Welcome back to Friday Night Videos! Sci-Fi Edition.
All week I have talking about Sci-Fi games and sci-fi themes. All of this has sent me back to the late 70s / early 80s when I was hard core into scifi and playing Traveller.
I had so many ideas back then for games. Most I'd never use or even admit to today. But back then they were awesome. You just have to take my word on that!
Again. This time was ripe for ideas in gaming. Anything seemed possible. I was already associating D&D and Star Wars together so when the 80s dawned, I threw MTV into the mix.
No one (except one other artist on my list tonight) looked more like a futuristic alien than Mike Score of A Flock of Seagulls. "Space Age Love Song" was a lesser know, or at least lesser charting, song from their self titled album. But I always thought it was a great ode for the classic space age hero like Flash Gordon or John Carter.
Who was my idea of a Space Hero? It varied, but I knew his name. Major Tom.
Here is the other Alien artist on my list, David Bowie, in his Ziggy Stardust best, singing about our hero Major Tom in his "Space Oddity". This song appeared on his 1969 album of the same name. It was written as an homage to both Apollo 11 and 2001 A Space Oddity.
German born artist Peter Schilling heard "tell my wife I love her very much" and took his own stab at the story of Major Tom in "Major Tom (Coming Home)".
Major Tom finally made it into my games, but not till much, much later and as a riff on the movie "Lifeforce". Major Tom comes home but he is carrying a virus that starts a zombie plague in All Flesh Must Be Eaten.
You can also here/watch the original German version, Völlig Losgelöst and the really-cool-even-though-it-is-a-commercial version by Shiny Toy Guns.
Back to Bowie for bit. The Rise and Fall of Ziggy Stardust and the Spiders From Mars just BEGS to have a game made from it.
Ziggy played guitar...
Call me crazy. But I always wanted to write a game called "Space Truckers". It would be the unholy fusion of late 70s sci-fi and late 70s "trucker chic". It has not been an easy sell. Regardless of how the game comes out in needs to play like Deep Purple sounds.
Few rock acts can speak credibly on matters of scifi, let alone science. Few acts are Queen.
Brian May, the lead guitarist, writer and sometimes singer of Queen is also Dr. Brian May. He has a Ph.D. is astrophysics. "'39" from 1975's A Night at the Opera is song that grabbed me from the first time I ever heard it. The story of the song is that a man and 19 other astronauts leave on a spaceship to discover a new world. They return with good news of a new world. For them it's only been one year, for the Earth and his family it has been much longer. His wife is dead, his daughter is an old woman and his own grand children are there to meet him.
"Ne'er look back, never fear and never cry."
Friday, May 8, 2015
Kickstart Your Weekend: The Haunting of Oakcrest Manor
"No one is actually sure when the troubles at Oakcrest Manor began. What is known that many years ago Lord Borgric and his wife Rebecca retired from a life of adventuring to settle down in the quite village of Nahm. He built her a home where they could live their remaining years in comfort. He also built her a wing on the house where she could continue her life's calling of taking care of the sick and wounded.
We know they had a daughter, Imogene, who was as lovely as her mother, but had none of her warmth or compassion, and another daughter Marris, who sadly took more after her father in both looks and intelligence but was as warm-hearted as both her parents.
We know that many years after her parents death Imogene continued her mother's work, but sadly lacked her skill.
We know from the grey beards that one night Marris ran from the house screaming, only to drop dead of fright. That screams came from the house that could be hear all through the village and nearby wood. We know Imogene never left the house and all inside were dead.
Now the house stands alone, unused, but never forgotten. No one goes to the manor. No one that goes in ever comes back out. Some even say that if you listen close you can hear the screams of the people inside and the cruel laughter of Imogene.
Everyone knows Oakcrest is haunted. No one knows by what."
Want to learn more?
The we just need to hit my stretch goal!!
https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall?ref=card
We know they had a daughter, Imogene, who was as lovely as her mother, but had none of her warmth or compassion, and another daughter Marris, who sadly took more after her father in both looks and intelligence but was as warm-hearted as both her parents.
We know that many years after her parents death Imogene continued her mother's work, but sadly lacked her skill.
We know from the grey beards that one night Marris ran from the house screaming, only to drop dead of fright. That screams came from the house that could be hear all through the village and nearby wood. We know Imogene never left the house and all inside were dead.
Now the house stands alone, unused, but never forgotten. No one goes to the manor. No one that goes in ever comes back out. Some even say that if you listen close you can hear the screams of the people inside and the cruel laughter of Imogene.
Everyone knows Oakcrest is haunted. No one knows by what."
Want to learn more?
The we just need to hit my stretch goal!!
https://www.kickstarter.com/projects/665143704/guidebook-to-the-duchy-of-valnwall?ref=card
Thursday, May 7, 2015
Starships & Spacemen: Sisters of the Aquarian Order
Not a full post, but some minor tweaks to my Sisters of the Aquarian Order. This time for Starships & Spacemen.
This might be a little too powerful for the Starships & Spacemen. But I will give it a try.
--
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d6 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
This might be a little too powerful for the Starships & Spacemen. But I will give it a try.
--
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d6 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Level
|
XP
|
HD (d4)
|
Rank
|
Psychic Powers
| 1 | 2 | 3 | 4 | 5 |
1
|
0
|
1d6
|
Initiate
|
Empathy
| 1 | - | - | - | - |
2
|
2,600
|
2d6
|
Neophyte
|
ESP
| 2 | - | - | - | - |
3
|
5,200
|
3d6
|
Adept
|
Telepathy
| 2 | 1 | - | - | - |
4
|
10,400
|
4d6
|
Sybil
|
Clairvoyance
| 2 | 2 | - | - | - |
5
|
20,800
|
5d6
|
Mystic
|
Empathic Projection
| 2 | 2 | 1 | - | - |
6
|
40,000
|
6d6
|
Enchantress
|
Telekinesis
| 3 | 2 | 2 | - | - |
7
|
80,000
|
7d6
|
Soror
|
Illusiory Projection
| 3 | 2 | 2 | 1 | - |
8
|
160,000
|
8d6
|
Aquarian Sister
|
Hypnosis
| 3 | 3 | 2 | 2 | - |
9
|
320,000
|
9d6
|
Aquarian Sister
|
Molecular Control
| 3 | 3 | 2 | 2 | 1 |
10
|
440,000
|
10d6
|
Aquarian Sister
|
Energy Leech
|
4 | 3 | 2 | 2 | 2 |
11
|
560,000
|
10d6+1
|
Aquarian Sister |
Brain Drain
| 4 | 3 | 3 | 2 | 2 |
12
|
680,000
|
10d6+2
|
Queen Mother
|
Tentacles of the Mind
| 4 | 4 | 3 | 3 | 2 |
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
Review: Starships & Spacemen 2e by Goblinoid Games
I have been in a real Sci-Fi mood of late. Partly due to the new Star Wars film coming out, partly due to the release of the revised d6 Star Wars game out there on social media, but mostly due to the release of White Star. It got me thinking about about another favorite game of mine, Starships & Spacemen.
If White Star is "Star Wars" then Starships & Spacemen is classic "Star Trek".
The author, +Dan Proctor admits his love for Star Trek in the forward of the book, and the cover is certainly evocative of the Original Series.
So what is Starships & Spacemen (S&S)? It is a "military style" missions-based, old-school game in the milieu of Star Trek. First off it is important to point out that while this is the "2e" version of Starships & Spacemen it is more compatible with Goblinoid Games other products like Labyrinth Lord, Realms of Crawling Chaos and Mutant Future. In fact I would go out on a limb and say Mutant Future is a must have since it has rules that can used to create mutants aka aliens. Realms of Crawling Chaos is Cthulhu and those creatures are aliens after all. Labyrinth Lord of course provides more monster/alien creatures.
Also, given that it is compatible with Labyrinth Lord it is also compatible with 100s of other products also compatible with LL. It is also compatible with 1000s of other OSR/Old School products too.
The book itself is 95 pages of content, some ads for other Goblinoid Games products, two full color covers (front and back), character sheet, ship record and hex map. There is no OGL page that I could see.
The system is class and level based. There are various races your character can belong to. Three basic classes all in the "Confederation" military-like branch; Military/Command, Sciences and Support/Tech. Or if you prefer, Gold Shirt, Blue Shirt, and Red Shirt. There is Officer level advancement to level 12 and Enlisted advancement to level 9. So if you are running a game of a starship "boldly going where no one has gone before" then you are set. While I am enjoying class/level systems much more now than ever before I do have some issues with this, but I will talk about that later.
The introduction covers the basics of the system; very much the same as Labyrinth Lord.
Section 2 covers the characters and character creation. Here we have our classes and basic races.
Each class has some basic skills that improve with leveling and each race has ability modifiers. The races are as expected pastiches of the expected races. This is fine since it works so well here. There are a couple of others too, including some reptoids and a frog like race.
Equipment covers the expected range too. Though there are two entries that caught my eye. The robot dog for you K9 or Daggit fans. Also there is a telepathic dog. This caught my eye because back in college I ran a brief "Trek" game where the medical officer had a telepathic dog on board.
Section 3 covers Psi powers. These are not class based, but a random d6 power. The powers are detailed like spells and there are couple of special powers for stronger characters. Like other sci-fi games built on the d20 core adding new powers can be easy, but care should be given as to not make the game too much about powers.
Section 4 covers Planetary Adventures. Or what your away team is doing. This covers a lot of "adventuring" style topics including mapping, various weapon damages, and other hazards.
Section 5 is the meatiest of the book. This covers Galactic Adventures. I think my favorite bit here are all the space hazards. Space Mirrors, Gravity Wells. Enough for a full season of starship disaster scenarios. Atmospheric combat, diseases and even time travel is covered. So of the top of my head nearly any episode of the classic series can be reproduced with this chapter. How is plays out of course is up to the players.
Section 6 covers Starships and discusses their basic use, creation and stats. Combat systems are covered, energy weapons, solid projectiles and shields.Transporter Teleporter systems are discussed including the ever popular mishap (yes there is a table). Computer systems are covered (yes they can run more than one program!) Ship to ship combat gets a pretty decent section since it covers new ground.
Section 7, Alien Encounters is the biggest. This covers not just sentient aliens, but "monster" types as well. Again move creatures from other games back and forth here with no effort. The best section is the random "forehead" alien system. Roll some dice and you have a new alien race. You can even randomly determine a background and environment.
The flows right into Section 8, Alien Artifacts. Lost tech of ancient civilizations.
Section 9 is advice for the "Star Master" or Game Master. Some brief background on the setting is given. There is just enough information here to start a campaign and then get going. Really this is all you need. The game is one about exploration and discovery. So it follows that much of the galaxy should be unknown. This game is so flexible that you can do just about anything with it.
Frankly, the game really is awesome and has all the joy of Labyrinth Lord, only with spaceships and lasers.
Critiques
Ok so this game is perfect for a Trek-like game where everyone is serving aboard a starship. The class/level system works for this. But I do have two issues I want to bring up. One is outside the scope of the game, the other is inside it.
First off. If I want to play a game of "Orion" Pirates or Smugglers I have to bend my Officers level advancement a bit. Indeed, some of the classes would not quite work with a group of characters where everyone has to do a little bit of everything. Yesterday my friend Greg Littlejohn (gm for my oldest in his other game) talked about a Smuggler class. That might work well here too.
Secod point is the level titles them selves. While it make perfect sense to have a bunch of Ensigns (1st level) running around doing things, it makes less sense when everyone on 10th+ level and all Admirals. For this I would use the level titles as suggested ranks only. Or maybe make the PCs part of a special task force that allows them to work outside the normal ranking system.
Despite this there is enough here to make it all work.
If White Star is "Star Wars" then Starships & Spacemen is classic "Star Trek".
The author, +Dan Proctor admits his love for Star Trek in the forward of the book, and the cover is certainly evocative of the Original Series.
So what is Starships & Spacemen (S&S)? It is a "military style" missions-based, old-school game in the milieu of Star Trek. First off it is important to point out that while this is the "2e" version of Starships & Spacemen it is more compatible with Goblinoid Games other products like Labyrinth Lord, Realms of Crawling Chaos and Mutant Future. In fact I would go out on a limb and say Mutant Future is a must have since it has rules that can used to create mutants aka aliens. Realms of Crawling Chaos is Cthulhu and those creatures are aliens after all. Labyrinth Lord of course provides more monster/alien creatures.
Also, given that it is compatible with Labyrinth Lord it is also compatible with 100s of other products also compatible with LL. It is also compatible with 1000s of other OSR/Old School products too.
The book itself is 95 pages of content, some ads for other Goblinoid Games products, two full color covers (front and back), character sheet, ship record and hex map. There is no OGL page that I could see.
The system is class and level based. There are various races your character can belong to. Three basic classes all in the "Confederation" military-like branch; Military/Command, Sciences and Support/Tech. Or if you prefer, Gold Shirt, Blue Shirt, and Red Shirt. There is Officer level advancement to level 12 and Enlisted advancement to level 9. So if you are running a game of a starship "boldly going where no one has gone before" then you are set. While I am enjoying class/level systems much more now than ever before I do have some issues with this, but I will talk about that later.
The introduction covers the basics of the system; very much the same as Labyrinth Lord.
Section 2 covers the characters and character creation. Here we have our classes and basic races.
Each class has some basic skills that improve with leveling and each race has ability modifiers. The races are as expected pastiches of the expected races. This is fine since it works so well here. There are a couple of others too, including some reptoids and a frog like race.
Equipment covers the expected range too. Though there are two entries that caught my eye. The robot dog for you K9 or Daggit fans. Also there is a telepathic dog. This caught my eye because back in college I ran a brief "Trek" game where the medical officer had a telepathic dog on board.
Section 3 covers Psi powers. These are not class based, but a random d6 power. The powers are detailed like spells and there are couple of special powers for stronger characters. Like other sci-fi games built on the d20 core adding new powers can be easy, but care should be given as to not make the game too much about powers.
Section 4 covers Planetary Adventures. Or what your away team is doing. This covers a lot of "adventuring" style topics including mapping, various weapon damages, and other hazards.
Section 5 is the meatiest of the book. This covers Galactic Adventures. I think my favorite bit here are all the space hazards. Space Mirrors, Gravity Wells. Enough for a full season of starship disaster scenarios. Atmospheric combat, diseases and even time travel is covered. So of the top of my head nearly any episode of the classic series can be reproduced with this chapter. How is plays out of course is up to the players.
Section 6 covers Starships and discusses their basic use, creation and stats. Combat systems are covered, energy weapons, solid projectiles and shields.
Section 7, Alien Encounters is the biggest. This covers not just sentient aliens, but "monster" types as well. Again move creatures from other games back and forth here with no effort. The best section is the random "forehead" alien system. Roll some dice and you have a new alien race. You can even randomly determine a background and environment.
The flows right into Section 8, Alien Artifacts. Lost tech of ancient civilizations.
Section 9 is advice for the "Star Master" or Game Master. Some brief background on the setting is given. There is just enough information here to start a campaign and then get going. Really this is all you need. The game is one about exploration and discovery. So it follows that much of the galaxy should be unknown. This game is so flexible that you can do just about anything with it.
Frankly, the game really is awesome and has all the joy of Labyrinth Lord, only with spaceships and lasers.
Critiques
Ok so this game is perfect for a Trek-like game where everyone is serving aboard a starship. The class/level system works for this. But I do have two issues I want to bring up. One is outside the scope of the game, the other is inside it.
First off. If I want to play a game of "Orion" Pirates or Smugglers I have to bend my Officers level advancement a bit. Indeed, some of the classes would not quite work with a group of characters where everyone has to do a little bit of everything. Yesterday my friend Greg Littlejohn (gm for my oldest in his other game) talked about a Smuggler class. That might work well here too.
Secod point is the level titles them selves. While it make perfect sense to have a bunch of Ensigns (1st level) running around doing things, it makes less sense when everyone on 10th+ level and all Admirals. For this I would use the level titles as suggested ranks only. Or maybe make the PCs part of a special task force that allows them to work outside the normal ranking system.
Despite this there is enough here to make it all work.
Labels:
basic,
osr,
review,
sci-fi,
White Star
Wednesday, May 6, 2015
Review: White Star by James Spahn
Unless you are living in an OSR-free zone you may have missed the big release this week of "White Star" from Barrel Rider Games and +James Spahn.
BRG had made a name for itself publishing classes for "Basic" era D&D/Labyrinth Lord which is how I discovered them. Recently James has made the switch with some very successful products for Swords & Wizardry. In particular he released the White Box Omnibus to much acclaim.
White Star is a similar quality effort, but represents a serious step up in terms of quality and content from his previous efforts. This is immediately obvious in terms of the quality of the cover art, but the interior really lives up (and beyond) that first impression.
White Star is Space Opera viewed through an old-school RPG lens. So think Star Wars. Not the series of movies really, but just the first 1977 movie.
Starting with the basics the book is 132 pages, two pages of cover art, two blank pages and one page of OGL. As usual BRG is very permissive with the content of the books. So this amounts to 128 pages of content (127 + OGL). Not a bad deal really.
The book is divided up as expected. Chapters on Attributes, Character Classes and Races (more on this in a bit), Equipment, Game Play, and Combat. These chapters are more or less similar to what you might find in S&W White Box. Not a copy, but a re-write to accommodate the style and tone of the book. The remaining chapters cover the important topics of SciFi; Starship Combat, Gifts and Meditations, Aliens and Creatures, and Advanced Equipment. There are also chapters on The White Star Campaign, Interstellar Civil War and Kelron Sector, and the Second Battle of Brinn.
As my friend, Greg Littlejohn says, "just enough meat on the bones, yet room on the plate to add some nice sides." That is 100% true.
Character Classes and Races
The classes of White Star are simple enough to cover a variety of character archetypes. The classes include Aristocrat (think Princess Leia or Paul Atreides), Mercenary (Boba Fett, nearly every movie in the 80s), Pilot (Han Solo), and Star Knight (Luke). There are also two race as classes, the Alien Brute (lots of examples), Alien Mystic (Yoda) and Robot. Each class is 10 levels and presented in the same format as S&W. So one could easily move classes back and forth between the two games with ease.
Sci-Fi Chapters
The chapters on Starship Combat and Alien Creatures are really the star here. Starship combat of course can be easily ported over to S&W as ship combat. But there are a lot of really cool nuggets here. It is also one of the chapters where the pure "Star Wars"ishness of the book fades a bit into some "Star Trek".
Alien Creatures covers a wide variety aliens. Nearly everything is here; Borg, Greys, Fluffy aliens, the lot. Since everything is S&W compatible you can move anything back and forth from S&W to White Star. This little feature opens up thousands of creatures to WS.
Gifts and Meditations covers the magical-like powers used by Star Knights and Mystics. Many of these are re-skinned spells. You could add more powers as spells, but only carefully. Some spells are not entirely appropriate for a sci-fi setting.
The last three chapters cover roughly a White Star campaign universe. The Kelron Sector is given some detail. Enough to get you going and enough to give you a good idea of what is going and where you can take it your own. If you watched any Sci-Fi in the 70s or 80s then you will recognize a lot of the pastiche here.
What can I say about White Star? It is one of the best Sci-Fi games I have picked up. The more and more I play, the more and more I like level and class based systems for space opera. It seems right to me somehow. I think it is because I discovered Star Wars and D&D right around the same time and to me they always go together.
IF I had one criticism it would be I would prefer Sword and Wizardry Complete rules or Labyrinth Lord. But that is weak-sauce on my part really. I could convert it if I wanted. I can say it would be perfect for my "Greyhawk 3000" game I want to do.
BRG had made a name for itself publishing classes for "Basic" era D&D/Labyrinth Lord which is how I discovered them. Recently James has made the switch with some very successful products for Swords & Wizardry. In particular he released the White Box Omnibus to much acclaim.
White Star is a similar quality effort, but represents a serious step up in terms of quality and content from his previous efforts. This is immediately obvious in terms of the quality of the cover art, but the interior really lives up (and beyond) that first impression.
White Star is Space Opera viewed through an old-school RPG lens. So think Star Wars. Not the series of movies really, but just the first 1977 movie.
Starting with the basics the book is 132 pages, two pages of cover art, two blank pages and one page of OGL. As usual BRG is very permissive with the content of the books. So this amounts to 128 pages of content (127 + OGL). Not a bad deal really.
The book is divided up as expected. Chapters on Attributes, Character Classes and Races (more on this in a bit), Equipment, Game Play, and Combat. These chapters are more or less similar to what you might find in S&W White Box. Not a copy, but a re-write to accommodate the style and tone of the book. The remaining chapters cover the important topics of SciFi; Starship Combat, Gifts and Meditations, Aliens and Creatures, and Advanced Equipment. There are also chapters on The White Star Campaign, Interstellar Civil War and Kelron Sector, and the Second Battle of Brinn.
As my friend, Greg Littlejohn says, "just enough meat on the bones, yet room on the plate to add some nice sides." That is 100% true.
Character Classes and Races
The classes of White Star are simple enough to cover a variety of character archetypes. The classes include Aristocrat (think Princess Leia or Paul Atreides), Mercenary (Boba Fett, nearly every movie in the 80s), Pilot (Han Solo), and Star Knight (Luke). There are also two race as classes, the Alien Brute (lots of examples), Alien Mystic (Yoda) and Robot. Each class is 10 levels and presented in the same format as S&W. So one could easily move classes back and forth between the two games with ease.
Sci-Fi Chapters
The chapters on Starship Combat and Alien Creatures are really the star here. Starship combat of course can be easily ported over to S&W as ship combat. But there are a lot of really cool nuggets here. It is also one of the chapters where the pure "Star Wars"ishness of the book fades a bit into some "Star Trek".
Alien Creatures covers a wide variety aliens. Nearly everything is here; Borg, Greys, Fluffy aliens, the lot. Since everything is S&W compatible you can move anything back and forth from S&W to White Star. This little feature opens up thousands of creatures to WS.
Gifts and Meditations covers the magical-like powers used by Star Knights and Mystics. Many of these are re-skinned spells. You could add more powers as spells, but only carefully. Some spells are not entirely appropriate for a sci-fi setting.
The last three chapters cover roughly a White Star campaign universe. The Kelron Sector is given some detail. Enough to get you going and enough to give you a good idea of what is going and where you can take it your own. If you watched any Sci-Fi in the 70s or 80s then you will recognize a lot of the pastiche here.
What can I say about White Star? It is one of the best Sci-Fi games I have picked up. The more and more I play, the more and more I like level and class based systems for space opera. It seems right to me somehow. I think it is because I discovered Star Wars and D&D right around the same time and to me they always go together.
IF I had one criticism it would be I would prefer Sword and Wizardry Complete rules or Labyrinth Lord. But that is weak-sauce on my part really. I could convert it if I wanted. I can say it would be perfect for my "Greyhawk 3000" game I want to do.
Tuesday, May 5, 2015
White Star: Sisters of the Aquarian Order
White Star from BRG and +James Spahn is the new hot game in the OSR crowd right now, and with good reason. It is based on Swords & Wizardry (so it is simple to learn and play) and flexible. So flexible you can do Star Wars, Star Trek, Dune and any number of other sci-fi epics. I have been spending a lot of time with it and hope to spend some more.
This class is first attempt to add something to the game, and it is familiar ground to me. So much so I had it written in my head by the end of my commute last night.
The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars).
--
Sisters of the Aquarian Order
The Sisters of the Aquarian Order, also known as Aquarian Sisters, or often "witches" are an exclusive order of human women that train their minds to go beyond what humans can normally do. They spend hours in trances communing with a hive mind that contains all the memories of all the members of the Order past and present and some even claim future.
The purpose of the Order is to carry humanity to the stars and beyond. In ancient times when mankind was still battling over feudal lands the Order was plot the stars. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our own solar system into the the stars. Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward. To what future, only they know. They believe that humanity is on the cusp of a new consciousness and a new age.
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d4 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
Rituals: The Aquarian Sister can perform rituals that have almost magical effects. These powers take longer to activate and use than their psychic powers, but have greater effects. These rituals are complicated and can only be used once per day each.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
ESP
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
This class is first attempt to add something to the game, and it is familiar ground to me. So much so I had it written in my head by the end of my commute last night.
The Sisters of the Aquarian Order (Aquarian Sister) have their geneses not only from my witch class (they can be considered to be the evolution of the Aquarian Tradtition) but also from such sources in Sci-Fi like the Bene Gesserit (Dune), the Sisterhood of Karn (Doctor Who) and the Night Sisters, the Witches of Dathomir (Star Wars).
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OGL Notice: The following text is considered OPEN under the Open Gaming License.
Section 15: "Sisters of the Aquarian Order " copyright © 2015 Timothy S. Brannan.Sisters of the Aquarian Order
The Sisters of the Aquarian Order, also known as Aquarian Sisters, or often "witches" are an exclusive order of human women that train their minds to go beyond what humans can normally do. They spend hours in trances communing with a hive mind that contains all the memories of all the members of the Order past and present and some even claim future.
The purpose of the Order is to carry humanity to the stars and beyond. In ancient times when mankind was still battling over feudal lands the Order was plot the stars. When humanity was first using solid fuel rockets the Order was projecting their consciousness beyond our own solar system into the the stars. Now that humans have taken their rightful place among the stars the Order does what it can to keep humanity moving forward. To what future, only they know. They believe that humanity is on the cusp of a new consciousness and a new age.
Aquarian Sisters often serve as councilors, advisers and ambassadors. They can be found in planetary governments, great powerful houses or even on starships.
Sisters of the Aquarian Order (Witch)
Prime Attribute: Charisma
Hit Dice: 1d4 per level.
Armor: none or light
Weapons: An Aquarian Sister may only use very simple weapons as they spend no time learning how to use them.
Special Abilities: Psychic Powers, Rituals
Level
|
XP
|
HD (d4)
|
BTH
|
ST
|
Psychic Powers
| 1 | 2 | 3 | 4 | 5 |
1
|
0
|
1
|
+0
|
15
| Empathy | 1 | - | - | - | - |
2
|
2,600
|
1+1
|
+0
|
14
| 2 | - | - | - | - | |
3
|
5,200
|
2
|
+1
|
13
| 2 | 1 | - | - | - | |
4
|
10,400
|
2+1
|
+1
|
12
|
Clairvoyance
| 2 | 2 | - | - | - |
5
|
20,800
|
3
|
+2
|
11
| 2 | 2 | 1 | - | - | |
6
|
40,000
|
4
|
+2
|
10
| 3 | 2 | 2 | - | - | |
7
|
80,000
|
4+1
|
+3
|
9
| Telepathy | 3 | 2 | 2 | 1 | - |
8
|
160,000
|
5
|
+3
|
8
| 3 | 3 | 2 | 2 | - | |
9
|
320,000
|
5+1
|
+4
|
7
| 3 | 3 | 2 | 2 | 1 | |
10
|
440,000
|
6
|
+4
|
6
|
Telekinesis
| 4 | 3 | 3 | 2 | 2 |
Aquarian Sister Abilities
Skills: All Aquarian Sisters are skilled in basic astro-navigation having memorized hundreds if not thousands of star systems.
Saving Throws: The Aquarian Sister gains a +2 bonus to any save versus charm, hold or mind affecting powers.
Psychic Power: At first level and every 3 levels hereafter the Aquarian Sister gains a Psychic Power.
Rituals: The Aquarian Sister can perform rituals that have almost magical effects. These powers take longer to activate and use than their psychic powers, but have greater effects. These rituals are complicated and can only be used once per day each.
LEVEL 01 RITUALS
Bewitch I
Cause Fear
Charm Person
Drowsy
Far Sight
Read Languages
Soothe
Sonic Blast
LEVEL 02 RITUALS
Agony
Bewitch II
Blast Shield
Calm Emotions
Detect Thoughts
ESP
Hold Person
Invisibility
Locate Object
LEVEL 03 RITUALS
Aphasia
Astral Sense
Bewitch III
Liar's Curse
Mind Rash
Mirror Image
Scry
Toad Mind
Tongues
LEVEL 04 RITUALS
Bewitch IV
Confusion
Divination
Elemental Armor
Emotion
Mirror Talk
LEVEL 05 RITUALS
Bewitch V
Charm Creature
Dream
Feeblemind
Nightmare
Overlook
Sending
Teleport
New D&D from WotC
One of the biggest problems of hanging in mostly old-school areas is people still seem to want to bitch and complain about Wizards of the Coast.
I don't get that.
It's ok not to like them. It's ok not to care for 3rd, 4th or 5th edition D&D. But they are not the freaking devil.
We have the OGL from WotC which honestly has made the entire OSR possible.
We even are getting new content we can use in our games from them all them thanks to DnDClassics.com.
The 3.5 Edition of the Player's Handbook is now out for example.
Why is this a big deal? Because the 3.5 books all got the "deluxe" reprints. There general wisdom has been that reprints have not been getting PDFs. Well if this is a change we can soon see 1st and 2nd edition core book pdfs. We already see that with the Basic lines and much of the supplemental materials.
You might not play D&D 5 or have any interest in the current "Elemental Evil" arc, you have to agree that The Elemental Evil Player's Companion is a very important product. Why? Well it is free, so there is that, but more importantly this is the first product WotC is doing "Print on Demand". This is a HUGE deal. Could you imagine it they started offering old school products not just as PDF but as POD? Copies of old modules for a fraction of what the aftermarket charges? The ability to have people new to the game buy the classics in book form?
Dragon is coming back AND it looks like it will be free. The new incarnation is Dragon+.
https://dnd.wizards.com/articles/news/dragonplus
There is a new member of their "D&D Adventure System Cooperative Play board games", Temple of Elemental Evil. Which looks like it could be fun.
http://wizkidsgames.com/blog/2015/04/29/wizkids-temple-of-elemental-evil-board-game-arrives-in-north-american-retail/
So regardless of what system you are playing, there should be something in all this new AND old content you can use.
I don't get that.
It's ok not to like them. It's ok not to care for 3rd, 4th or 5th edition D&D. But they are not the freaking devil.
We have the OGL from WotC which honestly has made the entire OSR possible.
We even are getting new content we can use in our games from them all them thanks to DnDClassics.com.
The 3.5 Edition of the Player's Handbook is now out for example.
Why is this a big deal? Because the 3.5 books all got the "deluxe" reprints. There general wisdom has been that reprints have not been getting PDFs. Well if this is a change we can soon see 1st and 2nd edition core book pdfs. We already see that with the Basic lines and much of the supplemental materials.
You might not play D&D 5 or have any interest in the current "Elemental Evil" arc, you have to agree that The Elemental Evil Player's Companion is a very important product. Why? Well it is free, so there is that, but more importantly this is the first product WotC is doing "Print on Demand". This is a HUGE deal. Could you imagine it they started offering old school products not just as PDF but as POD? Copies of old modules for a fraction of what the aftermarket charges? The ability to have people new to the game buy the classics in book form?
Dragon is coming back AND it looks like it will be free. The new incarnation is Dragon+.
https://dnd.wizards.com/articles/news/dragonplus
There is a new member of their "D&D Adventure System Cooperative Play board games", Temple of Elemental Evil. Which looks like it could be fun.
http://wizkidsgames.com/blog/2015/04/29/wizkids-temple-of-elemental-evil-board-game-arrives-in-north-american-retail/
So regardless of what system you are playing, there should be something in all this new AND old content you can use.
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