An outstanding companion book for an already outstanding game.
There are 2 new Archetypes to play with - the Fringer and the Psychic. I especially love the psychic, because it allows you to play a more traditional psychic without the accompanying mysticism of "the Force." This is perfect for helping to emulate settings like Firefly or Babylon 5.
The original Archetypes all get 3 new Talents, giving you even more options for character creation and advancement.
Flaws are introduced as an optional rule. I always like systems where you can take a Flaw for your character. The rules say that the GM might simply every character to have one, but another option is to leave it up to the players, and if they do take one for their character, give them a bonus Talent.
There's an Optional Rules section, with a good chunk of it devoted to emulating "hard sci-fi" settings, so kudos to the author for branching out beyond the "not Star Wars" setting and allowing GMs to run games more in line with The Expanse.
The companion covers some fairly vital stuff that was missing in the core rules, such as vehicle upgrades (so you can build that smuggling ship you always wanted), wealth, and capital ships. There's also a section with a handful of alien races (most of which will be familair if you look at them long enough), as well as a section on adversaries with some much-needed bad guy stats.
Top it off with a planet generator, answers for some commonly asked questions, and 4 more pregenerated characters (all of which are really fun), and you've got a product that packs a hefty punch for its page count.
5 out of 5 all the way around. This product and its parent core rulebook are exactly what I look for in small publishers. I can't wait to see what comes next!
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