Montag, 12. Februar 2018

RPG Review - StarSiege

Disclaimer: I am trying to read an RPG book a month this year as part of this Google+ community. The following review is based on reading and some dry testing, but although I tried a copuple of times, I never managed to get a group together in the last weeks.



Introduction 

As my RPGaMonth for January I have read Troll Lords 2008 Science Fiction RPG called StarSiege: Event Horizon. You can get the whole thing at DTRPG and there is a free QuickStarter available http://www.drivethrurpg.com/product/58817/StarSiege-Introductory-Manual.

Unfortunately, my playtest did not happen in time so everything that follows is based only on reading the thing. I hope that I can play it for real in the near future and will add some more comments here then.
compared
Screenshot of the Cover of the StarSiege Box Set. The books itself are b&w.

The basic review

StarSiege comes in a box with three different books. There is the Field Manual which could be called the player's handbook, there is the Operations Manual which could also be called GM's guide and a setting book called Victory 2442.

StarSiege itself is a (heavily) modified version of the so called SiegeEngine system used in Castles and Crusades or Amazing Adventures which I am very fond of. The basic game mechanic is rolling a D20 against some difficulty rating which has base 18 for your weak attributes and base 12 for the good ones. The attributes themselves are the usual D20-type ones when it comes to attribut bonus, but instead of the D&D ones you get Physique, Reflexes, Knowledge, Savvy, Confidence and Empathy. As usual you can pick a species like feline or android but instead of classes you have professions and skill bundles. StarSiege doesn't have individual skills but instead you have certain bundles like Combat which is for all skills that are in the realm of fighting. Specialities can provide additional bonuses like for Defense.

There aren't levels either instead experience points can be used to increase an attribute, buy a speciality and so forth. The last legacy of it's OSR kind of origin StarSiege got rid of are Hit-Points which increase by level. Instead there are very limited number of  wound points and stress points for mental damage and a maximum of three critical hits each, before a character is dead. Finally, there are bennies which are called Nova Points which work in the usual way.
Part of a screenshot of my PDF copy, the contents are black&white.

The way of dealing with combat of any kind, i.e. between persons, tanks on the ground, planes in the air or star ships, is all handled in the same way. There are distance bands like Close, Medium or Long and these come with a logarithmic scale for the different size classes if you want to figure it out in real distance. In game term shooting space ships in close distance works exactly like shooting at robots in close distance on a personal level. The rest is mostly the usual OSR like way with the idea of Critical Wounds instead of vast number of hit points.

There are rules for mutation, psionics and cyber ware and very general creating equipment which work the same for weapons, psionic powers and basically everything you want. It is a point buy system which makes use of the logarithmic scale and special effects or flaws. Although this subsystem is very basic it is nevertheless elegant. You could as easily build a death star as a one person submarine.

In the same simple but elegant way StarSiege describes money transacts with a simple credit system which works on a personal as well as a planetary level. Speaking of planets the operations manaual has a system for creating planets as well.

All in all the rules are a combined 70 pages. Very dense and simple but seemingly elegant.

Part of a screenshot of my PDF copy, the contents are black&white.

There is also a setting book with 24 pages. In short it is about a SciFi Setting with little Psionics, almost no Cyberware and no mutant powers. There has been an almost devastating war with an alien race, which humanity only won at great cost with the help of other aliens. Now, there is little central government left and colonies start to find there on ways. I'd say it is not bad, but also nothing special.

StarSiege isn't about a fixed setting though. It aims to be a general SciFi rpg which can be used to play the Expanse as well as Star Wars in the same manner that old AD&D could run campaigns in ancient Rome or in Middle Earth. Its rules are simple and reading it makes you admire the elegance. It is like someone tried to make an original Traveller like game with more D&D like mechanics.



A more detailed look at a boring part

Doing some dry runs of fights things get a bit less fun. For me there is too little element of surprise. You do a to-hit roll and then your weapon does a fixed amount of damage. Depending on the kind of armor, the damage is dealt to the armor or the character. In the first case the armor will get worn out soon, in the second case your character will be.

Now, things are a bit too simple for my taste. Doing the same static amount of damage does mean other then missing there is no other challenge in combat besides hitting the enemy 3 or 5 or maybe 10 times, if it is some thing really tough you fire at. Technically, that might be a nice mechanism, but it never lets players experience a coup de grace or something like that. My take would be to rate success a bit by the amount the roll exceeds the challenge rating. Something that is done in many other RPGs.

So what is StarSiege, really?

In my humble opinion StarSiege is more a tool kit to build a campaign and build a custom version of the game for it. You want to play Firefly style adventures then you probably want to tweak fighting rules a bit more to the heroic side. There are optional rules for minions (called Mooks in the book) compared to real boss fight like encounters.

If your group is more into a Star Trek like approach then this game should work quite well. You just build the ships and planets and go on.

You might even want to play a stellar expansion game. In such a case it is possible that each player plays a planet (sic!) and built from there. All necessary rules are included, you just have to tweak here and there.


It is really that versatile. In a way it is a bit like Fate or even more FAE. A very reduced system with tons of possibilities, but unlike Fate there are not tons of cool setting books flying around.
The only available module for StarSiege. Printout from the PDF.
The brown coat reminds me of something...

 

What the future might bring for StarSiege

In the Troll Lord Games forum there is talking about a new edition of StarSiege written by Jason Vey who did Amazing Adventures. That version should be more compatible with the other StarSiege Engine games and would certainly have a detailed less abstract combat system for example. There is no real news about whether this will happen or not, as it depends on the success of Amazing Adventures and StarSiege.

What we know is that Troll Lord Games is working with James Ward who created Metamorphis Alpha to do a SiegeEngine version of the game. I read that this should be out in Q2 probably meaning a Kickstarter for it in Q2 2018. Maybe this will give StarSiege a bit of a push as well.

 

Conclusion


I'd recommend the game just for reading it and seeing how simple things can dealt with in comparisson to games like StarFinder and the like.


Donnerstag, 28. Dezember 2017

Perry Rhodan in Cortex Prime Heroic - Part 1

Disclaimer

All rights regarding Perry Rhodan and any parts belonging to the series of novels under that name belong to Verlag Pabel-Moewig in Rastatt. This page is a fan product as described here by the series' editor in chief.

All rights regarding Cortex Prime are licensed to Magic Vacuum Design Studio. The Cortex Prime Heroic System is in a beta/testing state right now and details can be found on the Kickstarter page here. I would like to thank Magic Vacuum Design Studio for the permission to write about this and to publish the following character files.

(Titelbild Perry Rhodan Erstauflage Heft 2721, © Pabel-Moewig Verlag KG, Rastatt)

 

Perry Rhodan in Cortex Prime Heroic

We had a very successful test of the upcoming Cortex Prime Heroic system in the Perry Rhodan setting. Perry Rhodan is the main character of the series of science fiction books that is running in Germany for more than 50 years. It is a very epic space saga where story arcs span thousands of years and numerous galaxies. The series is famous for its very action oriented novels where mutants with paranormal powers fight alongside Perry Rhodan to defeat evil super intelligences which enslave the population of entire planets and such evils.

We played in the story line of the Cosmic League where Perry Rhodan and his force face the super intelligence Seth-Apophis and are blamed for some evil deeds of said super intelligence by a giant armada of millions space ships righteously called the Endless Armada.

In contrast to the official rpg "Perry Rhodan - Das Rollenspiel" this allowed for fast heroic action play with the main characters from the novels. We could (re)play the mission to take an Armada Armory and help top rescue the Armada Prince directly from the novel.

In this part I will show two character files we used in the sessions. The files itself were complied using the information from the corresponding page in the Perry Rhodan Wiki called Perrypedia with additional input from Zornhau and Shadow Lass.

Pucky and Ras Tschubai are not only two of the most famous characters in the series they are also a famous team of teleporters that usually operates behind the enemy lines taking up to three specialists for the mission with them. Thus, they provide an excellent starting point for characters in the Perry Rhodan setting.


Sample character files

PUCKY

Affiliations:             
Solo   D8       
Buddy D10    
Team D6


Distinctions:          
“Ubiquitous killer”
Last of his kind
“Savior of the Universe”


Power Sets:               


Multimutant
                       
Teleport D10
Telekinesis D12
Telepathy D12
Psychic Resistance D10

SFX: Multipower. If you use more than one power from Multimutant in your dice pool, step down each dice once per additional power.
SFX:  Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
SFX: Pushing the Limit. Step up or double a Multimutant power for one action. If the action fails, step back that power. Spend a PP to recover that power.
Limit: Exhausted. Shutdown any Mutant power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.
Limit: Weak body. Step up any physical stress or complication to gain 1 PP.


Special Agent of the Cosmic League
Energy Shield (Enhanced Durability) D8       
Fly (Combat Powersuit) D6
Combined Beam Pistol  (Weapon) D6
                       
SFX: Cell activator. Ignore stress, trauma, or complications caused by aging or poison.
SFX: “Too cute to hurt this animal”. On a successful reaction against a physical attack, convert the attacker’s effect die into a Too Cute to Hurt stunt. Spend 1 PP to do this even if the reaction was not successful.
Limit: Gear Shutdown any Cosmic League power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.


Specialties:
Combat Expert D8
Cosmic Expert D8
Psionic Expert D8
Psych Expert D8


Milestones:       


“Special Officer Puck”

1 XP When you fail to understand a direct order and have to be reminded of it                       
3 XP When you use your telekinesis power to let someone hover helplessly in the air you do not agree with or who called you a space rat
10 XP When you play a prank on a someone that either makes the mission fail or by some weird coincidence allows the mission to succeed                                       

“Compassion is my strength”
1 XP When you see someone mistreated and speak up to it       
3 XP When you teleport away to investigate a creature being mistreated
10 XP When you completely leave the mission at hand to help someone or when you continue the mission leaving someone in need of help alone                                        


Bio:

Pucky is about one meter in size and looks like a giant upright walking beaver with the head of a mouse. He has one big characteristic gnawing tooth and brown fur with a tint of red. He is overweight and lazy when it comes to physical activities.


Sometimes Pucky behaves in a childish way, but many times this happens because he does not want other to see who he suffers emotionally from failures to help victims of abuse or mistakes that lead to the death of innocent. He tends


He is very keen on helping weak and suffering creatures against any form of abuse of power. Many times he ignored his mission in order to serve justice to the oppressor, varying from physical punishment to teleporting them to deserted places.
He usually teams up with Ras Tschubai and one or two specialists for a ground missions and is feared by many enemies because of the combined use of telekinesis, telepathy and teleportation to attack from different places at almost the same time. The Maakhs called him the “ubiquitous killer” although Pucky very rarely kills his enemies. After destroying a giant artificial intelligence that thought of itself as “ruler of the universe” and threatened to destroy  a whole planet Pucky has called himself “the savior of the universe” more than once.
Abilities:
Pucky can move objects the power of thought and is able to teleport. The maximal distance of teleport is about 500 000 kilometers. He can read the thought of other creatures using his telepathic power as well.





RAS TSCHUBAI

Affiliations:        
Solo   D6
Buddy D10
Team D8

Distinctions:

“Dark Phantom”
Pragmatic Daredevil
Shy Giant

Power Sets:        

Mutant
Teleportation D12
Enhanced Reflexes D8
Psionics D8
Psychic Resistance D6

SFX:  Area Attack. Target multiple opponents. For every additional target, add d6 to your pool and keep +1 effect die.
SFX: Versatile. Replace Teleportation die with 2d10 or 3d8 or 4d6 on your next roll.
SFX:  Increased resistance to antimutant measures. Ignore Stress or Complications caused by such antimutant technology for 1 PP
Limit: Exhausted. Shutdown any Mutant power and gain 1 PP.  Recover power by activating an opportunity or during a Transition Scene.
Limit: Shaken Confidence. Step back all Mutant powers by one step to gain 1 PP.  Activate an opportunity to recover.

Special Agent of the Cosmic League
Energy Shield (Enhanced Durability) D8  
Fly (Combat Powersuit) D6
Combined Beam Pistol (Weapon) D6
Microbombs D8

SFX: Cell activator. Ignore stress, trauma, or complications caused by aging or poison.
SFX: Tactician. When using Combat Master  to create assets, add a d6 and step up your effect die.
SFX: Robotics Genius. Spend 1 PP to step up a robotic Tech resource
SFX: X-Logic. When dealing with robots, double one power die.
Limit: Gear Shutdown any Hanse power and gain 1 PP. Recover power by activating an opportunity or during a Transition Scene.

Specialties:       
Combat Master D10
Cosmic Expert D8
Psych Expert D8
Science Expert D8
Tech Master D10
Menace Expert D8
          

Milestones:        

Pucky’s calming half
1 XP When you have to remind Pucky of the mission
3 XP When you push the team to continue working on the mission
10 XP When you take an additional risk threatening the overall mission's success to help Pucky

One of the few mutants that survived
1 XP When you are reminded of all fellow mutants that lost their lives fighting at your side
3 XP When are trying to teleport somewhere but are reflected by antimutant measures
10 XP When you survive a death trap specially designed to kill mutants

Bio
Ras Tschubai was born in Sudan in 1947. He has black curly hair and dark eyes, is very tall, and buff. His personality is that shy and intelligent pragmatic person who is not afraid of taking risks when the mission requires.  His belief in god helps him to stay calm and focused. He has excellent reflexes that have saved his life more than once.

Besides being a masterful tactician he also has a degree in chemistry and a PhD in robotic psychology. Furthermore, Tschubai invented a novel approach called x-logic to understand how robot with artificial intelligence behave.

Tschubai has been the partner on ground missions for Pucky for more than a thousand years and is seen as the calm stabilizing element without which Pucky would be too easily distracted from the goal of the mission ahead.

Abilities:
Tschubai is able to teleport up to 500 000 kilometers and used his powers to terrify enemies by suddenly appearing close to them and vanishing before they can react. This has given him the nickname "Dark Phantom". He is an expert when it comes to robots.