From The Ashes is a short supplement for the Cepheus Engine (‘CE’) and the Traveller SRD (‘SRD’) published by Stellagama Publishing written by Omer Golan-Joel. It covers five expansions characters united by the theme of character death and recovering from fatal injuries.
It firstly adjusts the usual meaning of ‘character death’ within normal play. If all three physical characteristics are reduced to zero, instead of rolling up a new character, From The Ashes provides straightforward rules for rushing a character to trauma surgery and recovering. But the devil is in the detail: there may be some permanent new injuries. This can add history to characters – the loss of a limb or eye makes them more interesting.
Secondly there is an adjustment to character generation, replacing the standard injury table which draws upon the definitions carefully established in the first expansion. It makes character injury during generation harsher but with more detail.
The supplement then provides for simple optional rules in combat for critical hit bonuses for Effect 6 hits, aligning hits against personnel with hits against vehicles. This does make the game generally more lethal.
Finally, two higher technology solutions to near-death injuries are presented: Cybernetic replacements at TL12, and complete body renewal at TL16. However, both come with possible serious side-effects in the spirit of the trauma rules.
At 15 pages total with 10 pages content, this is a very readable supplement that offers a variety of interesting expansions for characters who suffer from fatal injuries and have one last roll of the dice depending on the TL of their surroundings and the skill of the doctor operating. At the same time, character generation and combat get a bit more fatal. The result can be used by Referees to rescue NPCs from death but now they have one leg, or are blind, bitter and have history with the PCs.
But, of course, the primary aim is for PCs to have options to trade death for the possibility of an interesting set of scars.
It is a really good story set in a universe that I love. The asteroid mining colony of Freeholm is experiencing some troubles… They hire some protection for their colony and it’s visitors. It gets really interesting and deadly.
However, this book needs some serious editing. I cannot believe that they released it in this state. There are not only lots of spelling and grammar errors. There are even parts of the book that are contradicting other parts of the book.
The Cepheus Engine. What is it? It is a new set of Traveller rules from Samardan Press that doesn’t say that it is Traveller. (But it is Traveller.)
The rules look very much like a cleaned up version of Classic Traveller, book 1-3 plus supplement-4 and selected parts from book 4 (PGMP and FGMP) and 5 (small ships). You can also find some bits of Mongoose Traveller in it. So far there is no setting except that a few aliens are named as an example.
Since the Cepheus Engine is a refined set of CT rules, you will recognize most of the rules and can quickly start using them.
First, the character generation and skills are similar to what you already know. Then psionics (important to us at the Zhodani Base) is also what you would expect.
Next in the equipment list you find a tech-level overview table, with the same tech-levels as in Traveller. The currency used is Credits. You can find familiar Traveller items like Fast Drug, TDX, and Air/Raft. The first internal book ends with a combat chapter.
Next book is about Starships, Travelling, Trade and Space Combat.
The Final book is the Referee’s book. In this book are the rules for generating worlds. (It is interesting to see that hydrographics is generated as in CT book-6. That is the same as in MongTrav.) There are rules for all sorts of encounters, including the familiar animal encounter tables from CT. There are also some short help about refereeing and adventures.
This is really the new rule-set we didn’t know we needed. This is proto-Traveller Deluxe.
For the so called “Small Press” (that we like here at the base) this is another option for publishing new supplements without loosing half of their income to Mongoose.
Some of us may remember Alan Dean Foster’s terrible Star Wars book The Splinter of the Minds Eye. But it was a long time since I read that book. What I still remember about it was that it didn’t really fit into the Star Wars canon very well. So maybe it was just that problem and it may not have been that poorly written.
Anyway, I decided to give his “The Damned” series a chance. A Call To Arms is the first book. The cover looked cool, but it turned out that the aliens in this book was quite poor warriors. Most aliens was quite poor at most things. They were like 0-points aliens from GURPS Aliens. All aliens had disadvantages. No aliens was good at warfare.
The reason given for the aliens to be bad at warfare was that an advanced race would (normally) have to abandon all sorts of violence to become an advances race. This is something that would normally happen in the race’s prehistory. This is a quite interesting idea.
The problem was that there was a big interstellar war going on… A race called the Amplitur wanted all other galactic races to join what they call the Amplitur Purpose. A number of races think this is a bad idea and has formed what they call the Weave. Neither side has any good soldiers. Then the Weave find the Earth… This is just the start of the book.
The book is really good and the different races are well describes. The plot is interesting. I think there are lots of ideas that can be mined for your Traveller setting here. This may even inspire you to come up with a new Traveller setting.
This book is the first one in The Damned Trilogy. I will try to find and read the other two.
The short Mongoose Traveller adventure ‘The Bronze Case’ by Richard Hazlewood was published by Stellagama Publishing in May 2016. On the surface, the adventure concerns the transport of a Bronze Case through local areas on a backwater planet after the players respond to a struggle in their hotel in the middle of the night. But Hazlewood is also interested in involving the players in the politics of local gangs, industrial espionage, a climactic car chase, and the promise of a reward to intrigued player characters. Hazlewood and Stellagama Publishing aim to provide a Referee with everything he or she needs for a quick side adventure on a local world. It can easily fit into an on-going Traveller campaign.
The adventure is structured to clearly present each encounter or scene in the story in chronological order. No Traveller era is mandated, just a suggested world profile where the adventure might take place. The local gang politics and local history are generic enough to slot into many worlds. The Referee is provided with full character profiles for all important NPCs, and detailed references to the Mongoose rules for vehicles, equipment and other props needed for the story. The different encounters provide detailed advice to the Referee to deal with common player responses to the situation.
The Bronze Case takes place in a world where the law level has recently been raised to 9 as the result of local political developments which give rise to the complications with gangs in the adventure. Although the broad history is detailed, the local police force culture is not, but this leaves the Referee free to fill in details. At the beginning of the adventure we are introduced to an alluring woman who wants help dealing with a mysterious attack in the middle of the night. It is completely up to the players to respond – or the adventure ends at the beginning! Some good Refereeing may be needed to get this started without railroading the players; but this is an age old problem for all Referees. When the players respond they are drawn into her circumstance, and are made an offer of money to help. The apparently simple problem is to help “Amy” get a case to a particular facility. What is not revealed immediately is who is after it and why – but the Referee receives a full briefing on the background of gang territory and the local politics that produced the current situation. The climax is a vehicle chase and possible fire fight to overcome thugs who want the case for themselves. The ever-present threat of rival interest in the case keeps the story moving and provides motivation for the players to see the adventure through.
The layout is simple but effective. Castellani’s illustrations of “Amy” set a suitable action mood for the story. While there are only two graphics, the layout provides a Referee with easy access to all of the information needed. The short nature of the adventure means after one read-through, the Referee is ready for a session.
Hazlewood and Stellagama Publishing have successfully presented here a quick-paced side adventure with everything a Referee needs to run it. For those Referees who play other versions of Traveller, the information provided is easily enough to quickly convert to other Traveller systems. If successfully navigated, players will be rewarded with interesting contacts, and a Referee is free to flesh out further details in store for players’ return to the planet.
The Mote in God’s Eye is a classic Science Fiction book by Larry Niven and Jerry Pournelle. When I read it on the bus home from work, one person (that I don’t know) started talking to me about the book. That is very unusual behavior in Sweden.
The book is about the first contact with an alien race (the Moties) that lives in a star-system in the Coalsack Nebula. They don’t have FTL drives, but the humans does. Their location in the nebula has prevented them from inventing an FTL drive, but other than that they are very clever.
The book is mainly about how the humans learn more about this race and eventually their secrets.
The Moties are not only clever. They are also very interesting in other ways. They are asymmetric. Just like the Droyne, they are divided into different castes that physically look different from each other.