown Enterprises in 2003 as High Adventure Role Playing or HARP—can be seen as a lighter, more streamlined version of the publisher’s original roleplaying game, Rolemaster, published in 1980, then HARP SF can be seen as the publisher’s Science Fiction equivalent of Space Master: The Roleplaying Game. All are percentile driven, Profession, Level, and Skills systems, but as with HARP Fantasy, what HARP SF is a fair degree of flexibility in terms of choices for both the player and the Game Master or SysOp—or Systems Operator as he is known in HARP SF. A player is free to decide what Race his character is, what Professions his character follows, and what Skills his character knows, whereas the SysOp is free to decide whether or not to include psionics, cybernetics, and whether or not she wants to run HARP SF in the setting included in the core book or one of her own devising. And even if she decides on the former, the SysOp has choices as to where she sets her campaign.

The default setting for HARP SF is the twenty-fifth century. Mankind has built a Ring City around the Earth connected to the planet by a series of space elevators, and not only populated the Moon, Mars, and Venus—both Mars and Venus have been extensively terraformed, but also the outer system. Although the Lunar Alliance, the Martian Republic, the Protectorate of Venus, the Belter League, and the Jovian Confederacy all remain independent governments, along with the Parliament of Earth, they have signed the Declaration of Man, forming the Terran Federation and binding them to pact of mutual assistance, defence, and governance beyond their own borders. Almost three centuries later this still holds sway, every new colony expected to become a signatory. Since the discovery of the Lagrange Drive at almost the same time as the Declaration of Man was first signed, over a hundred colonies have been established within a fifty-light year sphere of Earth, but more have been founded since with the discovery a portal device which was capable of transporting a starship across the galaxy at a speed equal to one light year per minute—as opposed to the one light year per day speed of the Lagrange Drive. The other side of the portal lies some four hundred light years away from the Terran sphere of influence and it was here, in what became known as the Nexus sector (named after the first portal found), in the year 2454 that mankind made first contact. This was initially peaceful with various alien species, but raids by the aggressive reptilian Silth would escalate into an inadvertent raid in the solar system and the retaliatory Silth War by the Terran Federation in the Nexus sector which would curb the Silth activities. More recently, in 2464 a larger portal was found in the asteroid belt and a space station, Tintamar, established nearby to handle travel through and from the portal. It is this space station from which the default setting in HARP SF takes its name.

The Tintamar setting is not hard Science Fiction per se, but harder than straight Space Opera. Technology is important, including Faster-Then-Light travel, anti-gravity technology, cyberware, and more, but not super-advanced technology like transporter devices capable of beaming people down to a planet and back again. Although the setting has cyberware, it is fundamentally positive in feel and tone, though far from a utopia. At the federal level, that of the Terran Federation, it leans towards being so, but the fact that planets and colonies retain their autonomy means that governments can vary from democracies and republics to theocracies and autocracies and unless the activities of a Terran Federation member spill over to another, the federal forces rarely intervene. Further pirates could be hiding out anywhere and the Silth still have designs for expanding their territory. Although the Tintamar setting is sketched out in relatively broad details, there are plenty of options as what the Game Master does with the setting. A humancentric campaign could be confined to the solar system and the sphere of human colonies, perhaps before first contact was made, whereas a broader setting that includes the presence of aliens would be set in the Nexus sector. Military campaigns could be fought against the Silth, an investigative campaign might be against the Terran Federation-wide crime Syndicate, and of course, the Player Characters could explore beyond the limits of human space. On the whole, the style and feel of HARP SF, and of its Tintamar setting, is one of Imperial style Science Fiction even if there is no Imperium or empire present. Alternatively, the Player Characters could adventure in an alternative future of the SysOp’s own design.

A character in HARP SF is defined by his Statistics, a Profession, Race, Culture, Skills, and Talents. A character has eight statistics—Strength, Constitution, Agility, Quickness, Self-Discipline, Reasoning, Insight, and Presence, which each has a value between one and one-hundred-and-five. There are eleven possible professions—Adept, Dilettante, Entertainer, Fusion, Merchant, Pilot, Researcher, Scout, Soldier, Spy, and Tech. Of these, the less obvious Adept studies and is capable of using psionics, and the Fusion combines the training of the Adept with another Profession. A Profession consists of Favoured Categories—the categories into which skills are grouped, such as Combat or Influence; Key Stats—those statistics favoured by the Profession; and one or more Professional Abilities unique to the Profession. For example, the key Statistics for the Pilot Profession are Agility, Insight, and Quickness, whilst its favoured skill category is vehicular, and its starting Professional Abilities a player can select from are Instinctive Evasion, Lightning Reflexes, Natural Astronaut, and Natural Gunner. At First Level, and then again at each Fifth Level, a Pilot also gains a +10% bonus to Vehicular skill.

In terms of Race, a player can choose from Human as well as five alien species. These include the inquisitive Krakur, amphibious, hexapodal, and tentacular, capable of changing their skin pigment and even separating a tentacle to perform a simple task; the short, pudgy Madji who have three eyes and multiple fingers on their hands, and who favour industrious co-operation; and the Runcori, intelligent, motile plants who can change shape slowly and have distributed senses all about their limbs, and who are brilliant scientists and technologists. The Cerans are large, muscular, but warm-blooded reptiles who have strong sense of territory—personal, intellectual, and social, whilst the Gorsivans are an avian-like species, intensely curious and often arrogant, capable of flight and possessing of telescopic vision. A sixth species, the cold-blooded, reptilian Silth are also given, but are only available as a Player Character species with the SysOp’s permission. Now what each Race provides are modifiers to a character’s Statistics, bonuses to his Endurance, Power Points, Resistances, Stamina, Will, and Magic, plus special abilities unique to each Race.

Also with a permission, a player can have his character possess genetic adaptations, represented by Genetic Talents, which model the character having adapted to the harsher conditions on which he was born. The Genetic Talents can be rated at major or minor, and a character needs to have the minor version before he can have the major, for example, High Gravity Adaptation would represent a character having grown up in a high gravity environment. If minor, High Gravity Adaptation would allow him to live under a gravity of up to 2g, whereas with the major version, it is up to 3g. Both grant bonuses to the character’s Strength, Quickness, and Constitution, but to have High Gravity Adaptation (Major), the character must also have High Gravity Adaptation (Minor). Typically, these are bought during character creation—and sometimes later during development when the character acquires a new Level—using Development Points.

HARP SF gives several Cultures—Aristocratic, Belter, Corporate, Cosmopolitan, Exotic, Frontier, Militaristic, and Scientific—each of which provides a basic language plus Skill Ranks gained as an adolescent. Skills come in nine categories—Artistic, Athletic, Combat, Concentration, General, Influence, Outdoor, Physical, Scientific, Subterfuge, Technical, and Vehicular—and are purchased in Ranks. There are some eighty or so skills, covering the sciences, technology and engineering, the arts, piloting, combat styles and manoeuvres, and so much more. Some of the slightly odder skills include Armour (training in to move and fight in armour to negate its lack of flexibility and its bulk), the Two Gun Combo Combat Style, Cyber Control (required to use particular types of cyberware, such as cybersenses or cyberlegs), Frenzy (essentially, going berserk), and Rope Mastery, but otherwise, the skills included are all appropriate to the genre! Lastly, a character can have Talents, such Biosculpted Body, Fast Fixer, Increased Lung Capacity, or Radiation Resistance.
To create a character, a player generates the Statistics, either by rolling dice or purchasing them with points, and then selecting a Race and Culture. Each character receives a pool of Development Points, modified by their Statistics, with which to purchase Skills and Talents. A limited number of Development Points can be spent to improve a character’s Statistics. There are oddities in the system which require the player to spend Development Points if he is to improve certain aspects of his character. One is that despite HARP SF being a Profession (Class) and Level system, a player does not simply roll his character’s Hit Points, but purchases the Endurance skill and its final value is how damage a character can have. A player will also need to put Development Points into Psi Energy Development if he wants his character to be able to use psionics, this in addition to purchasing active and latent psionic abilities. Even odder though, is the fact that the character’s Resistance Rolls—Stamina, Will, and Magic—are also skills and again can be improved by a player spending Development Points on them. Both Endurance and the Resistances have base values derived from a character’s Race, so there is a minimum value built into the mechanics. What this points to though, is how little a character’s Level has on the character—primarily it places a cap on how many Ranks a character has in any one skill and when and how many Development Points a character gains—and the degree of freedom a player has to build and modify his character.
Each time a character gains a Level—through earning Experience Points—the player acquires further Development Points with which to improve his character. He also gets the bonus Development Points as the character had at First Level and because these are derived from a character’s Statistics, it does mean that characters with better Statistics will develop faster and better in the long term.

Our sample character is Hurik, who grew up on Earth’s Ring City where life was easy. Having no real plans for a career, he attended for the Colony Resettlement Programme and attended Colony College, deciding that he wanted to do something different and see more than what home offered. He discovered that he like animals and growing things, and if he cannot have his own farm out on the frontier, then he wants to work on one.

Hurik
Race: Human
Gender: Male Age: 20
Height: 5’ 6” Weight: 136 lbs.
Culture: Cosmopolitan

Level 1 Scout

Strength 79 (+6) Constitution 90 (+8) Agility 56 (+2)
Quickness 44 (-2) Self-Discipline 60 (+2) Reasoning 52 (+1)
Insight 75 (+5) Presence 46 (+0)
Resistances
Stamina 0 (+10), Will 0 (+10), and Magic 0 (+10)

Endurance 80
Defence Bonus -4

Skills
Artistic: Painting 6 (+40)
Athletic: Climbing 1 (+13), Wrestling 1 (+15)
Combat: Brawling 2 (+18), Modern Ranged 2 (+18)
General: Appraisal 1 (+11), Computer Operation 2 (+16), Linguistics Anglic (Spoken) 6 (+36), Linguistics Anglic (Written) 6 (+36), Linguistics Other Species – Madji (Spoken) 4 (+00), Linguistics Other Species – Madji (Written) 3 (+16), Machine Operation 1 (+08), Mundane Lore: Own Culture 1 (+07), Mundane Lore: Cosmography 2 (+12), Mundane Lore: Geography 1 (+07), Perception 5 (+32), Resistance – Stamina 1 (+21), Rope Mastery 5 (+28), Vocation (Administration) 2 (+16)
Influence: Charm 1 (+10)
Outdoors: Animal Handling 6 (+35), Beast Mastery 6 (+35), Foraging/Survival 6 (+36), Horticulture 11 (+58), Navigation 6 (+36), Tracking 6 (+37)
Scientific: Biology 1 (+11)
Physical: Endurance 6 (+50), Jumping 1 (+13), Swimming 1 (+13)
Subterfuge: Camouflage 5 (+32), Sniping 5 (+29), Stalking & Hiding 5 (+29), Streetwise 1 (+10)
Technical: Engineering 1 (+11)
Vehicular: Driving (Conventional) 3 (+22)

Special Abilities
Bonus Skill Ranks (+5 Ranks), Profession Adaptation

Professional Abilities
Toughness (+10% Endurance)

Equipment (1005 credits)
Hunting Rifle with Scope, Handheld Computer, Personal Communicator, Backpack, All-Weather Bag, All-Weather Tent, Inertial Compass, Firelighter, Rope, Spade

Much like HARP Fantasy, the character creation process in HARP SF is neither fast nor easy, and in comparison to contemporary roleplaying games, it is actually cumbersome, especially once you figure adding psionics, which everyone can have access to. Finding everything in the book is also something of a struggle to the point where it hampers the process. Nevertheless, the process is comprehensive and a player will be able to produce the desired character at the end of it—just one of the benefits of HARP SF—plenty of options and no little flexibility in what sort of character a player could create. This is further enhanced with the use of Training Packages, limited groups of skills that represent a profession, guild apprenticeship, and so on. So, it might be Entrepreneur, Netrunner, Starsoldier, or Xenoarchaeologist, for example. Such packages are available at a discount, can be taken only the once per Level, and a player is free to design his own, with of course, the Game Master’s consent. Now the Game Master could also design his own and use those to help provide a place and occupation in his world for player characters and NPCs alike.

Being a Science Fiction roleplaying game, HARP SF encompasses a wide range of technology. It grades its technology levels at Unavailable, Prototype, Early, Mature, Advanced, and Obsolescent, rather than a numerical rating, which is actually easier to grasp on a case-by-case basis, and more obviously offers roleplaying and storytelling tags than just the plain numbers. The range of technology available covers neurowhips, vibroknives, blasters, lasers, needle guns, electrostunners, DNA scanners, poison sniffers, arterial fixers, skeletal healers, infrared contact lenses, laser listeners, inertial compasses, environment tents, and much, much more. All of this is rated at the Mature grade in HARP SF’s default Tintamar setting. Rules cover miniaturising and combining equipment too, although doing either will cost more.

Adventuring in HARP SF of course has to cover a wide variety of situations and conditions, since after all, it is a Science Fiction game. Computer issues, diseases and poisons, equipment—uses and limits, sensors, scanners, and countermeasures, occupational hazards and environments, and more are covered in sufficient detail in the likely event that they arise in play, although the rules do get more complex than you might expect when having to determine terminal velocity, sensor ranges, and the like. Here a bit more arithmetic creeps in than perhaps it should since working out the results of an equation at the table is not going to appeal to everyone. Nevertheless, the core mechanic in HARP SF is straightforward enough. When he wants his character to undertake an action or Manoeuvre, a player rolls the percentile dice and adds the character’s appropriate skill, whether that is Rope Mastery, Machine Operation, Ranged Weapon, and so on, and if the result is over one hundred, then the action or task has been done with complete success. Modifiers can apply, whether from the situation or equipment, as well as the difficulty. If the roll is open-ended, any roll of ninety-six and above on the dice, means that the player roll again and add the result. Even if a Manoeuvre attempt does not completely succeed, the result can also determine to partial degree of success—measured as a percentage on the Manoeuvre Table, which is useful if a Manoeuvre involves a time factor. In addition, the Manoeuvre Table can also determine whether the outcome of a Manoeuvre is a fumble—generally a roll of ten or less on the percentile dice, and depending upon the nature of the action, the Fumble table covers everything from grenade fumbles, melee combat fumbles, and ranged combat fumbles to physical fumbles, psionics fumbles, and vehicular fumbles.

Combat uses the same mechanics, and is generally more complex than the standard rules—and understandably so, since it has to encompass a greater number of variables, including multiple differing weapon and armour types. Initiative is rolled a single ten-sided die plus modifiers from Statistics, encumbrance, and the situation, rolled at the beginning of each two-second turn during which a character will perform one action, whether that be draw a weapon, attack, stand up, or move, or a combat action. All attack rolls are open-ended, to which the attacker adds his Offensive Bonus—determined by skill, statistic, talents, weapon, and positional bonuses, plus range and situational modifiers for range, and then subtracting the defender’s Defensive Bonus—determined by the Quickness statistic and armour, shield, talents, cover, Manoeuvre, equipment quality, and situational bonuses. If the result—the Total Attack Roll—is equal to one or more, then the attacker has hit the defender. It can be further modified by weapon size to give an Adjusted Attack Roll and it is this result which is compared to the Critical Table for the weapon type used. In HARP SF, there are Critical Tables for Crush, Puncture, Slash, Martial Arts Strikes, Martial Arts Sweeps/Unbalancing, Grapple, Cold, Heat, Electrical, Impact, External Poison, Internal Poison, Large, Huge, Ballistic Impact, Ballistic Puncture, Blaster, Laser, Neuro, Plasma, Radiation, Shrapnel, and Vacuum attacks. Essentially what HARP SF does is combine the attack roll with the critical results tables of the much earlier Rolemaster or Space Master, effectively streamlining them. Overall, the combat rules are comprehensive, but despite being supported by numerous examples, do require a close study. Certainly, the SysOp should work through several examples of her own before attempting to run them at the table.

Penultimately, HARP SF covers psionics, which come in variety of disciplines whose effects can be observed, but not adequately explained by science. They are divided into various fields—Biokinesis, Electrokinesis, Extrasensory Perception, Psychokinesis, and Telepathy. These are further broken down into disciplines, with characters possessing Latent Psionic Fields before Active Psionic Fields. The Adept and Fusion Professions have greater access to Psionics, though any character can have them by expending Development Points. The more Psionic Fields—Latent or Active—a character has, the more expensive they are to purchase. Each Psionic Discipline requires two things to activate. First, Psionic Energy Points, the number of which can be increased with the Psi Energy Development skill, and second the related Psionic Discipline skill. It is fair to say that much like magic in HARP Fantasy, psionics in HARP SF really require their own discipline to study and understand how they work and how they play in game.
Lastly, there are guidelines for the SysOp too, starting with ‘Have Fun!’ and ‘Know the rules!’. There is good advice here, though ‘Know the rules!’ is most obviously pertinent primarily because of their relative complexity in parts and the challenge of the imparting an understanding to the players despite that complexity. Similarly, the advice to ‘Work out the math in advance’, specifically when dealing with space-based combat, highlights the complexity of HARP SF. There is advice too on customising the SysOp’s game and some suggestions as possible campaign ideas and adventure seeds. Some of the roleplaying game’s more useful tables are printed at the back of the book.

However, there are elements missing from HARP SF and it is not complete in its treatment of the genre. It does not cover vehicles or vehicular combat in space or on the ground, and there is little in the way of cyberware or coverage of advanced computing. For that, the HARP SF Xtreme is required and is very much the companion or other half to HARP SF. That said, the contents of HARP SF would stand on their own to an extent, depending on how the gaming group wants to handle vehicles. It would result in a very planetary-based campaign, with travel between systems done as story rather than action, or even done via portals. Even then, what HARP SF does not have is rules or guidelines for creating worlds and systems, or indeed alien species, and again, the SysOp will likely need to create those without referring to rules or guidelines. What that means is HARP SF is not the toolkit that it could have been for the SysOp to create of her own, and that HARP SF Xtreme is a must buy purchase.

Physically, HARP SF is a plain, simple, greyscale book. The artwork is decent and the writing is clear and easy to read—for the most part. The game’s many examples of the rules are presented using light grey rather than black. This makes the examples difficult to read. In addition, the book’s numerous tables are often also too small to read. Another issue is the organisation of those tables. They are not repeated for easy access at the back of the book, for example, the Critical Tables for the various attack types, so the SysOp will need to bookmark the tables that get referenced a great deal during play, if not purchase or create his own reference screen. The book could have been slightly better organised in that the need to purchase Endurance, Power Point Development, and the Resistances as skills could been made more obvious, if not explicit. They are essentially buried in the skills section when they needed to be highlighted as part of the character creation process.

In comparison to the much earlier Space Master, it is clear that a great deal of effort has been put into making HARP SF a much more streamlined and simpler Science Fiction roleplaying game. However it cannot avoid a degree of complexity in places, especially the psionics rules which feel like a subsystem of their own, and so this does mean that HARP SF is still a challenge to really teach the players even once the SysOp has grasped how it works. In comparison to HARP Fantasy, which felt somewhat generic in its treatment of the fantasy genre, HARP SF does not, the Tintamar setting suggested a low Space Opera setting in which technology plays an important role rather than high Space Opera where the Player Characters push buttons and the spaceship just goes. The mechanics to HARP SF do suggest a harder edge to its Science Fiction though, which is slightly at odds with the setting. Nevertheless, its setting of Tintamar offers plenty of scope for gaming and expansion, and if a gaming group can pick the rules up, HARP SF offers a solid range of options and flexibility in terms of characters, combat, and even campaign frameworks.

Near & Far

Reviews from R'lyeh -

“Space is big. Really big. You just won't believe how vastly, hugely, mindbogglingly big it is. I mean, you may think it's a long way down the road to the chemist's, but that's just peanuts to space.” It seems glib to be opening with a quote from Douglas Adams’ The Hitch-Hiker’s Guide to the Guide, but given the sense of scale to The Atlas Of The Imperium: Second Survey, it nevertheless feels appropriate. Published by Far Future Enterprises, this is a supplement designed for use with Traveller5: Science-Fiction Adventures in the Far Future, but actually compatible with any version of Traveller which brings together over sixty star maps which together show the vast expanse of the Third Imperium and nearby sectors in Charted Space. It covers an area roughly thirty-nine by twenty-nine sectors—each sector consisting of sixteen subsectors, and each subsector ten by eight parsecs across, meaning that—roughly—the area covered by The Atlas Of The Imperium: Second Survey is fifteen hundred and sixty by nine-hundred-and-twenty-eight parsecs across! Make no mistake, from the Coreward sectors of Gashikan and Trenchans to the Rimward sectors of Aldebaran and Langere, and from the Spinward sectors of the Vanguard Reaches and Tienspevnekr (and beyond!) to the Trailing sectors of Arzul and the Crucis Margin, this book covers a huge amount of space. 

However, The Atlas Of The Imperium: Second Survey covers a whole lot more than just space. Every sector is given a one-page map depicting all sixteen of its subsectors, marked up with world types—worlds with water, desert worlds, or asteroids, whether a gas giant is present in the system, the letter code for the type of starport present, and type of base present, including Imperial Naval Base, Scout Base, and so on. The list of symbols has been greatly expanded to cover an array of base types, such as a Zhodani Base, Corsair/Clan/Embassy, Research Station, Imperial Reserve, Penal Colony, and more. Worlds with large populations have their names given in uppercase, letter codes indicate political allegiances, and various worlds are ringed to indicate travel zones—Amber and Red. Lastly X-boat routes are marked, as the political borders in different colours. The name of each sector, plus those for each of the sixteen subsectors in the sector is given in the outer margin. 

Each sector is followed by a listing of the world data for every world in the sector, the data running for barely a page for the lesser populated sector, but as many as three pages! This is done in the Traveller5 Second Survey format. Thus, hex location and main world name, followed by the UWP or Universal World Profile (starport, planetary size, atmosphere type, hydrographic percentage, population, government type, law level, and tech level), all pretty much as you would expect for Traveller. The Traveller5 Second Survey format expands this with an extensive list of further classifications and remarks. Thus a world can have Trade Classifications such as Garden World or Non-Agricultural, Remarks indicating whether the world is home to an Ancient Site, a Penal Colony, or under Military Rule, the highest nobility found there if any, whilst Importance, Economic, and Cultural Extensions all expand upon the basic details of each and every world. 

However, in many cases, the Importance, Economic, and Cultural Extensions all have code strings of their own, though much shorter than the standard UWP, represent more numbers for the Game Master to interpret and attempt to bring to the gaming table. For example, the Cultural Extension includes ratings for the world’s Heterogeneity, Acceptance, and Strangeness, with seven being the norm. Overall, it is a lot of information to take in and interpret, and the process of doing so, is hampered by the way in which the information is presented. The content on the maps is small enough, but the text size for the world data is not that much larger and presented in dense columns of fairly text makes it a challenge to read and pick any details. 

The Atlas Of The Imperium: Second Survey is designed to be a navigational guide to the Third Imperium and its surrounding worlds—in game and out of game. In game, it is an update of the First Survey conducted by the Imperial Grand Survey, an office of the Imperial Interstellar Scout Service, and published in the year 420 after a hundred years of work. The Second Survey, a much-needed update and expansion of the obsolete First Survey was begun as part of the millennial celebrations of the Third Imperium, and published in 1065. The current version of The Atlas Of The Imperium: Second Survey has a publication date of 1105. Out of game, The Atlas Of The Imperium: Second Survey is an update of The Atlas Of The Imperium published by Game Designers’ Workshop in 1984, and provides a massive amount of information for the Game Master to explore and see how the many sectors, subsectors, polities, and worlds relate to each other, and at least have the basic information about world to hand, if not necessarily the specifics. One sector, Foreven, abutting the Zhodani Consulate, just Spinward of the Spinward Marches, apart from a few worlds, has been left intentionally blank, including the specific World Data entries which follow, essentially providing the Game Master with two pages of question marks. 

In some ways though, the most interesting aspect to The Atlas Of The Imperium: Second Survey is its credits pages. This names the designers and origins of each one of the supplement’s nearly seventy sectors, as well who most recently developed it for inclusion here. In doing so, it mentions many of the great names that long time Traveller fans will recognise, such as J. Andrew Keith, William H. Keith, Joe D. Fugate Sr. Martin Dougherty, and more, drawing on sourcebooks as diverse as MegaTraveller Alien, Volume 1: Vilani & Vargr, Crucis Margin, Gateway to Destiny, and many, many more. It is a reminder that a great deal of the setting to Traveller and its Third Imperium and beyond, was not necessarily developed by Marc Miller and Game Designers’ Workshop, but rather farmed out to other publishers to develop and publish content for.

Physically, The Atlas Of The Imperium: Second Survey is cleanly laid out, but does need another edit and barring the cover, is illustration free. Of course, the text and the maps may well be too small for some readers to read with any ease and a magnifying glass may be warranted. 

The Atlas Of The Imperium: Second Survey feels such a high-level product–both in the game and out of it, providing the ultimate in grand overview of the Third Imperium and its surrounds, that it is really difficult to say how useful the supplement truly is. It does provide both player and Game Master alike with swathes of maps and territories and data, that it is difficult to encompass. The likelihood after all, is that a gaming group and its campaign is going to dig down from the lofty heights presented here and be exploring, adventuring, and gaming at the level of the subsector and sector at most. For that, they will need further information, which of course, is not present in the pages of The Atlas Of The Imperium: Second Survey. Which is reasonable enough, since such a project would have the scope and stature of the Encyclopaedia Galactica of Isaac Asimov’s Foundation Trilogy, one of the primary inspirations for Traveller. Yet, The Atlas Of The Imperium: Second Survey does feel like it needs context. Perhaps a page devoted to each sector, providing an overview and some Library Data (there is none in the supplement)? 

Ultimately, however useful a Game Master and her players find The Atlas Of The Imperium: Second Survey, it is very much a huge update and an enormous improvement in both the amount and the presentation of the information first seen in 1984’s The Atlas of the Imperium. It really needs an Encyclopaedia of the Third Imperium as a companion. 

Micro RPG I: Smithy of Sacrilege

Reviews from R'lyeh -

For every Ptolus: City by the Spire or Zweihander: Grim & Perilous Roleplaying or World’s Largest Dungeon or Invisible Sun—the desire to make the biggest or most compressive roleplaying game, campaign, or adventure, there is the opposite desire—to make the smallest roleplaying game or adventure. Reindeer Games’ TWERPS (The World's Easiest Role-Playing System) is perhaps one of the earliest examples of this, but more recent examples might include the Micro Chapbook series or the Tiny D6 series. Yet even these are not small enough and there is the drive to make roleplaying games smaller, often in order to answer the question, “Can I fit a roleplaying game on a postcard?” or “Can I fit a roleplaying game on a business card?” An example of the former is Smithy of Sacrilege.

Smithy of Sacrilege is a minimalist roleplaying which fits on the back of a postcard and comes with just about everything a gaming group needs in a roleplaying—bar a setting. The bulk of the game focuses on character creation and the rules, but there is an implied setting, sort of… In Smithy of Sacrilege, a Player Character is defined by three Abilities—Skill, Stamina, and Luck, and Health and Equipment Score (or EQ), the latter indicating how much a Player Character can carry. Both Health and Equipment Score start at eight and the value of the three abilities are determined by rolling a single die for a Background and an Occupation, both of which grant a single Ability bonus and a piece of equipment, and also an Aspiration, which only provides an item of equipment. For example, the Darksilt Ruffian Background grants a bonus to Skill and lockpicks, whilst the Alchemist Occupation adds to Luck and gives some Reagents. The Aspiration of ‘Dispense a cure’ comes with a sacred relic. (A Player Character generator can be found here.)

Eltaor Ninthalor
Background: Birchrift Elf
Occupation: Alchemist
Aspiration: Rout an army

Skill 0
Stamina 0
Luck 2

Health 8
Equipment Score 8

EquipmentCatgut Bow, Reagents, Bugle

Mechanically, as you would expect, Smithy of Sacrilege is very simple. When a Player Character has to undertake an action, his player rolls two six-sided dice against a Difficulty Value, which is either eight, ten, or twelve, and adds the appropriate ability and a point for any piece of equipment used. If the result is equal to or higher than the Difficulty Value, the Player Character succeeds. If the action is regarded as dangerous, such as against an enemy, the difference between the Difficulty value and the roll—if successful, determines the amount of damage inflicted. The Difficulty Value to hit an NPC is also its Hit Points and so as combat progresses and the enemy takes damage, it effectively becomes easier to hit!

For example, Eltaor Ninthalor and travelling companions have been ambushed by a bunch of Orcs. It is his turn to attack. These are tough Orcs and so the Game Master sets the Difficulty Value at ten, which also represents their Hit Points. His player rolls two six-sided dice and adds one for Eltaor Ninthalor’s bow. Eltaor Ninthalor is incredibly lucky—his player rolls twelve! The total result with the bonus from the bow is thirteen, which means that the Orc takes three points of damage, reducing its Difficulty Value to seven.

Now mechanically, that is the limit of Smithy of Sacrilege. There are no rules for NPCs beyond their Difficulty and initiative, so there is a whole lot more that you might expect to find in a traditional roleplaying game which is absent. However, such is the simplicity that the Game Master can decide on how these work herself, and easily draw them from the fantasy scenarios of her choice.

The other big element missing from Smithy of Sacrilege is a setting, although there is an implied one and the roleplaying game does open with, “At last your two-day hike is over. What you do next might not make the history books, but it’ll win you bed and board the next few times you tell the tale over a mug of ale. Let’s begin.” This suggests that the Player Characters have set out to do ‘something’—whatever that is—and each Aspiration gives an objective that a Player Character wants to do, such as ‘Climb Mount Ashpeak’ or ‘Best the Fang Gauntlet’. There is also the implied fantasy in Smithy of Sacrilege, with its Dwarves, Elves, Alchemists, and so on, but it leaves questions such as “What is the ‘darksilt’ of the Darksilt Ruffian Background?” and “What is a Toothduke Dwarf?” open to development and determination by the players and the Game Master. The aspirations ask similar questions about the world and about what the Player Characters want to do.

Physically, Smithy of Sacrilege is simply laid out, but the text is just slightly too small to read easily and it is not quite clear how Abilities are rolled for. For example, it states “Roll 3D6 for attributes and starting gear.” That reads as if three six-sided dice are rolled for each attribute (when it should be ability), but a much-needed close read through of the rules suggests otherwise.

The only piece of artwork on Smithy of Sacrilege is the front of the postcard and it is a fantastic piece, depicting a tentacular, trident-wielding deep-sea diver. However, anyone coming to Smithy of Sacrilege knowing that it is a micro roleplaying game would expect to see some kind of connection between that cover and the game, but there is none. Which is so disappointing.

Smithy of Sacrilege is not necessarily a terrible game, the mechanics are workable, and the implied background, likely to be fantasy of some kind, something to work from by the players and Game Master alike. Essentially, pick this up and there is not a lot to explain, roll up some Player Characters, ask a few questions, establish a few facts about the world to begin with, add some more as you go along, even grab a scenario—for example, Isle of the Damned or The Isle of Glaslyn would do, and away you go.

And yet… What does ‘Smithy of Sacrilege’ mean? Who or what is the tentacular, trident-wielding deep-sea diver on the front of the postcard? That will have to wait for another roleplaying game or even the back of another post card…

BlackStar: The Ambassador Curse

The Other Side -

Ambassador Class StarshipLast night was the premiere of Star Trek Discovery Season 4.  Not only that we also had a new episode of the Kid-focused (but adult enjoyed) Star Trek Prodigy.  Two new Trek episodes from different series on the same day.   That has not happened since Voyager and DS9 were on the air in 1999.

Both episodes had a similar plot element, though dealt with in very different ways.  On Discovery they are recovering from "The Burn" which destroyed all dilithium in use a little over a hundred years ago.  The new Federation president (who looks like she might have some Cardassian DNA) mentioned that there were ongoing Warp Drive developments.   She mentioned a new version of Discovery's Spore Drive and that a new Pathway drive had been developed and placed into the new Voyager.

Over on Prodigy, which shares the Voyager connection, we learn that the USS Protostar is more than just a neat name.  Its warp drive is not just powered by an anti-matter reactor, it has in its heart an actual protostar. 

There is a constant level of warp drive development going on in Star Trek. But the Spore Drive has proven difficult to get right or recreate, Trans Warp was a failure, and slipstream conduits are difficult to navigate.   

All of this and one other bit of information I recently unearthed sets the stage very nicely for what is going on in BlackStar.  

Let me restate something I said back in 2019. 

We don't see many Ambassador class ships in the TNG time-frame, why? I am going to say there was a design flaw that was later discovered after Starfleet Corp of Engineers went over why the Ent-C was destroyed. There is a flaw in the nacelle arrangement that was missed in the R&D phase and only seen in practice. This lead to newer warp nacelle configuration that gave us the Galaxy and Nebula class ships. Despite living in the 24th century, human Starfleet personnel can still be somewhat superstitious and the Ambassador class gained the status of a "cursed ship".

This is also why there are 21 decommissioned Ambassador class ships outside of Neptune Station. Here, Commodore Peter Quincy Taggert, with a signed order from Admiral Nyota Uhura (who had been fond of the Ambassador class and hated to see them go to waste), began work on the Mystic Project. The NX-3100 (mislabeled on the hull as NX-3000 due to a clerical error) was developed at the Klatuu Nebula Yards in conjunction with the Theremin Science Council and launched to Earth on SD 30007.21. (2351 or there abouts)

We have 21 (or 22) decomed Ambassador ships over in the "junk yards" of Neptune Station. A prototype (the Mystic) was b

uilt at the Klatuu Nebula Yards by the Theremins.  A desire by Starfleet to work on new types of warp drive, BUT all available engineers are working on the super-sexy new Galaxy-class project over a Utopia Planitia on Mars.  This is why CDRE Taggert gets them.  No one else wants them. But why are they here?  I said due to a flaw in the nacelle arrangement.  I said this because I replaced the warp nacelles on my model.  But is there more?  

Enter my "I have too much work to do, but instead I am watching Star Trek Starship videos on YouTube" moment earlier this week.

Enter TriAngulum Audio Studios on YouTube. They have a series called "Truth or Beta" that discusses Star Trek "Alpha" content (for Memory Alpha, or cannon material named for the Memory Alpha planetoid that is the Federation Library and the first stop for the USS Protector) vs. "Beta" (for Memory Beta, non-cannon material that appears in books).  This series collects various bits of Alpha lore and select bits of Beta lore to make for a fuller picture of what is going on.  

Here is their series on what went wrong with the Ambassador class ship.


The premise is basically the same.  After the destruction of the Enterprise-C, the Ambassador class was given a top to bottom inspection.  Where I claimed it was the warp nacelles, here it is an issue with the new warp core and other systems with the older duotronic computers. If you look at the Enterprise-C computer screens you can see they look more like the ones from the Enterprise-A and B eras.  Whereas newer Ambassador class ships have the isolinear computers and the LCARS OS. 

That works for me too.  In any case it explains why we never saw a lot of the Ambassador class ships in the TNG Era despite the class having had an Enterprise among its numbers. It also explains why I can have a couple of dozen just sitting out by Neptune waiting to be used for something else.

Now I just need to get my reviews up of Star Trek 2d20 and Achtung! Cthulhu 2d20 from Modiphius up. 

[Free RPG Day 2021] Iron Kingdoms: An Echo in the Darkness

Reviews from R'lyeh -

Now in its fourteenth year, Free RPG Day in 2021, after a little delay due to the global COVID-19 pandemic, took place on Saturday, 16th October. As per usual, it came with an array of new and interesting little releases, which traditionally would have been tasters for forthcoming games to be released at GenCon the following August, but others are support for existing RPGs or pieces of gaming ephemera or a quick-start. Of course, in 2021, Free RPG Day took place after GenCon despite it also taking place later than its traditional start of August dates, but Reviews from R’lyeh was able to gain access to the titles released on the day due to a friendly local gaming shop and both Keith Mageau and David Salisbury of Fan Boy 3 in together sourcing and providing copies of the Free RPG Day 2020 titles. Reviews from R’lyeh would like to thank all three for their help.
—oOo—
It is such a common trope in fantasy roleplaying that it is almost no surprise that amongst the releases for Free RPG Day 2021, there are not one, but two scenarios in which the Player Characters must protect a village against a threat. Common enough, of course, but in fact, the nature of the threat in both scenarios consists of the undead, in both scenarios the Player Characters have to protect the village overnight, and in both scenarios, the Player Characters face an onslaught not once, not twice, but three times! One is Reap and Sow, a scenario and quick-start for Warhammer Age of Sigmar Soulbound, but the other is Iron Kingdoms: An Echo in the Darkness. This is a scenario for Iron Kingdoms: Requiem, the version of the Steampunk and high fantasy setting best known for its miniatures combat game, Warmachine: Prime,  for use with Dungeons & Dragons, Fifth Edition. Published by Privateer Press, Iron Kingdoms: Requiem and thus Iron Kingdoms: An Echo in the Darkness bring the setting and intellectual property full circle, both having been first seen in The Longest Night, Shadow of the Exile, and The Legion of the Lost, the trilogy of scenarios published for use with the d20 System in 2001. The three would later be collected as The Witchfire Trilogy.
The Iron Kingdoms is noted for three things. First, its interesting mix of races—Gobbers, Ogrun, and Trollkin alongside the traditional Humans, Elves, and Dwarves. There are no Halflings or Gnomes, and even the Elves are different to those of more traditional Dungeons & Dragons-style fantasy. Second, the prevalence of technology, in particular, the use of firearms and Steamjacks and Warjacks, steam-driven robots with magical brains, used in heavy industry and on the field of battle. Third, the tone of the setting is fairly grim, there being an island to the west, Cryx, where the sorcerers have long experimented with combing the undead with Steamjacks and Warjacks, and have long planned to invade the Iron Kingdoms. 
Iron Kingdoms: An Echo in the Darkness is not a quick-start for Iron Kingdoms: Requiem, but a scenario, so the Game Master will need access to a copy of Iron Kingdoms: Requiem to run the scenario. It is designed to be played by between three and seven Player Characters of First to Fourth Level, but is optimised for five Third Level Player Characters. As the scenario opens, whether as envoys, on escort duty, or conducting family business, the Player Characters have come to the small coastal village of Ingrane, which is in the middle of celebrating Founding Day, the anniversary of its refounding. Surrounded by swamp, the village is a year old, having been refounded and rebuilt on the ruins of the previous village of Ingrane which was destroyed a little over three decades ago by Cryxian raiders. However, the village was also home to a late, great hero of the Iron Kingdoms, and many people have come from far and wide to rebuild the village in her honour.
Upon entering Ingrane the Player Characters have the chance to explore Ingrane and interact with the villagers, whether that is praying at the Shrine of the First Daughter—the statue of the fallen hero of the Iron Kingdoms, engaging in friendly competitions and games of chance, doing a little bit of shopping, and even testing out a new invention! These are chances for the players to roll the dice without having anything serious at stake, roleplay a little, and with luck establish some rapport with the villagers. Certainly the latter will be in their favour when the Player Characters have to defend the village, the Founding Day ceremony has barely been completed when the villagers are assaulted by the stench of burnt corpses! Which can only mean one thing—Ingrane is under attack by Cryxian raiders (again). Cryxian forces consisting of a mix of Bile Thralls—bloated reservoirs of digestive tract corrosives which fire their own intestinal acids at their targets via a Bile Cannon, Brute Thralls—great hulking things capable of knocking down the walls of, and then whole buildings; Mechanithralls—horrific fusions of corpses and machinery possessed of great strength; and Scrap Thralls—ramshackle amalgams of old jacks rebuilt to carry necrotite-infused bombs, assault the village in the course of the evening and into the night. 
In the first wave, the Cryxian attack the people on the streets of the village and target the garrison, whilst in subsequent waves, they will target individual buildings. The Player Characters will be forced to react time and time again, rushing to each flashpoint, with little chance for rest or recuperation. Perhaps the most fun encounter is with the Brute Thralls attempting to smash the village open, but the attacks in each the three waves are different and present different challenges for the Player Characters. Ultimately, the commander behind the raiders comes ashore and his real intentions revealed, all tied into the history of Ingrane.
There is plenty going on in Iron Kingdoms: An Echo in the Darkness, its structure differing between its two halves. In the first, there is a decent amount of roleplaying and a celebratory, playful feel, whilst in the second, the tension ratchets up as wave after wave makes their way ashore and assault the village. There is very much a nod to the wargaming play style of Warmachine: Prime in this second half, such that if a gaming group wanted to, it could easily map out the village on the table and use miniatures, and mixing the roleplaying with the defence of Ingrane. This is helped by the simple, clear map of the village provided with the scenario. Rounding out the scenario is a pair of appendices containing the stats and write-ups of all of the monsters and NPCs the Player Characters will face, as well as details of some magical items, firearms, and the village’s NPCs.
Physically, Iron Kingdoms: An Echo in the Darkness is a decently presented book. Not necessarily done on glossy paper as other releases for Free RPG Day, but full colour, with some excellent artwork. The scenario is well written and easy to understand, and consequently, relatively easy to prepare, and should provide one good, if not two sessions’ worth of play.
If there is a problem with Iron Kingdoms: An Echo in the Darkness, it is that it is not an immediately accessible adventure that perhaps a quick-start might have delivered, and so Iron Kingdoms: An Echo in the Darkness is much more demanding in terms of a Game Master bringing it to the table. That is not a criticism ofIron Kingdoms: An Echo in the Darkness as such, but rather a matter of highlighting the investment necessary to simply play it. Overall though, Iron Kingdoms: An Echo in the Darkness is a likeable, flavoursome adventure, which nicely shows off the feel and threat to the Iron Kingdoms.

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