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"Need a ride?
21 Vehicles is the first book in a new series set within our Clement Sector setting. Within this publication are details and illustrations of twenty-one civilian and military vehicles that can be typically found within Clement Sector."
"All the vehicles have been designed using the Cepheus Engine Vehicle Design Guide (also written by the author of this book) which is available from Moon Toad Publishing and thus can readily be used within any setting using the Cepheus Engine rules system. The vehicles can be used with other settings as well with a minimum of effort"
21 Vehicles 2nd Edition By Michael Johnson is one of those stealth rpg books that doesn't look like a great supplement but is actually a key book for the Earth sector rpg or Clement Sector rpg. The fact is that vechicles are well laid out & statted up for the DM to print them out for their Cepheus Engine rpg games. 21 Vehicles 2nd Edition is solidly done for your own Science Fiction rpg games. The feel of this book is late 50's Texas or Western United States with a classic design asthetic. Someplace between 40's films & Bladrunner.
The writing is tight, the design work classy, the whole 45 page book feels, is & actually has lots of ulitity at the table top level. 21 Vehicles 2nd Edition fits it's role of additional rpg prop equipment, adventure focus, and this book covers everything from civilian to military vehicles.
For six dollars the DM gets a smattering of vehicles from hover trucks to full blown flying tanks all in 21 Vehicles 2nd Edition! And they definitely fit both Earth Sector & Clement sector while bringing the heat of a Space Western to the proceedings. Each of these vehicles takes the place of horse, stage coach, etc. for the Cepheus Engine rpg system. The military vehicles could also be used for Clement Sector equivalant to the 1832 United States Cavalry.
21 Vehicles 2nd Edition By Michael Johnson From Independence Games could also be used for Cepheus Atom easily as a stand in artifact or treasure book for a gang of 2d6 mutant adventurers. This book could also be used for militaries of invading colony forces and more. Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery
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"Need a freighter on a budget?! Have we got the ship for you!" The Pleiades Light Freighter by Michael Johnson came our way through a pre release via Independence Games
The Pleiades Light Freighter by Michael Johnson is the perfect Earth sector adventuring class ship. The Pleiades Light Freighter clocks in at forty pages of wall to wall light freighter for all of those high risk high reward cargos for the Earth Sector. The Pleiades is the perfect little ship to hop from port to port and get your adventurers in & out of trouble on the high frontier! The Pleiades Light Freighter has some excellent artwork by Ian Stead & rocks in with the history, variants, specs, and everything you need to include the Pleiades Light Freighter by Michael Johnson into your Cepheus Engine or Earth Sector rpg campaigns.
The Pleiades Light Freighter by Michael Johnson is a small adventuring ship with solid chops and includes everything to get your player's PC's into this little beauty of a ship. The whole package comes with some excellent deck plans & starship variants to get you the DM started! The Pleiades Light Freighter is a no nonsense design with tried & true designs at your finger tips. For the Earth sector the Pleiades Light Freighter isn't a starship to break the bank! The material here is aimed with a practical approach in mind! This is an excellent starship to start an adventuring party with and one that allows a party to expand as time goes on.
The Pleiades Light Freighter is a nice solid addition to the interstellar corp scene in Earth sector because the Earth sector is all about the independent businessmen & women. And its a theme that shines through within the Pleiades Light Freighter. In the darkness of the high frontier you need a ship to depend upon & that's the Pleiades Light Freighter by Michael Johnson !
Thanks for reading our review
Eric Swords & Stitcherty
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“I spent twelve years in the Royal Navy before mustering out and joining British Interstellar Company and do not regret that decision at all. Same discipline, same loyalty to ship and crew, but with far more pay.” - Second Officer BIC MV New Windsor Liam Soltern, 2349 (standard)"
Trade Empire-class Commercial Freighter By Michael Johnson From Independence Games is one of the newest Commerical Freighter books for the Earth Sector rpg. And the Trade Empire-class Commercial Freighter looks like a real winner of a ship that clocks in at forty pages. This is a big time hauler on the space lanes moving cargo between systems & sectors. The Trade Empire-class star ships are the types of starships that legends are built on.
These are commercial ships that provide all of the cargo that worlds are going to need and they act like the paddle boats of the Mississpi of 1860's supplying the Old West. Trade Empire-class starships are the back bone of star systems & worlds on the frontier. They move cargo from point A to B. within the Earth sector & her colony worlds. They are also the prey of the outlaws & pirates of the Earth sector. And they are the investiment backbone of the corporations & banks of Earth.
The Trade Empire-class book is well done with Michael Johnson's usual flare for starship writing, capturing the grandeur, and labor of these starships. Ian Stead & Michael Johnson's artwork & design is on point. These are huge massive starships as the stats reveal; "Type: Corporate Transport Vessel Class: Trade Empire Country: None (Commercial) Service Date: 2335 to date Displacement: 4500 tonnes Mass Tonnage: 22,500 tonnes Length: 153.5m Beam: 44m Thrust: 3G Complement: 79 (15 Officers, 64 Spacers) Craft Carried: 2x Ship’s Boats Cargo Carried: 2670 tonnes Armament: Primary: - Secondary: - Light: 20x dual beam laser turrets Defenses: Point Defense Node Array (45 nodes) Armor: Crystaliron"
This book contains everything you need to drop a Trade Empire-class Commercial Freighter into your on going campaign including her class variants. You get full plans, cut away diagrams, fully indeph stats, and more all to bring to life your own Trade Empire-class Commercial Freighter into your game campaign.
The Trade Empire-class Commercial Freighter could also work just as well for a Cepheus Engine rpg campaign where you need this type of a commerical frieghter. And its a really well thought out design & class easily able to run a complete campaign aboard one of these star ships.
Eric Fabiaschi
Swords & Stitchery blog
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Night Shift: Veterans of the Supernatural Wars Quick Start Kit By Jason Vey is a very well put together OSR starter kit. This kit has everything you need as a DM to start a beer & pentzel one shot adventure or even transfer into a fully fleshed out campaign. This kit teaches you the entire Night Shift: Veterans of the Supernatural Wars rpg system.
What I like about the Night Shift: Veterans of the Supernatural Wars Quick Start Kit is that it treats the game as not only a viable system but a system that can be used quickly, effectively, and gives just enough of a taste to get the player's PC's involved in the supernatural action. Night Shift: Veterans of the Supernatural Wars rpg is a highly supported game & it works very well on its OSR merits and does so with surprising speed. The writers & designers continue to really support the Night Shift: Veterans of the Supernatural Wars rpg and the Night Shift: Veterans of the Supernatural Wars Quick Start Kit is the first in a series of tools so that let's you get up to speed with this fantastic system. Night Shift: Veterans of the Supernatural Wars Quick Start Kit gives you all of the tools, system, and whole cloth rpg system to get up & running today.
Eric Fabiaschi
Swords & Stitchery
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" Are you ready to alter your experience?
Altrants are defined as groups of humans which have been genetically manipulated to have abilities different than a baseline human. These changes were most often made to allow humans to be able to perform tasks or live in environments which would be difficult or impossible for baseline humans.
Tree of Life: Altrants in Clement Sector details altrants, how and why they came into being, how they deal with humans and uplifts, and what sort of lives they live within Clement Sector. Tree of Life expands on the information provided in Clement Sector and introduces you to new altrant types such the Siren, the Khailt, and the Baaz.
In addition, Tree of Life brings you the ability to not only alter existing human and uplift characters but also provides you with a system to create your own altrant types. Humans in Clement Sector have long had the ability to make alterations to their bodies and now your characters will be able to make changes as well.
Tree of Life is intended for use with the Clement Sector setting and rules but could be easily adapted for use with any science fiction rules or setting."
Tree of Life: Altrants in Clement Sector is an eighty three page book by John Watts for the Clement Sector rpg or Cepheus Engine. The book covers genetically modified colonists, clones, and altrant types for the Clement sector along with uplifted animal types. The book is very much set within the Clement sector & its a very well put together book with rules, roles, and types of options for creating your own specialized altrant types. This is the third edition of Tree of life enabling the DM to keep up with updates to the third edition of the Clement system. Could Tree of Life be used with other 2d6 old school or Cepheus Engine rpg games?! Easily and this is one of the joys of the Tree of Life.
What Tree of Life: Altrants in Clement Sector By John Watts allows the DM to do is to create Altrants to suit their own campaign for both NPC's & for player's PC's. We get a full on treatment of the various abilities, careers, options, roles, & PC trait options. And its well put together with artwork, solid layout, and good cartography throughout. And as an under class the Altrants are both resource & relied upon class for the banks, corporations, and colonies within the Clement system. Tree of Life: Altrants in Clement Sector By John Watts does is present the Altrants in their own book & within their own light.
And even in the Earth sector the Altrants could provide a critical & put upon class of humanoid. Why?! Because the Altrants are fitted out for the nation states of Earth to create their own colonists modified to fit upon their interstellar planetary colonies. They can claim these as their own.
In the Clement sector, the Altrants are the perfect 'Mayflower' colonists shaped to their own environments & making gains on the humans by leaps & bounds over humanity. But all is not 'wine & roses' because the Altrants are starting to realize their own from colonists to gene shaped parts across the Clement sector. Is humanity's days numbered?! Yes & no, because the Altrants are getting thier own in art,politics, and even within the corporate world. Humanity is facing down a power that it has created within its own reach. The economics of the Altrants isn't lost on one whose studied the American Civil War. The Altrants are a power block that affecting far more then they seem. They are not an NPC analogy of the 'American African slave' but instead a true power block created within the Clement sector's humancentric corporate heirarchy. Is Tree of Life: Altrants in Clement Sector Third Edition By John Watts For The Clement Sector rpg worth the price of admission?! In a word yes! The writing is spot on, the interstellar tension rings true within the Clement & Earth sectors. Thanks for reading for reading our review!
Eric Fabiaschi
Swords & Stitchery Blog
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Games Colony Builder By Paul Elliot is a essentially a mini game of colony construction for a Hostile or 2d6 Science Fiction rpg campaigns. And its the mini campaign setting aspect that floors me, its a sort of mini game within the role playing game itself. Its this aspect that even described within the Colony Builder's description;"COLONY BUILDER is a supplement for the Cepheus Engine roleplaying game and the HOSTILE setting. It provides all of the tools that players need to create their own living and breathing extrasolar colonies. Take a budget and spend it wisely, and keep in mind your environment – every world is potentially hostile! Once built, your players can take up the roles of key personnel and get to manage the fledgling colony, leading the colonists in the struggle against hunger, air-loss, earthquakes, alien parasites and more… Play out the problems, the solutions, the casualties across the course of a year; can you keep the colony going, will it thrive? Or will the corporate auditors swoop in to try and shut you down?
Colony Builder is not a small supplement clocking in at a hundred & seventy eight pages of colony building goodness. Instellar colonies are the heart & soul of a Hostile rpg campaign and not simply a horror movie set piece. These colonies are the adventure setting for a Hostile rpg game but they can be so much more then that. They can produce vast amounts of resources, enconomic backbones for the adventurers, and more then just a place to rest your head. Colonies are the stepping stone for spacers to get into the vast dark wine of instellar space.
If the Clement Sector is the Old Western setting of Cepheus Engine then Hostile is the great Age of Corporate exploration & exploitation of instellar space. The horror happens betweeen points.
Instellar colonies are investiments in terms of both adventure & campaign for a Hostile rpg game. They represent the future of a corporation's push into a sector or system. And huge profits for said corporation.
Colony Builder provides so many challenges within the building & hisory of an interstellar colony that it becomes a bit of a brush with the fate of the dice to see what will befall a colony. And the most mundane things or events can brush a colony well into the diaster area of the spectrum.
Eventually with the grace of the DM gods & a good set of dice rolls a colony may thrive & here's where the fun begins. The natural resources, productions, & manufacturing of products can provide the colony with its reason for existence. And this reasoning folds right into the point & purpose of Colony Builder.
Not only does this point up some of the long term goals for the colony but the fact that the colony itself could become a player in its own right over the years as it moves up the ranks for its imporance to the corporate ladder. This means that the colony could become a major point of interest to the corporation as a center of production, a headquarters to the corporation, a bastion of R&D, a point of interest for the Science division, the list of the good fates for a colony are endless.
Because this is plugged into a colony's fate then it goes back into the idea of the colony being a stepping stone into the dark wine black of space. The colony is mother, nurturer, provider, and all around shelter for the colonists, and the adventurers.
Is Colony Builder necessary for a good game campaign of Hostile?! No but it damn sure helps to move & motivate a campagin along. Colony Builder has all of the tools & tool boxes for doing fine interstellar colonies on the frontier of space. Can Colony Builder be used for other 2d6 Science Fiction campaigns?! Absolutely it could and should be!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Independence Games is proud to present the sixteenth entry in our line of products dedicated to the starships of Clement Sector.
Ships of Clement Sector 16 covers the Rucker-class merchant vessel which is the most commonly found ship in Clement Sector. Building on the information found in The Clement Sector Core Setting Book, Ships of Clement Sector 16 lovingly details this mainstay of Clement Sector's shipping lanes.
Commonly called "Odd Job", the ship is renowned for its reliability and easy customization. While the Rucker's most common role is being the favored vessel of free trading merchants, the ship has been used for everything from a cargo hauler to a music stage to a system defense vessel. All in a day's work for the "Odd Job".
Within these pages, you will find the standard Rucker as well as these popular variants:
Passenger Variant - A Rucker modified with comfort of passengers in mind. Replacing cargo space with luxury!
Cargo Variant - Used by merchants who would rather sacrifice passenger space for more cargo. No pesky transiters!
Casino Variant - An opulent modification allowing for a traveling gambling experience for high rollers!
System Defense - For the less wealthy system, the Rucker system defense variant can be the perfect answer. Modified to be armed with a particle beam barbette, this ship can strike fear into marauders and pirates!
Missile Boat - Modified to hold a missile bay in the bow of the ship, this variant can pack a mighty punch against those who would attack shipping in your system!
Ships of Clement Sector 16: Rucker-class Merchant comes complete with beautiful views of the ship. The Rucker is presented with full deckplans and statistics to make your use of our product simple, easy, and fun. In addition, the ship comes with a set of adventure hooks to get your characters right into the action as well as two short stories written by Bradley Warnes.
Though designed specifically with our Clement Sector setting in mind, the Rucker will be at home in any science fiction setting.
Get on board! Adventure awaits!"
We're gonna pick up right from here & this blog entry from yesterday. I went to Independence Games & said I want starships used by adventurers, outlaws, and those working their way across the Clement Sector. Remember the Clement sector has been cut off from Earth for a long time & only now has the doorways between worlds been open. So the Rucker-class Merchant is another ship where adventurers, spacers, & the like can serve their way across the frontier of the Clement Sector. The Rucker-class Merchant is the perfect ship for this. Regardless of the job there's a Rucker-class Merchant variant for it.
And it from with the ranks of the Rucker-class Merchant these starships that earned their way across the frontier of the Space Western frontier of the Clement Sector. We get histories, variants, adventure hooks, sub systems, and everything that we need to form the basis for a campaign involving a Rucker-class Merchant starship at it center. And Ships of Clement Sector 16: Rucker-class Merchant has all of the tools for a sucessful campaign.
Take for example The Cascadia Adventures which features the Rucker-class Merchant & the same crew that appears within Ships of Clement Sector 16: Rucker-class Merchant is a perfect add on. A starship that can get the player's PC's from here to there as well as back again without too much fuss. Or as much fuss as needed. There some great lead in's and adventure hooks that also make Ships of Clement Sector 16: Rucker-class Merchant a must have. Michael Johnson's writing is on point bringing the Rucker-class Merchant & its variants to life. And this is solid for hooking this into the Clement Sector setting.
Ships of Clement Sector 16: Rucker-class Merchant For the Clement Sector Rpg is a solid addition to the spacecraft of the Clement Sector. And perfect for adventurers looking to score in the Clement Sector.
Thanks for reading our review
Eric Swords & Stitchery
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" Ships of Clement Sector 4-6: Traders, Scouts and Small Craft compiles the fourth, fifth and sixth volumes of our popular PDF starship series. Included within this book are such varied vehicles as the F38-D Lightning System Defense Fighter, the MC-17-11 Modular Cutter, the Starlight-class Light Trader, the Dromedary-class Tanker and the Jinsokuna Chirashi-class Yacht.
Each ship is beautifully detailed with multiple views, detailed deckplans and full statistics. Also included are several NPCs and adventure hooks to get these vessels quickly and easily into your campaign.
While each of these ships has been specifically designed to fit into the Clement Sector setting, they could easily be used in other settings or within other science fiction RPGs if needed.
Get on board! Adventure awaits! "
Ships of Clement Sector 4-6: Traders, Scouts and Small Craft by John Watt from Independence Games is tonight's Clement Sector book. This is a honking big two hundred sixteen page book of ten types of star ships & varitions. This book has the star ship that adventurers, pirates, outlaws, & bandits use. Each ship comes with renders, deck plans, prose, and more background that gives feel to the Clement sector's underbelly.
The Clement Sector is a hub of a Space Western setting with the frontier aspect hooked into where & when each of these star ships operates. Artist(s) Ian Stead, Michael Johnson, & Bradley Warnes brings the gold with each of the star ships with Ships of Clement Sector 4-6: Traders, Scouts and Small Craft . These star ships bring the heat for the surrgate homes, bases, lairs, and work points for our PC's. And this says volumes about the Clement Sector as a whole.
And yes the Wild West analogy continues with each ship having a whole plethora of adventurers who work aboard these ships as homes talking about them. This gives Ships of Clement Sector 4-6: Traders, Scouts and Small Craft a bit of a rawness to it.
Indepdence Games goes deeper with this book by providing not only the deck plans, histories, production runs, and annicdotes with each star ship. But each starship has adventure hooks, Clement Sector ideas, and full on adventure opporunities within Ships of Clement Sector 4-6: Traders, Scouts and Small Craft. This is important because it slyly lays the foundation for the using the Clement Sector as the blackness of the universe for the Ships of Clement Sector 4-6: Traders, Scouts and Small Craft .
Why is this important?! Because it sets up the void of the Clement Sector as the campaign setting's sea of mystery. Just about anything that's been brought into focus within the Clement Sector can & will be encountered by the PC's. The Old West meets the dark sea of wine of the Clement Sector comes across in spades. Because it sets up the Workhorse starships being the bread & butter of the the adventurer's ecology of fiance & commerce within the Clement Sector. Adventure is what happens between the stars & the black. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft can mean the difference between having a job, home, and income or being a floating piece of debris between the stars.
Ships of Clement Sector 4-6: Traders, Scouts and Small Craft brings home the idea that the PC's are forging the frontier. exploring the black, and waging a campaign of adventure against the forces of chaos by bringing civilization to the next planet or star system. Ships of Clement Sector 4-6: Traders, Scouts and Small Craft is a must buy for the DM who wants to run a campaign featuring traders, scouts, and explorers. These are the craft that hold the webs of adventure together. Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Welcome to “100 Oddities for a Vampire Lair,” the seventeenth entry in Skirmisher Publishing’s popular and bestselling series of system-free sourcebooks dedicated to inspiring rich stories and spicing up encounter areas with exciting curiosities!
“100 Oddities for a Vampire Lair” draws on the long spanning multicultural tradition of Vampire myth-telling across the world and, of course, the plentiful body of literature and films that feature them. This supplement is dedicated to the places where Vampires lurk and focuses on the horrors that accompany the denizens of their lairs and provides enough detail on each to bring them to life (so to speak). "
“100 Oddities for a Vampire Lair,” is a system agonistic tool kit from Skirmisher Publishing for dressing up your adventures or old school encounters. Vampires are the focus & one thing to remember is that vampires can be some of the most dangerous thinking NPC monsters in old school games. These undead can come in many varieties. The Ravenloft campaign setting for Advanced Dungeons & Dragon 1st & 2nd edition Advanced Dungeons & Dragons have weaponized the vampire.
Here we have “100 Oddities for a Vampire Lair,” which helps to dress up a vampire's lair within 18 pages with a handful of dice. “100 Oddities for a Vampire Lair,” is a great addition for a DM's tool box for creating a vampric NPC villain's base of operation. And for a classic dungeon master there's the Dragon magazine article from The Dragon October 1979 #30 'Good Evening' By Lenard Lakofka .
Reference photo taken from Wayne's Books.
“100 Oddities for a Vampire Lair,” works really well with the Dragon magazine article from The Dragon October 1979 #30 'Good Evening' By Lenard Lakofka for creating base or lair, contents, and even perhaps secondary options for adventures & encounters. So not only can “100 Oddities for a Vampire Lair,” be remote lairs & adventure locations but also lairs in modern cities or fantasy city locations. “100 Oddities for a Vampire Lair,” goes fast & loose enough to be used with a wide variety of rpg products. So if we want to take the route of the Call of Cthulhu rpg with “100 Oddities for a Vampire Lair,” then there's another Skirmisher Publishing product we can use their classic 'Mythos Society Guide to New England'. Which goes into the history of vampires in Rhode Island.
Is there another OSR use for “100 Oddities for a Vampire Lair,” to use this book to generate vampire lairs with Elf Lair Publishing Night Shift Veterans of the Supernatural Wars.
“100 Oddities for a Vampire Lair,” From Skirmisher Publishing is agonistic set of tables & reference pieces that brings that brings home the idea that home & lair are easily the central point of an old school & modern encounter. You can use “100 Oddities for a Vampire Lair,” From Skirmisher Publishing to dress your dungeons or modern encounters. Its easily worth the down load!
Thanks for reading our review..
Eric Fabiaschi
Swords & Stitchery Blog
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"Designed to excel!
Robots are a common sight in Clement Sector. They are often seen taking on not only the jobs that humans, altrants, and uplifts cannot do but also the jobs where biological lifeforms are unwanted. Often seen as tools and machines rather than entities, few care if you endanger the existence of a robot.
Artificial: Robots in Clement Sector provides you with a detailed design sequence that allows you to create robots of all shapes and sizes. With Artificial, you can create everything from a common cargo loader to a state of the art synthetic companion. Anything from the average cleaner bot to a biosynth avatar of your starship's computer AI. "
"Artificial also provides a method to play a robot as a player character. Play anything from an efficient robot butler to a dangerous warbot!
Artificial is designed to be compatible with Clement Sector, Cepheus Engine, and any science fiction setting where robots are present.
It's time to create!"
Clocking in at one hundred pages of artificial A.I. & robotic guideline goodness for the Clement Sector. And this supplement Artificial: Robots in Clement Sector By Michael Johnson fits the bill quite well. The Clement & Earth sectors use all of the A.I. bells & whistles from the Cepheus Engines rpg. Artificial: Robots in Clement Sector takes the Cepheus Engine guidelines & turns the volume up to eleven then breaks the knob off. What this book does is allows the DM to create any robotic & A.I influenced life forms that they want.
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The Clement Sector is balls to the wall high end technologies & this includes cybernetic & robotic lifeforms. These guidelines extend what was laid down in the Clement Sector rulebook & the core setting books. What Artificial: Robots in Clement Sector does is push the envelop by presenting the rules & guidelines for all sorts of robotic or cybernetic lifeforms. But it also presents rules & guidelines for androids as well. All of the robotic staples for the Clement sector are here and their presented well. The Clement Sector books are some of the best unofficial original Travellers rpg books & supplements to be published. Artificial: Robots in Clement Sector isn't any exception.
Artificial: Robots in Clement Sector not only offers the guidelines & rules for creating you're own artificial lifeforms & robots. But it also offers you the opportunity to use the factions & groups built up around the Clement Sector setting. Take for example; 'The Sanctity of Belief This anti-robot and AI group primarily operates within the Hub and Sequoyah subsectors. Known to have Caxtonist roots and with strong evidence indicating it is funded by Kingston-based backers, The Sanctity of Belief is the extreme expression of the deep distaste of all artificial life according to Caxtonist religious teachings. The trademark sword through a stylized robot head symbol is always painted near an area the group targets giving them the derogatory nickname “pointy heads” by popular media throughout the two subsectors, belying the seriousness of their actions.'
Its not hard to see how this group or faction could impact your own Clement sector setting campaign. This is going to be especially true if you've got an android adventurer or pilot on the party's pay roll. And this is one of the rpg factors that adventures & campaign have to balance when playing within the Clement sector setting.
Artificial: Robots in Clement Sector is both campaign & adventure setting sourcebook that plugs directly into the Clement Sector & the Earth's Sol sector themselves. And this is one of the marks of a good solidly done sourcebook. The book isn't over done at 100 pages. 'Artificial: Robots in Clement Sector' By Michael Johnson is a must have book for the Cepheus Engine DM or Player who wants to liven up their Cepheus Engine rpg with an artificial or robotic PC!
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"Dark times has fallen upon the Storm Wolf Tribe. Once edible fruits and plants had become poisonous and game that was docile turn into viciously aggressive malformed monstrosities. The source is an abbey used as a vault for dark knowledge way too harmful to be left loose on the world. Something horrible has happened to the kind yet weird monks living in the abbey and it seems to be ancient and beyond evil. Is up to the tribe's most brave warriors to find out and stop this force before it engulfs the Storm Wolf tribe in its darkness."
"It Came from the Scriptorium is a horror dungeon crawl adventure for 3 to 5 PCs, using the Barbaric! sword & sorcery rules ruls and fully compatible with The Sword of Cepheus or any other 2d6 OGL fantasy game. The default setting is the Steel Borderlands, a wilderness distant from the settlements composing the civilized lands of kingdoms and empires but it will fit very easily into almost any sword & sorcery setting.
The players should be aware that due the horror nature of his adventure that their PCs mortality rather will be high."
' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut" is a solid adventure for the Barbaric rpg & its a rather nasty horror adventure. But its a fun one. And while it only clocks in at twenty three pages of horror goodness I'd say that this is an adventure for experienced Barbaric players. Barbaric is a full on Sword & Sorcery 2d6 supplement rules for 'The Sword of Cepheus' Rpg.
And now back to ' It Came from the Scriptorium' By Ivan Cantero Muñoz "The Fictionaut". This is a lethal little adventure about the goings on at an isolated monastery that has a whole tribes of Wolf barbarians who live nearby. They're bothered by the haunted goings on at said monastery. Now Ivan Cantero Muñoz "The Fictionaut" seems to be a fan of Bruce Campbell vs the Army of Darkness because this adventure is a back handed love letter to that cultclassic movie.
Forbidden books, undead demons, plenty of undead, and more make ' It Came from the Scriptorium' a must get for the fans of those films. But this is a lethal little number of an adventure and quite perfect for a mid Winter horror game. ' It Came from the Scriptorium' would work quite nicely as a 'The Sword of Cepheus' Rpg. one shot quite well.
Where ' It Came from the Scriptorium' shines is when this adventure is used with Barbaric! Then its full on barbarians vs demon undead in the monastery from Hell.
' It Came from the Scriptorium' provides a fun little horror filled & lethal romp through a barbarian horror filled 2d6 adventure that will thrill your players. And kill more then a few PC's off.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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Creator Reply: |
Thank you for the excellent review! |
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"Incoming intelligence!
Ship captains need information about the systems to which they are traveling. These captains depend on Wendy’s Naval Weekly as their primary source of naval fleet information. It is rare to find a ship captain that doesn’t have Wendy’s Naval Weekly on their handcomps or mindcomps.
Wendy’s Guide to the Fleets of Earth Sector Volume 3 is the third entry of a series which will collate all the available information to provide a complete overview of the fleets of the nations of Earth Sector. Each of these books will briefly outline a nation’s spacegoing navy as well as provide some insight as to how that organization functions and provide a list of the ships reported to be in commission.
This book provides information on the space navies of the Antiochian Union, Indonesia, Israel, Korea, Mexico, New Zealand, and the Seleucid Confederation. The book covers every ship currently operated in those fleets, their doctrines, and even their uniforms. The book also contains an in-depth discussion of the Nahash-class system defense boat, one of the many classes of ship used by the Space Navy of Israel."
So I'm coming at Wendy's Guide to the Fleets of Earth Sector, Volume 3 very late. Earth space has been cut off from the Clement Sector. The Clement Sector & Earth have no connections with each other. The interstellar hyperspace gateways have collapsed entirely.
In the meantime, technologies have gone on including space craft. Wendy's Guide to the Fleets of Earth Sector, Volume 3 brings more of the smaller space craft fleets of Earth. Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson brings this home right within the introduction; 'At the date of this publication, it has been twenty years since the collapse of the wormhole conduit leading to Clement Sector. This volume explores the naval forces of those nations who were little effected by the Conduit collapse. These smaller navies, regarded by defense organizations as third tier, still provide their nation with defense and security of their interstellar holdings'. This is brought home by the first Wendy's Guide to the Fleets of Earth Sector, Volume 1
Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson From Independence Games breaks these lesser Earth fleets down. The volume is solidly done with a great indepth discussion about the Nahash-class system defense boat. This is a backbone craft of the lesser interstellar fleets. PC's would encounter these craft dealing with some of the Earth trade routes when pirates or criminals come calling. Given each of the Earth nation’s space going navies are showcased there's a sense here that the Earth is a dangerous interstellar power unto itself.
For old school Traveller or Cepheus Engine Wendy's Guide to the Fleets of Earth Sector, Volume 3 By Michael Johnson outlines the Earth as a force to be reckoned with. Its a solidly done book with some very good Earth details thrown into the interstellar mix. Countries such as Indonesia fielding a small space fleet means that these smaller interstellar powers can take the fight to galactic pirates or other local issues. Are there opportunities for adventure?! Yes I believe there's plenty of hooks for using Earth as a center for Cepheus power campaigns and Wendy's Guide to the Fleets of Earth Sector, Volume 3 could provide what the players need when dealing with Earth's smaller fleets. I have to mention the fact that artists such as Ian Stead, Michael Johnson, & Tiziano Cremonini really help to make this supplement a really solid addition to the Clement Sector family of books.
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery blog
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So 'Monstrous Miscellany #02' By James Mishler & Jodi Moran-Mishler Compatible with Labyrinth Lord was sent to me by the authors. This is a great little monster addition for your OSR or Old School games. The Mishlers bring the monsters with Monstrous Miscellany #02.
Monstrous Miscellany #02 brings to the table the " Giant Centaur – A giant creature appropriate for Lost Worlds and Mysterious Islands.
Krum the Smasher – A monstrous godling who does nothing but smash the works of civilization leaving ruin and suffering in his wake.
Brain Moths – One eyed, one tentacled, flying purple brain eaters from another dimension
Ulfartrolls – Born of the union of lycanthropic witches and trolls, these berserker beasts surpass their ancestors in their wickedness and might!"
So the Mishlers on a roll because these monsters are a fit for a number of OSR Pulp & Old School game campaigns.
Many of these monsters are straight out of mythology, literature, & legends. For example Giant Centuars are straight out of Dante's Inferno & while they are listed as neautral these monsters could easily be converted over to the Inferno version. Here's a bit of background on these horrors; 'Giant centaurs resemble normal centaurs in that they are the combination of a humanoid and quadruped, but they are not merely up-scaled centaurs. They have the body and legs of a baluchitherium with the torso and arms of a hill giant. They stand 10 feet tall at the point at which the hill giant torso emerges from the shoulders of the baluchitherium body, for a total height of about 16 feet. Their hill giant torso, arms, and head have grayishbrown skin, with grayish-black hair and mane that flows from their head, down their back, to merge with the grayish-black coat of the baluchitherium body. They resemble neanderthals more so than ogres, with prognathous jaws and large, heavy brows." According to Dante's Infeno; "The Centaurs--men from the waist up with lower bodies of horses--guard the first ring of circle 7, a river of blood in which the shades of murderers and bandits are immersed to varying depths. Armed with bows and arrows, thousands of Centaurs patrol the bank of the river, using their weapons to keep the souls at their allotted depth (Inf. 12.73-5)"
Are we saying that 'giant centuars' were taken from Dante's Inferno?! Nope, I'm saying that James Mishler has created some really great monsters that can be easily adapted to your campaign, dungeon, or old school games. Ulfartrolls would not be out of place within a Lamentations of the Flame Princess rpg session. Ulfartrolls as monsters are absolutely brutal & dangerous. Brain Moths fit the bill for Carcosa or a Science Fantasy adventure. All in all for a dollar this is a really nice piece of rpg value & ulitity..
Thanks For reading our review.
Eric Fabiaschi
Swords & Stitchery
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"Bring 'em back alive!
With the many independent governments of Clement Sector, it is necessary to have a method to capture criminals who take advantage of the lack of a ruling interstellar polity and go on the run from justice. For most governments in Clement Sector, the answer is the manhunter. "
"Manhunters include those who have dedicated their lives to tracking down criminals on the run, average ship crews who see an opportunity in being the person to bring in a wanted criminal for a bounty, bail enforcement agents and marshals who work for a single government or corporation, thieftakers that work for aggrieved families in finding justice, repossession agents who recover stolen property and capture ships from captains who are behind on their payments, altrant and uplift hunters who operate on the fringe of society capturing those who have escaped their "owners" and made it to freedom, and the skiptracers whose research and dedication can aid all of the above."
Manhunters: Bounty Hunters in Clement Sector covers all of these and delves deeply into the laws, regulations and traditions of manhunters in the Clement Sector setting. This book includes eight career tracks as well to allow characters to delve into the world of justice and recovery."
'Bounty Hunters In The Clement Sector' By John Watts is a slightly different book then others that have crossed my gaming table. This book covers bounty hunters who handle everything from debt collecting to full on manhunts for the local intergalactic governments. And it does so with the Clement sector in mind Because the Clement sector is more then slightly different. There are a wide variety of local system laws & legal tape to keep track of. And 'Bounty Hunters In The Clement Sector' allows one to take care of the small details & generate the type of PC that can handle the smooth & the rough of skip tracing, debt collecting, and even full on manhunts for pirates.
Because let's face facts 'Bounty Hunters In The Clement Sector' By John Watts is a book end for 'Skull and Crossbones: Piracy in Clement Sector'.
Why because you're going to have to track down the space pirate at some point as well as be the space pirate. And its all about shifting alliances, corporate factions, and the relationships of adventurers in the Clement sector. This is a sector with higher technologies, lots of problems, and a boat load of opportunities for bounty hunters of all stripes. From Blade Runner's Deckard to Bobba Fett the opportunity is there in Manhunters: Bounty Hunters in Clement Sector. John Watts does a cracking job of cranking up the details & yet providing a fast read for his DM's. Manhunters: Bounty Hunters in Clement Sector is a good read & surprisingly well thought out for the DM. There's plenty of opportunity within the universe that's presented in Manhunters: Bounty Hunters in Clement Sector. The scores here are highly thought of and the rewards done right. This is a solidly done, maturely thought out, and well executed book for the Cepheus Engine rpg as well as the Clement Sector. If you want to run a complete bounty hunter campaign in the Clement Sector or the Cepheus Engine rpg then this is the book to get. Highly recommended.
Thanks for reading our review
Eric Fabiaschi
Swords & Stitchery
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"ARRRR! Heave to and prepare to be boarded!
Piracy has been a near constant in Clement Sector since the Conduit was first opened. In fact, some historians maintain that piracy may have played as large a part in the direction that civilization spread from Hub as did the astrography of the sector. The act has been part of the fabric of the sector and continues to be so despite the best efforts of the many planetary governments."
"Piracy in Clement Sector includes down on their luck merchant crews forced to compromise their morality, people who watched one too many episodes of Superpirate! and think they can do that too, ex-military people who are working for one government to disrupt the trade of another, dedicated pirates who are just stone cold killers, and marauders who are attacking new colonies along the frontier."
Skull and Crossbones: Piracy in Clement Sector by John Watts has absolutely zero to do with luck & everything to do with renegade corporate cartels & illegal outlaw merchant crews. Skull and Crossbones: Piracy in Clement Sector clocks in at only eight six pages. This is eighty six pages of packed information with spare artwork but well done artwork. The information is dense but it covers a good range of the Clement sector. This information is right in line with the quality of the material from Independence Games before.
From set up of pirate gangs, corporate sponsored factions, to running a full on space pirate campaign Skull and Crossbones: Piracy in Clement Sector by John Watts covers it very well. The short adventure within outlines not only the other pirate groups in the race, but some new ships and provides details for several systems. And it includes pirate havens along with those corporate factions supplying said pirates. Skull and Crossbones: Piracy in Clement Sector focus the lens of John Watts on space piracy as both a life style & way of life with a thumbnail sketch of the full on interstellar career at its center. Mr.Watts outlines everything that a DM needs to chart out a campaign of space piracy within the Clement Sector. But is Skull and Crossbones: Piracy in Clement Sector good?! No I believe its a solid addition to the roster of a DM's tool box for the Clement sector campaign setting. But often desperate times & all that. Space pirates may find themselves far out of sector and in need of still plying their trade. I think that Piracy & Privateering by Josh Peters is a perfect book end for Skull and Crossbones: Piracy in Clement Sector. This secondary Cepheus Engine book could be used to generate further interstellar piracy targets easily.
The Clement sector campaign setting itself offers plenty of opportunity for the space pirate & a crew of ruffians of the outerspace ways. Skull and Crossbones: Piracy in Clement Sector by John Watts is an excellent book offering plenty of challenges for a well seasoned group of players who want something different then the usual Traveller style adventures. I recommend Skull and Crossbones: Piracy in Clement Sector by John Watts as a great addition to the Cepheus Engine rpg collection.
Thanks for reading our review!
Eric Fabiaschi
Swords & Stitchery blog
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