Showing posts with label Clement Sector Campaign Setting. Show all posts
Showing posts with label Clement Sector Campaign Setting. Show all posts

Monday, January 16, 2023

Review & Commentary On Angry Golem Game's The Stars Without Number The Starship Database For Stars Without Numbers Revised & Other Science Fiction OSR Systems

 What leads one around the bend & back again?! In these uncertain times one thing is certain everything falls apart. And the center can not hold. What led me to Cepheus Engine & eventually back to classic Traveller. What led to this rabbit hole?! The death of a dear friend who was in our Stars without Numbers Revised campaign sent our first group of players into a death spiral. Our group of players picked up the pieces and started back with Cepheus Engine. But after the recent events with Cowards of the Coast, we've been talking back up plan. Which led us back to Stars Without Number again & then I started looking at Angry Golem Games again. This led to The Stars Without Number The Starship Database

The Stars Without Number The Starship Database is well layed out, has a nice smattering of starships & works very well at only thirty pages of starships & supplemental material for SWN revised. And the starships are actually well done & they do fit the era as well as the asthetic that Angry Golem Games is going for here. 


Confession time,I really love the SWN revised  backstory and fluff. But the space combat bothers me on a number of levels. After going through Cepheus Engine rpg combat & running campaigns. We switched out the SWN revised  space combat system over to Cepheus Engine rpg. And it still works quite nicely. Where we would use the The Stars Without Number The Starship Database? After looking it over the various types here such as the:
AVISPA - Tactical Boarding Shuttle

BASILISK - Tactical Bomber

HESTIA - Farm Ship

HORIZONTE - Fuel Station

HORUS - Science Vessel

IRON KNIGHT - Space Truck

RUDRA - Strategic Orbital Bomber

SOBOLAN - Smuggler Corvette

STIRGE - Tactical Interceptor

YAN-SHU - Mining Barge


These starships are perfectly suited to use in the high frontier of either the Clement Sector or the Earth Sector of Independence games.

While I do realize that The Stars Without Number The Starship Database fits a particular set of parameters within the SWN revised rpg. The beauty of these ships is that they would not look out of place within a Michael Johnson Earth sector or Clement sector starport. The Stars without Number The Starship Database is a solid entry into the Angry Golem games catalog of products. 


Friday, May 6, 2022

'When Asteroid Mining Goes Wrong! This is Gonna Cost You An Arm & A Leg?!' Session Play Report For Our Thursday Evening Game

 This is blog post is gonna pick straight up from this morning's post.  Our party is working on a mine claim that they received as a reward for one of their jobs. 


So the players in last night's game had a hot tip that there was an asteroid with a rich claim that they had been paid with. The player's PC's gained the uphander landin on it and their miners went to work. And here's where things went very wrong. The Ted Ticoda the  belter that DM Steve was playing had several very bad rolls and a mining laser did its work cutting off an arm & a leg. The other spacers secured him, grabbed miner's  suit and sealed it. The limbs however floated off into the blackness of space and the PC's managed to get Ted Ticoda the  belter  aboard ship. Now our PC's are between sectors & have located an out lying colony world between 'These Stars Are Ours' & The Clement Sector near Argos Prime. And a medical robot has its tendrils in our belter at this point. 







































Michael Johnson's Interface: Cybernetics
is on the table because of the cybernetic system from this Independence Game supplement. Everything in Interface is focused on the Clement Sector & the Earth sector setting. Which completes the illusion of a colony world on the edge of a system with deep ties to the Clement sector. Thus pulling the players deeper in Clement sector's history & issues. Interface Cybernetics is a solid addition to my game campaign. 
























A cold sinister intelligence is tracking the PC's mining endevours & the PC's have noted several unknown starships following them. And these signals move from place to place with the party's spacecraft. The party's spooked & thinks that there's more then casual flying and that it might be claim jumpers. And its not at all but something I whipped up using Artificial: Robots In The Clement Sector. 


 The Space Patrol has contacted the party & wants a word with them. The party is staying on Thor IV and is more then happy to talk with em. We'll pick up the game coming up! 








Sunday, May 1, 2022

'Failure Is An Option' Further OSR Commentary On 'Far Horizon' By Paul Elliot From Zozer Games For The Hostile Rpg Instead of Orbital 2100 rpg

 "Far Horizon is a Near Future science fiction adventure and spaceship book for Cepheus Engine and for the Classic 2D6 SF roleplaying game that is based on. "


"It is 2100 AD and the Earth’s Space Development Agency has funded a mission to the outer edge of the Solar System. Pluto and Charon have been explored and human landings have been made for the first time. Now the crew has taken on a new mission to explore Tartarus, a minor planet billions of kilometres from the Sun and one that is a rogue and not native to our Solar System. Tartarus is a passing interstellar traveller and Earth wants the crew of the Far Horizons to be the first humans ever to land on such a mysterious ‘rogue world’. Its irregular trajectory has the scientists on Earth puzzled – and there’s nothing like getting humans on to the surface to solve a puzzle!" 

Far Horizons is a favorite adventure from Zozer Games because it has the potential to be a multiple part campaign adventure. The idea that a planetary body has a very expensive spacecraft around it wrapped in an enigma surrounded by a mystery. Draws in players like moths to a flame. What happens when a mission fails, the planetary body is still in orbit and still no one knows what happened! Suddenly, in the Hostile universe 125 years later nuclear jets fire after a frozen computer's circuits tumble together. The PC's corportation detects the signal & the race is on! 
Taratus is still a major interstellar find and the puzzles of the Kuiper belt are still being explored even as the belt is being mined. And if Orbital 2100 is the 125 year  past of Hostile then there's still a lot of national tension going on the boardrooms of Earth & beyond. 


There doesn't have to be a monster per say to have the horrific happen simply look at the history of the Shackleton expediation for inspiration. The long term effects of the secrets of the Far Horizon mission is incredible for the Hostile universe. Men will kill for it, murder will be commited, science will explode, and the space industry will be rocked from stem to stern. The legacy of Tartarus from the 
'Far Horizon' mission could actually be run as well in Independence Games Earth Sector universe  with the same implications. The puzzles, traps, tricks, etc's rewards of the Far Horizon are very far reaching indeed. And this could spell the change needed to breach the worm hole closing in the Clement sector if played right. 
Far Horizon is an upper level medium adventure in which the 'meat headed' approach of Space Opera rpging is going to get the PC's killed or worse. Seriously, Far Horizon's is a very finely balanced but extremely well done 2d6 Science Fiction adventure for Zozer Games's rpg products & other 2d6 Science Fiction rpg's. 

Far Horizons by Paul Elliot From Zozer Games Is Available Here. 

OSR Review & Commentary On 'A Beacon in The Night' by Joseph Mohr a 'pay what you want' adventure For The Cepheus Engine Rpg

 "The planet Sarmahalos III is a non-aligned agricultural world in the Sonora sector. There are no major industries there other than farming. For thousands of years the people of that world have wondered at the strange alien spire atop a mountain that overlooks their primary population center. This spire has a long spiral staircase on the outside of it leading upward. There is no known way to enter the spire other than by ascending to the top and lowering oneself down into it. No person who has ever done this has ever returned." 






































'A Beacon in The Night' by Joseph Mohr is a 'pay what you want' adventure & is a mid tier campaign adventure for the Cepheus Engine rpg. And its both alien exploratory & archeological adventure romp  rolled into one. 
'A Beacon in The Night' is a quick thirteen page affair. It could be maybe played out over  four to five sessions at the most of Cepheus Engine action. This adventure can take place on your favorite colony world with very little fuss. 'Beacon in the Night' is plug in and go for an evening's play. The writing is tight, the cartography is well done, & 'Beacon in the Night' is solidly done for a 'pick up & go' group of players.

'A Beacon In The Night' works in a wide variety of Cepheus Engine rpg campaigns. For example, A Beacon in The Night could easily be dropped whole cloth into the Clement Sector or Earth Sector campaigns with little issue. And could act as a 'first contact' situation for the players PC's. 
In the 'Hostile' rpg  the situation of 'A Beacon in The Night' has both dire & daring interstellar implications for the human race. This adventure could completely alter humanity's place in the universe. 
For 'These Stars Are Ours' campaign setting 'A Beacon In the Night' has a completely different set of implications & actually could offer humanity the opportunity to gain both new allies & possible trading partners. 
All in all 'A Beacon In The Night' is a solidly done mini campaign adventure that works on three levels of play. 

'A Beacon in The Night' by Joseph Mohr a 'pay what you want' adventure For The  Cepheus Engine Rpg Is Available Here
 

Friday, March 11, 2022

OSR Review & Commentary On The Knox-class frigate By Michael Johnson For The Earth Sector rpg, Cepheus Engine Rpg, & 2d6 Old School Science Fiction Rpg

 "Prepared for action!

The Knox-class frigate is a part of the United States Space Navy's holy trinity:  The Lexington-class cruiser, the Farragut-class destroyer, and the Knox-class frigate.  Designed by American legend Joyner Williamson, these ships have served the since 2294.  Found in both Clement Sector and Earth Sector, these ships are used by the US Space Navy, the Sophronius System Navy, and the Boone System Navy. "



"This book comes complete with full deckplans and statistics for both the Knox and the Improved Knox variant to make your use of our product simple, easy, and fun.  Though specifically designed for our Clement Sector setting, the Knox can be imported into any science fiction setting with little effort.

Climb aboard!  Adventure awaits!" 

 The Knox-class frigate By Michael Johnson For The Earth Sector rpg has a great set up for a great military ship. The Knox- class frigate has the feel of an old Iron Clad warship in the  middle of the American Civil War. Except the Knox Class Frigate is a bit of Earth military forces.  The Knox-class frigate is just about 30 pages of military starship goodness. You get history, background, military files, facts, etc. all related to the Knox-class frigate. 
The Knox- class frigate has some incredible armor, weapons, etc. all within their structure: 
 
“A small, fast military starship. Frigates are typically used as escort vessels to protect in-system and interstellar lines of communication or as an auxiliary component of a strike group” Cambridge Dictionary 2300 (standard) Type: Frigate Class: Knox Country: United States of America Service Date: 2296 to present Displacement: 1000 tonnes Drive: Gravitic Thrust: 4G Complement: 60 (14 officers, 46 enlisted) Armament: Primary: 2x 50 tonne Meson Gun Bays Secondary: 2x 50 tonne Particle Beam Bays Light: Triple turret (various) Defenses: Sandcaster Point Defense Node Array Armor: Crystaliron Ships in Class: 36" 
 The Knox-class frigates are small fast escort vessels and are perfect for auxiliary strike force. The United States of America has some impressive forces with the Knox- class frigate making up some of the backbone of their forces. This book is really well done with the writing of Michael Johnson being tense & very tight. 
This book adds another piece of the Earth's puzzle of military forces. 


 The Knox-class frigate By Michael Johnson is a solid book, tightly written with some solid diagrams & plans. This ship adds another twist to the Earth's sectors & its campaign against the various pirate factions. The Knox class frigate is a vital tool in this fight. I really enjoyed 
The Knox-class frigate because there's so much you as the DM can do with these iconic Earth Sector ships. 

The Knox-class frigate By Michael Johnson For The Earth Sector rpg Is Available Here. 

Sunday, March 6, 2022

Review & Commentary On The Hub Federation Ground Forces By Michael Johnson For The Clement Sector Rpg, The Cepheus Engine Rpg, & Your 2d6 Old School Science Fiction Rpg's

 "Join the adventure!

Strength Through Unity.  That's the motto of the Hub Federation Defence Force Militias.  Banded together after the collapse of the Conduit back to Earth Sector, the planetary defense forces of the six worlds of the Hub Federation have united to fight the fear and chaos they see as rampant in Clement Sector.  "



"By Space, Air and Land.  That's the motto of the Hub Federation Marines.  Founded from melding German and British armed forces stranded by the Conduit Collapse, the Hub Federation Marines struggle to protect the Federation from its enemies as well as try to get past their cultural differences. "

One of my player's PC's pirate parents was murdered by the Hub Federation military forces. But what makes the Hub military forces so deadly?! Well, if we look at Hub Federation Ground Forces by Michael Johnson. Then we get a very detailed look into the planetary side of the Hub forces inside the Clement Sector. What we get is a melding of the German and British armed forces stranded by the Conduit Collapse. Whose motto is By Space, Air and Land  the motto of the Hub Federation Marines is very telling of their roles. 
And it belies the Hub Federation Marines full evolution into their role today across the Clement Sector. A role that demands the death of any whole sale outlaws & space pirate raiders who terrify the outer areas of the Clement Sector. 
The Space Western swole in the Clement sector gives the 
the Hub Federation Marines equivilant role of the Old West's American Calvary.  A force  designed for lightning fast response, quick decisive attacks, and the ability to operate within a wide variety of enviroments. 

The Hub Federation Marines are so much more then the sum of their parts though. These marines handle everything from bug hunts to full on pirate armies. The Hub Federation Marines will not back down from a Clement sector dust up. And there's plenty of opportunity for adventure. 
The Hub Federation Marines are both the response to the Collapse & the adaptation to the current conditions of the Clement sector. 
This isn't a settled sector contrary to Clement sector tourist propoganda. The Clement sector is literally the edge of the great unknown. And the Hub Federation Marines are another facet of the military's thin red against the forces of the black. 
And its this aspect of the Hub Federation Ground Forces book that makes it so good. 





What makes the Hub Federation Ground Forces book work is that it reads like a real military book. The weapons, the armor, the tactics of   the Hub Federation Marines are all there. The Hub Federation Ground Forces By Michael Johnson is a solid addition to the Clement sector rpg DM's tool box! 

The Hub Federation Ground Forces By Michael Johnson Is Available Right Over Here

Friday, February 11, 2022

IBIS: Profit & Peril - The Dragon Magazine Issue #35 & The Cepheus Engine rpg

 Tonight from the archives, I've grabbed my copy of The Dragon issue #35 tonight. And if your into old school Traveller or Cepheus Engine then this is one of the issues that you want. This issue has the excellent IBIS: Profit & Peril by Kenneth Burke. This article goes into an alternative PC creative path for the Interstellar Bureau of Internal Security, known as IBIS.



The IBIS is going to make an excellent NPC is going to make excellent antagonists for my players PC's. I'm not going to give them any backstory per say because they are agents acting for powers unknown. The article goes into the background systems to deal with their skill path;"In addition to the other branches of Traveller military service, characters may join the Interstellar Bureau of Internal Security, known as IBIS. This is the Imperium’s combination secret police force, intelligencegathering agency, and law-enforcement organization; it is answerable to no one but the Emperor himself. The missions IBIS sends its members on are dangerous, but the rewards for success are great While IBIS has a lot to offer potential members, it also has a serious drawback—an IBIS member cannot leave the service until (a) he is ordered to, (b) he serves for 20 years, or (c) he is dead." 
The IBIS is going to be acting against the PC's and their interests. Could they be more then they seem?! Easily if their looking after the interests of the Imperium. 
For the Clement sector, the IBIS article could be used as stand in's as agents of the Chinese Communist Party. They are often acting to sabotage the colony efforts of the PC's in the Earth  Sector & its sub sectors. 



The whole idea here is to use the unknown to shake things up coming up. There are of course other options but the idea of agents of an unknown power could provide some very interesting variations and NPC options. 

Friday, January 7, 2022

Review & Commentary On 21 Villains From Indendence Games For The Clement Sector Rpg, Cepheus Engine Rpg, & 2d6 Old School Science Fiction Rpg Campaigns

 "Where would the good guys be without the villains?

21 Villains provides 21 assorted antagonists to use against your characters.  From street thugs to dictators, this volume has them all!  Each villain comes complete with illustrations by expert artist Bradley Warnes and background history, stats and goals with which to challenge your characters. "

A Space Western campaign  especially the Clement Sector needs good villains! There happens to be a great little book called 21 Villains from Independence Games.21 Villains has NPC villains for every type of Space Western campaign. 





21 Villains has all of the NPC's that your party of adventurers can handle. John Watts, Bradley Warnes, Michael Johnson, Alan Mullican, "Big" Dan Callahan, Paul Santiago, &  Vaughn Wright weave their NPC's to cause your player's PC's all kinds of hassle. These NPC's are prime fodder for a group of bounty hunters, law dogs, and law enforcement characters. There are all kinds of NPC's that go from low level grifters to straight assassin. This is a massive collection of solidly done criminals, low lifes, & murderers. For the Old West feel of the Clement Sector. This smaller 46 page book has some excellent potential for a Clement Sector game. 


 21 Villains has an interesting array of NPC's that will cause many unlawful issues for PC's. Many of these NPC's have no quams about straight up murdering PC's at all. Others are minor villians who can cause issues with a party some of which could be major such as a critical juncture during a campaign.  There's also the fact that the NPC's within  21 Villains are going to be active attending their own agenda's. These NPC's are highly active within the Clement Sector & they will cross paths with the PC's. 
For a space western campaign setting 
21 Villains offers the NPC's to bring a Clement Sector campaign setting to life.  21 Villains is a solidly done book, not essential for the Clement Sector but for a one on one book this is a good one to have for constructing a campaign. 

21 Villains From Indendence Games For The Clement Sector Rpg Available Right Here 




Thursday, January 6, 2022

Review & Commentary On The Ship Files: Polixenes Class Courier By Michael Johnson From Moontoad Publishing For Clement Sector Rpg, Cepheus Engine rpg, & 2d6 Old School Science Fiction Rpg Campaigns

"Used by both the Stellar Exploration Corps and the Terran Union
Space Navy, the Polixenes was a design initially commissioned by
the navy to provide fast and efficient fleet communications.
With its two parsec jump drive the Polixenes can bridge the average
five light year gap between most stars and a long range variant
sacrifices the cargo space for additional fuel to provide an additional
two parsec range.’

This book details the Polixenes Class Courier. A small vessel ideal for
players and for adventures in just about any setting.

Contains:

  • Description and Technical Information.
  • 2 versions, the standard and the Long Range variant.
  • Deckplans for both vessels.
  • Colour plates of 6 example craft.
  • Game stats and play sheets.
  • Example Crewman
  • Bonus feature: Cevalo Air/Raft

Compatible with the 2d6 SCIFI OGL and The Cepheus Engine SRD"




 Moontoad Publishing has some amazing designs & artwork that can easily be ported into a Space Western setting especially the Clement sector. So let's talk about the how's & why's of the Ship Files: Polixenes Class Courier. The Polixenes Class Courier is a fast jag courier class starship that is perfect for the shadier adventurers. How does the design get into the Clement Sector?! The answer is simple, easy, & highly effective.  The Stellar Exploration Corps and the Terran Union Space Navy, are all active in the Clement sector from Earth before the worm hole collapses. 
The 
 Polixenes Class Courier is a perfect exploritory spacecraft & outlaw lead scout ship. These craft are great lead craft for the rest of a pirate fleet targeting ships out on the trails of the Clement sector. Polixenes Class Courier's & their varients feel like part space plane & part hyperspace mavin. They dance around the outedges of hyperspace into unexplored systems surveying for valuable resources & then back into the civilized expanses of the Clement Sector. 
 Polixenes Class Courier  
would also make excellent law enforcement craft taking on the leads of hyperspace routes to keep the peace. And its the Polixenes Class Courier variant that make good partners for other heavier military space craft. The Clement sector has such a Space Western feel that the Polixenes Class Courier fits in for the scouts & explorers. 




There are sections of the Clement Sector that remain dangerous & largely unexplored. These sections need to be opened up and the Polixenes Class Courier is the ship to do it! Fast, nimble, and capable of taking on far more then she seems capable of. This design remains a favorite of ours. DM Steve has used the Polixenes Class Courier as symbolic of several of our bounty hunting NPC villains. The Polixenes Class Courier  is a starship that makes a statement and it sticks out like sore thumb. Polixenes Class Courier's are perfect for low impact, high value cargos, and they are great for getting fast between adventure locations. The  Polixenes Class Courier is a really cool starship that's solidly written by  Michael Johnson. The variants are really easily slipped into an on going campaign. For the space western genre the Polixenes Class Courier is a solid addition for PC's looking for a different but fast star ship that looks badass. 

The Ship Files: Polixenes Class Courier By Michael Johnson From Moontoad Publishing Available Here 

Tuesday, January 4, 2022

Review & Commentary The Type R Subsidized Merchant Operators Manual For the Clement Sector rpg , Cepheus Engine rpg, or Your Old School 2d6 Science Fiction rpg Campaigns

"Lifeblood of the interstellar economy, the 400-ton Subsidized Merchant works the trade routes hauling everything from live cattle to processed diamonds – in bulk. Few other cargo ships have the Type R’s versatility and capacity. It boasts a 200 ton roll-on/roll-off cargo deck, a streamlined hull allowing to touchdown exactly where that cargo is needed and a 20-ton launch for fast passenger turnaround.
It is the Boeing 747 of its day, yet built in far greater numbers.

The Operator’s Manual provides you with the essential guide to this famous starship; it focuses on one particular example: the ICSS Constantine and its crew. Tour the ship, find out how it loads and unloads, explore the numerous variants that have been built and discover just what passengers
get up to while on-board.

The Type R Operator’s Manual is packed with features:

  • New, revised deck plans
  • 3 sets of plans included (Standard Type R, Type RA Assault and Type RS 'Stubbie')
  • Crew details, with skills and characteristics and duties
  • Ten variants including a tanker, research ship and fighter carrier
  • Full walk-through of the deck plan
  • Eight elevations showing the liveries of various operators
  • Deck plans and details of the 20-ton Modular Launch
  • The 5-ton Parasite Fighter, carried on the Fighter Carrier Variant
  • The Scarab cargo container loader – a new vehicle
  • 66 dramatic, unusual or interesting events en-route
  • Detailed ship’s locker
  • Ship Sheet for use in-game

“ICSS Constantine ... cleared for landing, pad four, winds south one-seven, switch channel
one-zero-zero-nine . Make this a Khe Sanh approach, boys, the locals will open up with thirty
mils as soon as they hear your engines. Watch for the flashes of their guns on the ridge
nine-zero-zero metres to the north. Loaders are prepped for your touch-down...
expect a turn-around of one-five minutes, but there WILL be mortar rounds incoming.
Good luck Constantine. Tower out.”


This book is for the Mongoose edition of Traveller and set in the Third Imperium,
although it could fit in just about any other setting."



Moontoad Publishing is the proven source for the Cepheus Engine rpg goodness & they have a clone of one of my all time favorite starships. This is  the 400-ton Subsidized Merchant which works the trade routes hauling everything from live cattle to processed diamonds - in bulk.
  























The Type R Subsidized Merchant Operators Manual is very well done. And Type R Subsidized Merchant Operators Manual is perfect for the Clement Sector. These ships are the cargo transport for their sector's. The book is very well done & has some awesome plans. This is the ship that I want to do a 'Firefly' style campaign with. 

















 The Type R Subsidized Merchant is a trader or  operator's ship in otherwords this is a small adventurer's starship perfect for a four or five man crew. This is the type of starship is a cargo coach for a Space Western campaign. Everything within this ship screams small trading company perfect for the average spacer or adventurer. The  Devil is in the details of the The Type R Subsidized Merchant. And those details make  the Type R Subsidized Merchant starship a good choice for the Clement Sector. Why?! Because of the fact that for a party of adventurers this is a ship that makes hauling cargo between adventures a perfect framing device to introduce even more complications to the adventurers lives.



The Type R Subsidized Merchant starship is a good solid starship for groups looking to make a name for themselves & have jobs hauling cargo between adventures in space. The Type R Subsidized Merchant is a well developed ship perfect for a 'Fire Fly style adventure campaign to center the space action around. The plans are nicely laid out, the material is well developed, & The Type R Subsidized Merchant is a nice space craft. 

The Type R Subsidized Merchant Operators Manual Is Available Right Here. 



First Impressions of The third edition of The Anderson and Felix Guide to Naval Architecture For The Clement Sector Rpg, Cepheus Engine & Old School 2d6

 The third edition of The Anderson and Felix Guide to Naval Architecture came my way from Independence Games & this came ahead of their Janurary Sixth release according to John; "The third edition of Independence Games' starship building book, The Anderson and Felix Guide to Naval Architecture, will be available in PDF on January 6 at Drive-thru RPG and the Independence Games webstore.


As with Clement Sector Third Edition, there will be a limited time offer to upgrade for a significant discount. The discount link will arrive on the morning of the sixth and will be resent over the period the link is valid.

Art seen here by Ian Stead." 
































The third edition of The Anderson and Felix Guide to Naval Architecture is massive and very impressive. This book allows the DM to design their own space craft for the Clement Sector campaign setting. And it does it with the signature Clement Sector style. The Clement Sector books have come a long way from their original Traveller rpg days. The Ian Stead cover set's the tone for this book & gives the DM all of the spacecraft options they could want. 
The system here is nothing new to the Cepheus Engine or original Traveler crowd but there are some Clement Sector wrinkles. The Clement Sector has both a Space Western & all levers pulled for the Cepheus Engine rpg system. The book does an excellent job of breaking down the systems for creating a starship. And there's a sense that these systems are designed for getting the DM on board with the Clement Sector's way of doing things. 



Independence Games Clement Sector lines up perfectly with The third edition of The Anderson and Felix Guide to Naval Architecture. It looks like all hands were on board when this book & its systems were written. The Navies & their ships are well represented in the starship creation rules here. Soldily done these create the impression that the designs & systems are created with the Clement Sector campaign in mind. The starships created by these systems are dangerous, or utilitarian or whatever starship application the DM needs. 
The third edition of The Anderson and Felix Guide to Naval Architecture is a book that is both exciting & in a way frightening. Frightening from the player perspective. Having been involved with playing with DM Steve's Clement Sector game, he's going to be making good use of The third edition of The Anderson and Felix Guide to Naval Architecture. And I'm not looking forward to facing down his efforts! There will be a full review of The third edition of The Anderson and Felix Guide to Naval Architecture coming up! 

Sunday, December 26, 2021

Handling The Mecha Problem With The Cepheus Engine Rpg -- Independence Games Artificial: Robots of The Clement Sector & Moon Toad Design's Cepheus Engine Rpg Vehicle Design Guide

How do a group of aliens defend against the mecha of mankind?! Mankind seems to think that its top of  the food chain. But its not out in the depths of interstellar space. There are empires whose cosmic legacies stretch back millions of years.There are artificial & cybernetic life forms that can take out anyone who crosses their world's borders. 



 The Greys have always been a source of absolute terror & horror within our campaigns. After the Fall of Mankind campaign has the Greys using artifical life forms to police, administrate, and even kidnap humans to work their colonies. So here's where Independence Games Artificial: Robots of The Clement Sector  comes in. The Greys have learned the hard way that humanity means trouble & so they've taken the opportunity to take it upon themselves to take the cybernetic & robotic technologies from the Clement sector. Why?! 

































Because they know that humanity has taken it upon themselves to exploit mecha to add the technology to many arena's of mankind's endevours. This of course includes warfare. In the depths of space with mankind expanding into the void of space and across vast interstellar distances the clashes with the Greys are increasing. 
The Greys have an interesting stragey for handling the 'human problem' and that is using medium,  heavy duty, & light duty robotic life forms to man their bases. They keep the Greys safe & humanity on its toes. The SW11 Malingee Warbot is top of the line for giving mecha & walkers bloody noses. KAY9 Security and Guard Robot patrol Grey Science & Research bases. Cleaning robots monitor & keep the upkeep of Grey bases solid. 
Meanwhile type 2 (TL13) AI Core biosynth's handle any interaction with humans & A.I. core life forms handle their own fleets of drone, war droids, and even walkers. 
Whole arrays of drone war drones & vehicles can easily be designed using 
Moon Toad Design's Cepheus Engine Rpg  Vehicle Design Guide. And since the  door swings both ways so to speak the chances are that it is very unlikely that the Greys would put their numbers in harm's way with humanity & their toys. When the aliens themselves can also use humanity's weapons against itself. 

 

Monday, November 8, 2021

Review & OSR Commentary On 'Artificial: Robots in Clement Sector' By Michael Johnson For The Clement Sector(Cepheus Engine rpg) or Old School 2d6 Science Fiction RPG's

 "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! 


 'Artificial: Robots in Clement Sector' By Michael Johnson For The Clement Sector Is Available  Right Over Here!