Showing posts with label starmasters. Show all posts
Showing posts with label starmasters. Show all posts

Thursday, March 31, 2016

Our Universe, My View of Sci-Fi Gaming

As a kid, my parents had a subscription to National Geographic. Somewhere along the way, I (well, really "we" as a family, but I sort of commandeered it) came into possession of the National Geographic Picture Atlas of Our Universe (Roy A. Gallant, published by TBS The Book Service Ltd, 1980). I'm not sure if it was giveaway as part of a subscription, or if it was a book for purchase that my parents thought I (and my siblings) would appreciate. Regardless, it became THE book that informed my knowledge of the solar system, and what the solar system might be like in an alternative sci-fi-informed reality. To this day, it one of the 2 books that forms the foundation for how I "see" sci-fi gaming (the other is Profiles of the Future by Arthur C. Clarke). I won't go into too much detail on how this book inspired me, because Brian Koberlein has done a nice, concise job of expressing the same sentiment.

Long ago, the book left my parents house. I believe it went to Goodwill or similar. Well recently, I came across a copy at an estate sale, and could not pass it by... especially for just a few bucks. So I thought I'd share a few things from the book that I find particularly striking.

Let me start with the image that first struck me... the cover. It's a killer painting of star cruiser by John Berkey. If that names sounds familiar, it's likely because he's did a number of paintings/illustrations for Star Wars Episode IV. In the bigger scheme, his contributions were fewer than Ralph McQuarrie, but important nonetheless. BTW, though Berkey died in 2008, many of the paintings he left behind are available for licensing (and I'd love to see somebody in the community license his art for a cover). In fact, should I ever get back to Starmasters, Berkey's, I hope to do just that myself.

Now let's look at a couple of key images from the interior. One of the first things that struck me were the "What if..." images, speculating what alien life would be like on our solar system's planets and their moons. Check these out!



And then, the pages for each planet almost read like an appendix to Deities & Demigods.



I'll leave it at this for now. I just wanted to share a little slice of my childhood that was recently re-found, and share that with you.

Sunday, September 23, 2012

Riot Squad Saturdays Sunday:
Scale Considerations Revisited

Photo: "Officer Calls Paddy Wagon for Disturber of the Peace" by Yoichi R. (Yoichi Robert) Okamoto
(for the EPA, now in the National Archives.)


Yes, I know this post is officially a day late. But if you think about it... it's actually 8 days late (since I missed last Saturday as well.) Regardless, let's turn our attention to where we left off... scale considerations.

THE COUNTERS (A Short Recap)
Recalling the post from 8/25, the counters were originally intended to represent an individual type. Then, as I thought about what the game was meant to simulate, it made more sense to let each counter represent a "unit" rather than an "individual" (per my 9/8 post). Which brings up my newest consideration...

STACKING
Stacking hinges on 2 factors: 1) the map scale, and 2) finding a way to track unit "volume" should a unit lose individual "members." Let's say you're inside a building and dealing with a lone gunman situation. Scale and unit size for this type of simulation would suggest no stacking. However, on a city landscape, where the units could represent everything from paddy wagons to a dozen protestors/marchers, stacking should be allowable. Which brings me to a related consideration...

TWO SETS OF RULES?
I strongly believe that the game will need to accommodate both of these very different scales of play: 1) the "smaller" man-to-man scale, and 2) the "larger" unit-to-unit scale. The two are obviously related, but it does help me focus on one type of interaction at at time. And since the name Riot Squad suggests the latter, this is where I will concentrate as I continue over the following weeks.

To be continued...

Saturday, September 8, 2012

Riot Squad Saturday: Scale Considerations

Photo of "Anti Media Spree demo in Kreuzberg" by Libertinus Yomango.

As I was contemplating next steps for my ongoing Saturday posts regarding the development of the Riot Squad "wargame", I started giving consideration to how large of an area should be represented by the map-board. And, as a related considerations, the scale of each hex and the number of individuals represented by each counter (unit).

Though my original intention was to use the "man-to-man" scale that Welbo and I have been developing for Starmasters & The System:Expanded (see my "Samurai in Space" post), it began to make more sense to me that each counter represent a "unit" of more than one individual; this would allow for direct interaction of those (people) units with "larger" (non-people) units like SWAT vans and paddy wagons. It would also allow Welbo and I to start testing our design thoughts for scaling up the Starmasters/The System:Expanded man-to-man rules for larger scale interactions.

Without getting into too much detail, Starmasters/The System:Expanded use "effect scales" which allow d6s to be rolled providing various result strengths (weak to strong). Bonuses and penalties for damage are not given in absolute numbers; rather, they are given in shifts "up" or "down" to the attack's effect scale (thereby strengthening or weakening, respectively, the result of the roll, without changing the number of dice to be rolled). Weapons and magic spells, for example, are rated with these effect scales; certain types of armor or magical resistances cause effect scale shifts, modifying the resulting damage rolls.

In Riot Squad, my thoughts are to rank "units" (groups of individuals) with an effect scale, rather than a simple "combat number" (see my "Counters" post from 8/25/12). Then, each unit would be tracked on a separate tracking sheet, similar to the manner in which units are tracked in Battlesystem. Where the number of dice rolled = the number of individuals in the unit, and the effect scale would be determined by the unit. This would actually allow a large "individual" unit (like a SWAT van) to interact directly with a "multiple" unit counter (like a group of protestors). For example, a unit representing 5 peaceful protestors might roll 5d6 on effect scale A, and a single police fan unit might roll 1d6 on effect scale M. This would also allow crowds to grow to overwhelming numbers without having to track hundreds of counters on each turn.

TO BE CONTINUED... next Saturday.

Sunday, January 22, 2012

A Look Back: Task Force Games and a Case for Hierarchical Rules Numbering

Let me start by saying, I'm a big fan of Task Force Games. That being said, I'm not necessarily a fan of any of the Star Fleet Battles stuff (though I dig and appreciate it.) What I'm a fan of are their structured, conditional combat rulesets that try to simplify all variables to a bare minimum, and then present them all in an "if/then" order. This was the Task Force modus operandi for its "rules lite" micro games, as well as its heavier rulesets like Heroes of Olympus and Super Villans.

Take a look Holmes Blue for the exact opposite of what I'm talking about. Once you strip away the list of spells and monsters and treasure, you're left with a set of rules that isn't terribly longer than TFG's Spellbinder, which numbers 12 rather text-dense half-sized pages. But doesn't really make 100% sense if you've never played the game before. In fact, R.C. Pinnell has recently reworked the content of Holmes Blue in "an attempt to clarify those things that are implied within the '77 document, and to provide additional data to support the implications." But IMO, all of the early books are kind of that way (Oe and 1e included), especially in regards to combat procedure.

As a graphic designer, I blame this a bit more on a lack of enough variants in type-sizing, or the lack of a numbering/lettering system to help the reader understand when they have moved on to a different topic. For example, in the D&D PH, the following topics are sized in the same manner without any regard for separating them as different subjects: combat procedure, damage, falling damage, healing, obedience. Uh... what? How did we go from combat, damage, and healing to obedience without a visual separation of concepts? (That kind of shit doesn't fly in any of the typography classes I teach... EVER!)

So why do I love Task Force Games? Because the rules are so methodically organized as to be, quite possibly, the most anal retentive rules in the history of gaming. Look at this sample of section titles from Heroes of Olympus:
5.0 MAGIC
5.1 Magic of the Gods
5.11 Regions and Sites of Magic
5.2 Magical Artifacts
5.3 Wizards, Witches and the Use of Common Magic
6.0 THE GODS
6.1 Description of the Gods
6.2 Followers of the Gods
6.21 Temples and Holy Places
6.22 Priests and Priestesses
6.23 Rituals and Sacrifices

Look at that! You always know where you are in the hierarchy of information. The addition of a few numbers goes a looooooong way in assisting with that.

By no means is Task Force Games the only proprietor of the numbered sections and sub-sections. It was more often a combination of the company's background (wargame vs. RPG) and the writer's background (wargame vs. RPG.) For example, Richard Snider didn't do it with Dave Arneson on Adventures in Fantasy, but he did do it on Avalon Hill's Powers & Perils. The latter of those two company's, by comparison, published Tom Moldvay's Lords of Creation sans nombres. Dennis Sustare's Heroes of Olympus for Task Force Games, and Bunnies & Burrows for Fantasy Games Unlimited, both included them. But, then again, every game I've ever owned by either of those companies uses the numbered system, and Sustare designed several games for both.

By now it's obvious I drink the Kool-aid when it comes to hierarchal numbering systems. Given that, does it come as a surprise that I've chosen that system for both Starmasters and The System: Expanded (which are, technically, both based on the same rules skeleton so if one is numbered they should both be numbered)? But there's an added bonus to the aided readability and understanding for readers/players... it's helped me write them as well.

In a way, writing around an "if/then" and "conditional" scenario structure is like writing to a flowchart without using an actual flowchart. And, if a new or optional rule pops up, 95% of the time I know exactly where it needs to go, and how much or little I have to explain about it (based on the rules above and below it) so the players understand. And if it refers to another rule (or condition,) I simply insert that number for reference and no digging into the index is required for the reader/player to find it. They simply hold their place, flip to other spot, then flip back to where they were.

There is one thing missing to me, though, from Task Force Games's approach—interior art. While not necessary to comprehension (and an added expense, to boot), it is quite necessary for personality and atmosphere. But that's the difference between wargaming and role-playing. (BTW, I've always envisioned Starmasters as somewhere between the two.)

Tuesday, January 3, 2012

Illustration of the Week: Raptillian (Starmasters)

Another Starmasters image.

Image ©2012, Richard Jean LeBlanc, Jr./New Big Dragon Games Unlimited. The reproduction or re-purposing of these images is strictly forbidden except by direct permission by the copyright holder. These images are NOT CREATIVE COMMONS!

Monday, December 19, 2011

Starmasters Update: Damage/Effects Scales

As I mentioned in my recent Starmasters playtest update, the two keys to the Starmasters mechanics are: 1) an "Action Table" that serves to resolve combat, skill challenges & contests, and saving throws, while seamlessly incorporating critical failures and outstanding successes (a mechanic I'm particularly proud of), and 2) an "Effects Scale Chart" used to handle any sort of "product" in the game, including weapon strength/damage, as well as the effects of skills used in the game (e.g., the effective quality of a forgery or a security system.) The idea being that the only thing otherwise required at the table would be a couple of stats for your skill, ability, or weapon, and you'd have everything you needed at the table.

Well last night, with the help of a little Python program written by my co-conspirator David Welborn, I think we've managed to create a nice, evenly-balanced "Effects Scale Chart." Now, we've just got to start laying in some weapons against the various scales (e.g., "1dA, 2dA, 3dA, 1dB, et al.) so we can get back to the shooting and the blasting and the killing!

Wednesday, December 14, 2011

Starmasters Update: Combat Playtest Installment III (or "Going Though a Phase")

We ran another great test of Starmasters combat last night and couldn't be more pleased.

In some ways, the Starmasters combat system is really an extension/culmination of the original combat mechanics I wrote for The System back in 1985 and has acted as a catalyst for refining the current mechanic refinements to The System: Expanded. What it has produced is an elegant combat system that technically only requires two tables for the resolution of any action in the game: 1) an "Action Table" that serves to resolve combat, skill challenges & contests, and saving throws, while seamlessly incorporating critical failures and outstanding successes (a mechanic I'm particularly proud of), and 2) an "Effects Scale Chart" used to handle any sort of "product" in the game, including weapon strength/damage, as well as the effects of skills used in the game (e.g., the effective quality of a forgery or a security system.) Don't worry, old-schoolers, you still get to roll for damage; you just have to do it all with d6s.

So here are the big takeaways from last night...

1) The issues with the phasing (order and interval of actions) is resolved.
Last go 'round, the Üroti's phasing (combat interval as determined by movement rating) combined with his accuracy was absolutely lethal to all who crossed his path (ironic, considering they were meant to be a passive race of healers.) Thanks to a suggestion from my co-conspirator David Welborn, with a simple modification to way phasing is determined (essentially adding 3 points to the way it used to be calculated), action sequencing was much more balanced and more realistic to the compared abilities of the parties involved. (On a side note, the basis for the phasing system and the way action order is determined goes back to the original 1985 rules for The System.)

2) The system really seems to produce what you've come to expect in a "sci fi shoot out."
Think about the beginning of Episode IV: A New Hope. The doors slide open and blaster fire starts whizzing back and forth. Then, every few seconds, somebody takes it and falls to the floor. This system really seems to do that pretty well. With the old phasing mechanic, most action was resolved in just a few seconds (think Peckinpah or Tarintino.) The new phasing mechanic resulted in a more drawn out shootout that actually ended with several of the characters "stalking" each other in the hallways! (It was freakin' wicked awesome!!!)

3) A little armor goes a long way.
The scale for attributes (including HPs) in Starmasters is rather small (1-6) in comparison to most RPGs (e.g., 3-18). It is my belief that one good blaster shot or well-placed sword strike should kill a clumsy, unarmored character. Also, Starmasters began as a 70s wargame concept, so the smaller scale was always in line with that idea. Those things being said, even a little bit of armor (just 1 or 2 points) went a long way in helping both "naturally" armored characters (like the Sluuth and the Zhophek), as well those wearing armor (like the Human) stay alive.

4) We're finally ready to test the optional combat rules (knockout, knockback and shock.)
These should be pretty simple to work through now that the other issues are resolved. I'm particularly interested to see how a well-armored character handles knockback, considering that a really good shot could create a lot of impact (force) without killing the character entirely.

Stay tuned for our next episode, "The Landing Party," in which our faithful heroes take on the deadly Ekeni'qos Bloodbeast and the legendary Thuzzendahg!

Tuesday, December 6, 2011

Illustration of the Week: Emerald Stinkbug (Starmasters)

Another Starmasters creature.

Image ©2011, Richard Jean LeBlanc, Jr./New Big Dragon Games Unlimited. The reproduction or re-purposing of these images is strictly forbidden except by direct permission by the copyright holder. These images are NOT CREATIVE COMMONS!

Saturday, December 3, 2011

Combat Mantra of the Day: "Resolution, Not Simulation" (Starmasters Playtest Update)

Ran my first Skype combat playtest last night with my co-conspirator Dave Welborn. I have to say I was pleasantly surprised, both the refinements in the system AND the moderately seamless play via that fancy interweb thang. Unlike the more nebulous "loose action" (role-playing intensive) aspects of gaming, Starmasters combat benefits greatly from being able to visually track 1) movement, facing and distance on a hex map, and 2) initiative/action turns (moderated in "phases," per the image at the top of this post.) Screen sharing worked well enough, though I was on the sending end; Dave would have probably preferred a bit more resolution in the image.

The thing that has kept us grounded as we've tested is our mantra for Starmasters combat, "Resolution, not simulation." We sometimes, in our fervor for trying to resolve every issue that comes up, focus on creating added mechanics rather than simplifying/generalizing the ones we already do have. We have, so far, been pretty good about keeping an old-school approach in creating mechanics the GM can interpret based on our examples, in lieu of creating volumes of rules to answer every situation. I can see how the AC system of D&D (resolution) was a simpler alternative to Chainmails "rules for medieval miniatures (which began more, relatively, as a simulation.)

Last night's playtest took place in a more complex "battlefield" than last week. This time around, we used a building interior with more walls and doors and passage areas, compared to the more open/landscaped battle area from the last playtest. It seemed to make it a more offensive game, where characters were more intent on getting shots off and positioning themselves strategically for cover, rather than relying on defensive moves (like dodging and diving.)

We did seem to resolve the off-target issue for "area of effect" weapons. We used a mechanic similar to Starmasters' "range indexing" (in which a character's ACC affects his overall range with a fired weapon, scaling distance penalties to the character's ACC); Dave had already come up with this mechanic as of last playtest, but this round proved it in practice.

We need to refine the added mechanic for fumbling/stumbling (if a character tries to do too much in one phase.) The mechanic is good; the method for determining odds needs to be tweaked. Too many characters dropped their weapons too often.

Next up... moving from the "every man for himself" free-for-all, and moving to a "team vs. creature" mode. The plan is to arm and armor the team heavily, but put them up against some nasty alien creatures. I can't wait!!!

Thursday, December 1, 2011

Starmaster: Captain Crane Simpson, Squad Leader, Investigation Team, Code Alpha

Like most humans, Crane had no memory of her first birthday. Nor her second. Nor her third. Neither did she have any recollection of Terran Unification Day, though she was five at the time, and her grandmother made 1,000 cookies in honor of The One Thousand, and the entire floor of their domo tower smelled like perlant chips for a week. These are the kinds of things that most humans remember. But Crane wasn't most humans.

Crane's first memory, as clear as any crisp deciduous morning, was of the porcelain fingernail at the tip her left index finger stroking a thin line up that warm shaft, the sweet smell of the afterflux seeping from the chamber and up to her thin, oval nostrils, and crawling it's way up her nasal passages and burring itself deep into her hippocampus like a hungered Thuzzendahg. After all, it's not every day a girl fires her first Stermer blaster.

She'd come by it honestly. It had been her father's before he died liberating the Ekerats on what is now New Callisto. And it had been his father's before he granted it to Darmon Jr., Crane's Father, on the day he enlisted in the Terran Exploration Corps. It was Crane's mother's wish that Crane never find it but, as these things go, fate trumps desire every time.

It was fate that brought that blaster home with the remains of Crane's father and put it in the hands of Crane's mother, Ophelia. And it was fate that brought Crane to live with her grandmother when Ophelia died from a blood parasite. And it was fate that drove Crane deep into the far corner of her grandmother's closet where she found the burled Fellwood box, engraved with her great, great, grandfather's initials, and heard the voice of destiny calling to her from inside.

Wednesday, November 30, 2011

Illustration of the Week: New Starmasters Creature

Another of the creatures from Starmasters. This one is, as of yet, unnamed.

Image ©2011, Richard Jean LeBlanc, Jr./New Big Dragon Games Unlimited. The reproduction or re-purposing of these images is strictly forbidden except by direct permission by the copyright holder. These images are NOT CREATIVE COMMONS!

Monday, November 28, 2011

Samurai in Space

So the other day when my co-consipriator David Welborn and I were testing the Starmasters combat system, the only minis I had handy were some Reaper Minis samurai figures from the mid-to-late 90s designed by Bob Charrette. Coincidentally, Dave's been testing the mechanics (Starmasters shares some basic combat mechanics with The System, The System: Expanded, and my new d30 project Magic, Men, Mutants & Machines) to see how they work to simulate Samurai battles. It was never an intention to specifically include any sort of Samurai genre into the Starmasters setting, it just so happens that the various playtesting is overlapping. That being said, as part of our planned Starmasters playtesting this week, Dave's anxious to see how the system works for some actions specific to Samurai combat (particularly a riposte action.) On the other side of things, I'm now inspired to work in a Samurai pastiche to one of the Starmasters alien races while trying to keep the obvious influnce Japanese rather than Jedi. (After all, everybody knows Star Wars is really just a rip off of Kurosawa's Hidden Fortress.)

Just a reminder, Starmasters doesn't use a d30. I just had it handy from testing the d30 sytem, and felt like including it in the picture because it looked cool.

Friday, November 25, 2011

Starmasters Update: Rockin' Combat System

Just had an awesome day of playtesting the combat system for Starmasters with my co-conspirator David Welborn. We've officially traded in the old wargame style action sequencing (i.e., 1. All Move, 2. All Ranged Attacks, 3. All HTH Attacks, 4. Non-attack Actions) for a new phased system that really supports the fast-paced style of the sci-fi action. However, the core action mechanics ("to hit" rolls, combat modifiers, damage, etc.) haven't changed, just the way movement and actions are handled within "close-action time."

We play-tested some some 5-man free-for-all combat situations (with each character being one of the 5 primary races from the game) and, so far, it plays really smoothly and seems really balanced (even when some of the characters entered combat with archaic blade weapons). Each situation played rather quickly (if you don't include the stop/starts for game theory discussions of the actual rules, etc.) and resolved itself within about 30 seconds of game time (but if everybody has a blaster, and the blasters are deadly, that should be the case.) BTW, I know I just mentioned this, but I'll say it again... combat is VERY deadly, so bring plenty of Redshirts with you.

Another pleasant surpise is how well the adaptations from my recent d30 Feature postings have worked out considering Starmasters uses only d6s and a d20. These adaptations include a damage determination system similar to the d6 Result by Rank chart, and slot-based attribute generation which REALLY worked out well, producing balanced characters with attribute strengths and weaknesses appropriate for their race in the context of a "roll for your stats" mechanic.

The real "game changer" moment of the day came from the way that careful aim (in lieu of making any movement) worked. It was deadly when it should have been deadly, but reasonably forgiving in the context of a fast-action situation.

One thing we've still left to work out... where a plasma cannon blast should go off when it misses its target, but handled in such a way that it doesn't bog down combat resolution. Hmmm...

I know Friday is normally by d30 Mechanic of the Week day, but somehow I feel still like this still counts. After all, we wouldn't have made some of the leaps in the system mechanics that we did had it not been from my recent d30 obsession.

Monday, November 14, 2011

d30-based RPG Update! (or "Some Old-school Love for the King of Polyhedrals") and "The Nice Price!"

Okay... I know that's a lot to absorb in one blog post title, but I've got a lot to cover, so let's get to it!

First, some old-school love...

So for any of you who read my post on Friday, you know that I mentioned making a great leap forward on my d30-based RPG. I'd been toying around with a form of that mechanic in furtherance of the idea that most pulp heroes are just that... heroes, able to quickly vanquish hirelings and henchmen, and performing most tasks with larger than life artistry and aptitude.

As part of another blog post, I was working on a set of 1E-inspired tables to create "Mutant Humanoids" (hawkmen, crocodile-men, rat-men, et al.) akin to that beloved Saturday-morning cartoon of "savagery, super-science, and sorcery." Now... combine those two thoughts (a d30-based pulp RPG and an OSR approach to that Saturday morning cartoon), and you get "Magic, Men, Mutants & Machines: The d30 RPG of the Mutant Fantasy Future."

And now, the d30-based RPG update...

The game is tentatively retitled Magic, Men, Mutants & Machines (or MMM&M for short, or 4M for shorter. FYI, in the book I use MMM&M as it seems much more tongue-in-cheek.)

The introduction and the character sections are done. There are six character classes: 1. barbarians (men only); 2. Amazons (women only); 3. sorcerers/sorceresses (that's a mouthful); 4. technologians (aka "super-scientists); 5. Stonians (muscle-bound rockmen); and 6. Florm (amorphous utilitarian shape-changers.)

At this point, I expect the combat, magic and technology sections to be simplified/modified pickups/reworks of some the Starmasters* and The System: Expanded content, and I'm hoping to have a beta playtest version in a couple of weeks. (I'm still debating whether to include psionics rules, but I'm leaning towards "no" as they seem out of place in this setting for some reason.)

*On a side note, my co-conspirator David Welborn has been leading the charge on playtesting the Starmasters character and combat rules and it seems to be coming along nicely.

And finally, THE NICE PRICE!!!

I've sized the book a bit smaller than letter size so that it can be printed at Ka-Blam!. I'm planning on selling it at just a fraction above the hard costs, which means you should be able to get a 36-40 page rulebook (and that's a fairly dense copy layout; see the image above) with a B&W white cover for $3.50! If you want the color cover version, it will cost you $5 (+S/H in both cases.) Now, when's the last time you bought a printed RPG rulebook for five bucks? Hell, that's what the original Holmes D&D Blue Book (48 pp. + cover) cost when it came out in 1977! (To keep it truly old-school, I'm considering not releasing a PDF version. Thoughts?)

Tuesday, November 1, 2011

Illustration of the Week: 2 Starmasters Creatures

These are actually creatures from the Starmasters old-school sci-fi game I'm working on, but I'm considering adding OD&D/1e stats for them and posting those in the next couple of days.

Both images ©2011, Richard Jean LeBlanc, Jr./New Big Dragon Games Unlimited. The reproduction or re-purposing of these images is strictly forbidden except by direct permission by the copyright holder. These images are NOT CREATIVE COMMONS!

Wednesday, October 19, 2011

Starmasters Preview: Üroti (Character Race)

Üroti: (plural only used; no singular; pron. “yoo-RAH-dee”)

OVERVIEW

The Üroti are a diminutive and graceful blue-skinned race, similar in appearance to humans, save for slightly pointed ears and a small pair of antannae on their foreheads. The Üroti appear in two forms, the more common lighter-skinned variation (“Light Üroti) and a rarer darker-skinned variation (“Dark Üroti.”) While all Üroti possess a degree of psionic ability and are traditionally known as healers, the darker-skinned Üroti are naturally more more potent and capable in their healing powers than their lighter-skinned brethren. Dark Üroti are customarily cloistered and secretive of their rituals and traditions, while Light Üroti are much more sociable, welcoming and open to non-Üroti beings. Certain sensory extremes are painful to both varieties.

They once ruled a great empire with their greatest leaders being mystics, but they were utterly defeated in a war, which nearly destroyed them completely. Their government is now essentially non-functional and they control only one planet—an icy, high-gravity, mineral-poor world that is known for its relatively few life forms.

Attribute modifications: -2 STR, +1 ACC, +1 MOV, +1 INT, ±0 HPs.

SPECIAL ABILITIES

The Üroti are natural psionicists. To determine the POW rating of a Üroti, roll 3d6 and add the character’s INT rating, then divide the total by 4, rounding up.

Psychic Healing: All Üroti are trained as younglings in the art of Psychic Healing. Most young adult Light Üroti operate at 2 RPs, while the eldest operate at 5 or 6 RPs. Dark Üroti operate slightly higher, with young adults at 3 RPs and the eldest Dark Üroti at 8 RPs.

Other Psionic Abilities: The secrets of training Üroti for psionic attacks are held close to the vest by the Dark Üroti. While it is not unheard for Light Üroti to be trained in attack abilities, there is only a 1 in 20 chance that a Light Üroti will have access to the proper training. The player should work with the GM to arrange for training a Üroti character (Dark or Light) and determining RPs in specific psionic abilities.

Infra-red Vision: Due to their evolution on their icy home planet, Üroti have developed the ability to “see heat” through Infra-red Vision. It reaches its pinnacle at young adulthood, with 5 effective RPs and operating at a level of 5. Both the RPs and the level of the ability will deteriorate over time, usually falling to half the normal RPs and level by the time most Üroti reach old age.

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Starmasters is the old-school science fiction game of interstellar exploration, conquest, and proliferation. (Currently in development from New Big Dragon Games Unlimited.)