Tuesday, May 12, 2015

Review: Machinations of the Space Princess

Continuing my reviews of OSR Sci-Fi games.  Next up is Postmortem Studios' Machinations of the Space Princess.   Continuing also with the comparisons. If White Star is Star Wars, Spacemen & Starships is Star Trek then Machinations of the Space Princess (MotSP) is Heavy Metal, the Movie.

Written by +James Desborough and art by +Satine Phoenix this game has a really cool, sexy vibe.
Firmly planted in the PG-13 area, this game does more with a nudge and wink than some games try to do with out right R material.
The game is described as a game of "Kick Ass Heroes".  It is. It is also a game of rogues, smugglers, free wheeling pilots, more-than human psionics and accountants.  Seriously, you can hire them.  But more on that later.

This game is built on Lamentations of the Flame Princess, but it takes more than a few liberties with it.  Bottom line here; you can add this to any of the OSR Sci-Fi games I have been reviewing.
The book itself is 244 pages which includes cover, OGL, title pages and acknowledgments.  There are a few pages of "What is Roleplaying" and examples of play.  Anyone reading this review though can likely skip these sections.

There is a section on the default setting, the Urlanth Matriarchy, and it's fall.  Also each page has a note with some tidbit of information.  Don't ignore these, there is a lot colorful commentary here.
The section on Kick-Ass heroes is a good one and even though it feels like something we have read before it is worth reading again (or for the first time).   MotSP is fully character focused.  The empire, the aliens, the tech, that's all just backdrop to playing a Kick Ass character and having a good time.  This is refreshing for an old school game and honestly for me it nudges MotSP ahead in my book.
The mechanics of building a hero are also here. This is old hat for most of us.
Note: Ability score bonuses are more in-line with D&D 3.x than old-school D&D.  But you could use whatever you like really.
MotMP has Seven attributes.  Comeliness is back.
There are actually a few compelling reasons to include Comeliness and MotMP is a good game to use it.
Races are covered with the default humans and various archetypes of other races (Amoeboid, Aquatic...). Races are also divided up by Species (an actual species), Cultural (many species or one species that make up a culture) say like a planet of criminals or Exotic (something about them is very different), for example everyone is dead or a cyborg.  There are a lot of of these races given and they can be combined in different ways.
Classes cover many of the basics; Experts, Killers, Psions, and Scholars.  Each class has their own sub-specialties, HD, Attack Bonus and Skill Points.   Psions get Psi Points and Power Points.  In what seems reversed to me Psi-Points are your reserve of power to use your psionic powers and Power Points allow you to buy your Psychic Powers.  I am planning to spend some time with the Psion since it is the closest thing I have seen to a witch-like character.

Skills define what a character can do.  The skill system is a d6 roll under the skill points you have for a particular skill.  There are some common skills that everyone can use, the Psi skills (Psions), Combat skills, Scholastic skills, and General skills (ones that anyone can learn but don't start out with).

After skills we discuss gear, which includes arms and armor. Some basic ship stats are also given.  Ships can also have a number of qualities.  My favorite so far is "Killer Paint Job" which makes your ship "look totally rad".  Seriously it like this is the only game that remembers that fun is important!  Ok, not really, but fun is in the forethought here.

Of course you are are going to get all that loot from doing what ever your kick-ass characters do, but can you afford that "killer paint job"?  Better hire that previously mentioned accountant.  Retainers are discussed next.  How many hit die they have (space is a dangerous place) and how much they need to be paid.  So do you want 10 accountants or 1 elite assassin?

There is a chapter on cybernetics and enhancements.  It isn't as fully transhuman as say Stars Without Number, but it gets the job done.

Bodly Going is the chapter on space and planet exploration.  It can also be called 1,001 Ways to Die in Space.  I give James a lot of credit here. I know the guy outside of the gaming world and he is what I call a science-cheerleader.  He does not hit us over the head with hard core science in this, but he is paying enough lip service to the real thing to make this chapter fun to read.  I know he could have dialed this up more, but since his goal is fun this is perfect.

Rocket's Red Glare gives us more details of spaceships.  This includes a lot on combat.  What I do like here is that ships are treated like characters.  It is something a lot of games do so there is a real pragmatic approach to it all.

The rest of this section covers things characters can do and psionics.

A little after the half-way point we get into the Game Master's section.
If the players make kick-ass characters then the game master is instructed to be a bad-ass Game Master.  Additionally advice is how to keep the game fun.
So everything from planetary romance, swords and planets stories, sexy (or sleazy) fun, traps, killing things and taking their stuff and more are discussed.

The book ends with an index and character and ship sheets.

There is so much here to be honest that I doubt I'd ever run out of things to do with this game. It may be more tongue-in-cheek than other sci-fi games.  There are plenty of "Serious" sci-fi games that play great and are fun, but I doubt I will find one with a bigger sense of fun than this one.

Monday, May 11, 2015

Monster Monday! Yog, The Monster from Space!

It was my pleasure to meet Natasha Duncan-Drake and her sister Sophie Duncan in last years A to Z Challenge.  They both posted a lot of great stuff and plenty that can be used in any game.

Well Natasha has started a new feature.  Monster Mondays.
http://tashasthinkings.blogspot.com/2015/05/monster-monday-2-talos-bronze-giant.html

You might recall I did something similar here for a while and there are other blogs that also do this.
MindweaverRPG has done a few, so has Dispatches from Kickassistan, and I know there are others.



I like Tasha. She is cool, so I am happy to get behind this monster monday.  Plus I love monsters.

Since I am talking about Sci-Fi games all week how about a sci-fi monster.
And no space monster is loved more here than Gezora from Yog, The Monster from Space!

Gezora
Is a giant (100ft/30meter tall) squid controlled by the "Space Amoeba" Yog.
Gezora usually attacks a planet, but can be transported through space.
Gezora, Yog and other kaiju are the "stars" of "The Space Amoeba" aka "Yog the Creature from Space".

Gezora can walk on land, swim in the ocean and travel through space.  While it has 10 tentacles it can only attack with 2 of them.  Any natural 20 attack roll means that Gezora has grabbed onto a victim and will swallow it whole.


(White Star)
Armor Class: -2 [22]
Hit Dice: 25
Total Hit Bonus: +20
Attacks: 2 attacks with tentacles, 4d8x2. Swallows whole on a natural 20.
Saving Throw: 5
Special: Survival in water and in space
Movement: 18 (on land, sea and space)
HDE/XP: 20/7,500


(Starships & Spacemen)
Encountered: 1
Movement: 180' (60')
Intelligence: None/Super Genius (Gezora has no intelligence, Yog does)
Psionic Potential: Telepathic
Hits: 25d8
Armor: -4
Combat Skill: 20
Save: L20
Attacks: 2
Damage: 4d8 x2
Morale: 12
XP: 5,480


(Stars Without Number)
Armor Class: -2
Hit Dice: 25
Attack Bonus: +20
Damage: 4d8 x2
No. Appearing: 1
Saving Throw: 5+
Movement: 40' (land, swim, space)
Morale: 12

Review: Stars Without Number

Continuing my deep dive into the OSR-based SciFi games we naturally next come to Stars Without Number.  This gem was released in 2011 and was written by +Kevin Crawford and Sine Nomine Publishing.  SWN is a big book, 254 pages filed with maps, sheets, a great index, but no OGL statement that I kind find.
To me this book feels more like the work of hard sci-fi; like that Asimov, Bradbury and Heinlein.   Certainly it is epic in scope.  There is more of a setting here than other OSR-flavored games, so if you like that, great, if not, well it seems easy enough to ignore.

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or scifi fans new to the Classic 6 Attributes and level/class systems.
The classes are the three "archetypes" that you can find in True20 and other games, The Expert, The Psychic and The Warrior.    Each has their own advancement table and Hit Die.  SWN assumes a 20 level career in case you were curious.   Each class also gets their own saving throw tables.
There are background packages which can be added to classes to give your character more depth and determines some of their skills.  There are also training packages to further define your character.
Character creation is a breeze and no one seems to die while doing it.

Chapter 2 covers Psionics.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Powers as expected have point cost values.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 details all the equipment you will need including the Tech Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.
The standard batch of weapons and armor from sticks and stone all the way up to energy weapons are discussed.  AC is descending by the way.  What is really nice about this game is in addition to lasers, energy swords and computers it also includes Cyberware.

Chapter 4 is the Game Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but it's real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see it's use in a variety of situations.

Chapter 5 covers the history of space of the default campaign setting.  Even if you don't use it there are some great ideas here.

Chapter 6 is the Game Master Guide of the game.  Deals with running the game and how and where to use skill checks.

Chapter 7 is World Generation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This flows right into Chapter 8, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.
Chapter 9 discusses what sort of adventures you might be able to have.  With Chapters 6 through 8 and all the details they give, running out of ideas is the least of your worries really.

Chapter 10 covers the creation of alien species. First the hows and whys of aliens are discussed; what to use, where and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens.  Plenty of traits are detailed and how they might combine.  There are three alien races detailed.
Naturally this flows into Chapter 11, Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how make alien beasts and then a listing of several samples.
Chapter 12 gives us Robots and Mechs.  We have various traits detailed and then plenty of samples.
Chapter 13 deals with societies.  This might have felt better coming after Chapter 8 really.
Chapter 14 has designer notes. I nice little treat to be honest.
Chapter 15 deals with the Hydra Sector, or the "Known World" of this game.  Instead of countries we have planets.
Chapter 16 ends the book with scores of random tables. Create just about anything with a few rolls of the dice.
There is a nice Index (sadly lacking in many books) and plenty of maps and blank sheets for characters, starships, and adventures.

Stars Without Number is big.  It is a vast game with endless possibilities.  If there is a sci-fi property out there chances are good that this game will be able to do it.

My only complaint is a non-existent OGL declaration.  Can you do a game like this without one?  Maybe, but I would not want to.  Plus it makes the game's utility a little less for me.

The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it.   The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller.  So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.

Friday, May 8, 2015

Friday Night Videos: Space Age Love Songs

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."



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


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

Level
XP
HD (d4)
Rank
Psychic Powers
2345
1
0
1d6
Initiate
Empathy
1----
2
2,600
2d6
Neophyte
ESP
2----
3
5,200
3d6
Adept
Telepathy
21---
4
10,400
4d6
Sybil
Clairvoyance
22---
5
20,800
5d6
Mystic
Empathic Projection
221--
6
40,000
6d6
Enchantress
Telekinesis
322--
7
80,000
7d6
Soror
Illusiory Projection
3221-
8
160,000
8d6
Aquarian Sister
Hypnosis
3322-
9
320,000
9d6
Aquarian Sister
Molecular Control
33221
10
440,000
10d6
Aquarian Sister
Energy Leech
43 222
11
560,000
10d6+1
Aquarian Sister
Brain Drain
43322
12
680,000
10d6+2
Queen Mother
Tentacles of the Mind
4 43 32

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