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Many of the vehicles can be easily used. I'm creating a mercenary campaign. There several planets/governments which may need assistance. The Serapis world or Sophronius world look like one will likely be used (worlds in turmoil).
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Lots of stuff here in 400 pages. As we've seen everyone talk about the great art thoughout the series of books. SO MUCH amazing art. The rules are very well written and there are tons of examples given throughout every chapter. I like having lots of equipment available but they've also created equipment packages. Equipment packages such as the Burglars Pack, Diplomat's Pack, Dungeoneer's Pack, Entertainments Pack, Explorers Pack, and Priest Pack, and the Scholars Pack. Here's the Burglar's Pack: A backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lanter, 2 flasks of oil, 5 days rations, a tinder box, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. I find it refreshing instead of the typical "weapon, armor, pouch of money, and a sack" which other games provide. For me, having pc's having a group of equipment allows for GM's to create interesting scenarios where having the right stuff or not having could make a difference.
The core rulebook of the Fateforge series is the title "Adventures". It is intended for the use of both players and leaders, and is composed of three parts:
1) Character Creation - In conjunction with your game leader, determine the conditions in which a character may Awaken to magic, and choose a plethora of options; nine playable species, eighteen civilizations, a step-by-step guide to creating your very own background, a thirteen classes, and a list of original feats to enhance the hero's evolution.
2) Daily Life - Discover the mythic Free City and a body of dedicated rules to spice up the daily lives and journeys of adventurers. Mystery, exploration, and discovery form the core of the gaming experience.
3) Game Rules - The game mechanics are organized into four categories: abilities, adventuring, combat, and health. Many optional rules are included. Again, these chapters are very well written, tons of examples, and tons of art.
If I could I'd give a 6 stars as, I'm my opinion, it easily one of the best rpg I've seen.
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Good deck plans but there are a few of issues. Throughout several books between the ship stats vs. deck drawings don't match. For instance, the Fire of the Holy-class Missile Attack Boat stats have four crewmembers, a life pod for each, and a stateroom for each. However, the deckplans don't show the life pods at all and don't show a fourth stateroom. And why worry about showing how fuel is stored since storage for consumables and water (drinking, showerss, body waste) are never given space?
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This is a VERY simple review. This game is a great. Five stars. However, I seriously hate when they say the pollution creates a max visibily is 600ft. Seriously? In this book, most drawings/paintings show entire cities,seeing the mountains, looking at cars in front of buildings, etc. Right now (2022) the first reason creating air pollution is vehicle combustion. Even now, electric vehicles are become somewhat easy to see them around. I'd expect less air pollution 163yrs away from now. However, entire species of animals are still getting screwed. Also, the thought that cities will be underwater...um...that's actually the dumbest thought. In 1989 ( reported with a AP Associate Press story) a senior U.N. official stated, "Entire nations could be wiped off the face of the Earth by rising sea levels if the global warming trend is not reveresed by the year 2000". Again...official said that in 1989. Got it?
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A great game. Very, very, well written. However, the psionics is very, seriously horrible. It allows magic into a sci-fi game. What even worse is that it provides god-like powers: healing within 10 meters of the target, transforming targets into any other humanoid form within 50% of their own mass, if the psychic dies it doesn't actually die...largest bit of skin can slowly grow and the whole-body will grow and recover. I cannot allow psychic characters. Other than that, it is really great a game.
Another thought...at least the Traveller rpg provides the possibility of having a starship (which SWN doesn't.
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Good and interesting thought on how to make space by several decks rather than the typical two. Beautifully artistic. However, entrance is provided by ramps which lead to the center of the deck. Unfortunately, the schematics show that the muzzles are placed directly in the center of the lowest deck so the ramps would lead against the engines. And...why so much space used to make two ramps. Space within the ship is a premium. I just cannot get my mind around storage. Doesn't is show that storage is on the ramps? Climb over everything for access?
Still. It's the first time I've seen several decks within such a small ship and, as I said, it is beautiful.
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I don't own The Pirates of Drinax Book 2, so...my review is about this product. I think it's great. Unlike the boring or poor illustrations which Mongoose uses, all of The Third Imperium products have great art. Inside every product (including other companies) thier ship layouts never show water tanks for drinking, showering, eating. They also never show where weeks of food required for long trips. Where is that stuff stored? Lots of fuel and zero water and no equipment to filter water.
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Good, other than no water aboard which can be used for drinking, showering, pooping. Remove some fuel and replace with water, water filters, and some of containers for refuse for poop which can be emptied during the trip.
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with deck plans...there is never space given toward consumables or for having the space for water consumption (eating, flushing, showering). Where is space for water tanks or cupboards for one or two weeks travelling during a trip.
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Everybody thinks about fuel storage space. Never storage space given toward consumables and water. How much space is required to provide drinking, possibly showering during a one-week jump. Also, think about flushing the body waste (it happens)
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Everybody thinks about fuel storage space. Never storage space given toward consumables and water. How much space is required to provide drinking, possibly showering during a one-week jump. Also, think about flushing the body waste (it happens)
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Everybody thinks about fuel storage space. Never storage space given toward consumables and water. How much space is required to provide drinking, possibly showering during a one-week jump. Also, think about flushing the body waste (it happens)
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Everybody thinks about fuel storage space. Never storage space given toward consumables and water. How much space is required to provide drinking, possibly showering during a one-week jump. Also, think about flushing the body waste (it happens).
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Fuel storage...but what about consumable storage and water for showering, eating, etc.
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Fuel tanks (16 weeks of operation)...but zero storage of consumables and water (for showers, drinking, etc.).
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