Category Archives: Homebrew

Of Nogoloth And Its Cities

An unfinished letter found among the personal effects of Sakeurn Tarcer, late of the city of Isyr…

The island-continent, called Troqelac on the ancient sea charts I found amongst my grandfather’s papers, but known to those who dwell there as Nogoloth, rests deep within the Black Ocean, far to the east of Nysperé. Ships from Ulrath and Morryn used visit its shores, but rare is the captain who will risk that damned route any longer.

Whether it is a trick of the atmosphere or the curse of some hateful god none will say, but whatever the reason the truth is that it is perpetually twilight across the full breadth of Nogoloth. The sun never shines fully on that island – I know, for I have longed for its full radiant light to relieve the dread I felt every day of the seven years I lived in that accursed land. I fear that even now I may not have shaken the touch of madness that lingers over those who endure that interminable gloaming.

For surely you will think it madness when I speak at last of the terrible things which live and hunt in the umbral spaces between the cities that have grown up, fungus-like, in that dark place. Yes, we of Nysperé have our fair share of dangers in the wilderness – and even our own shadows to face among our fellow civilized inhabitants – but nothing here on our home soil can compare to the horrors I beheld in the murk and gloom of Nogoloth.

But before I drive you to disregard all I have to report with careless talk of Dagon & Hydra and things worse still, I should truthfully and in a steady voice tell you of the rational facts of Nogoloth. I should remain calm, and speak sensibly of the Great City of Khaarm, where the fountains run with crystal waters to nourish the souls of the great scholars and priests who inhabit the bone-white towers that ring the University. I should tell you of old Cwnuihd on the western shore and the raven-haired beauties who stand on the docks and sing songs no human ever wrote to the ebon-skinned crews of the emerald-sailed ships that brave the reef to take on cargoes of rubies the size of human hearts.

I should, no I must speak to you of the eastern port of Oustminnish and the strange, degenerate look that looms like a shadow over some of those who live in the precincts nearest the shore. Few of that city would speak to me of such things, but those who would whispered of the sea devils who sometimes leave their home beneath the waves to consort with the Istholams, the Phaths, the Chac-Langthuses, and several other families of lesser standing within the community.

I ought, though it behooves me not, to tell you of Pnikigystros where the ancient wizard Orazath resides. I am bound by blood oath and implacable geas to ensure that the knowledge I unearthed within the great library of Canton-on-Imisk does not recede into the darkness it seeks as surely as the waters of the river upon which the town sits seek the oblivion that comes with returning to the sea. Will you listen to me? I have search so long for someone who would bear the burden of this terrible wisdom I possess.

The letter was found, along with a hastily scrawled map to the “island-continent” (completely unknown to any within the scholar’s guild) referenced in the letter, on the man’s body which was discovered in an alleyway in one of the seedier portions of Isyr. The unfortunate victim of the sort of violence that happens amongst those who give in to the darker temptations within that city.

BoL: The Lesser Cities Of Tlactoztlan

Much has been discussed about the inhabitants, both human and otherwise, of Tlactoztlan. But so far, little has been revealed of its nature. Below are some verbal sketches of the nine lessser Tlactozotl cities as well as an indication of things that are frequently seen in those cities.

The current map of Tlactoztlan is reproduced here for reference. Click on it for a larger version.

Anhuatli
Anhuatli has a thriving “secular” university, the library of which nearly rivals that of the Great School in Xotepeclan. Students who attend this college are often the children of lesser nobles or scions of the larger merchant families of Tlactoztlan. Philosophy, the arts and sciences, and even outlander languages are taught here by a faculty comprised largely of Tlactozotl who have returned to the hidden valley after traveling in the wider world. The religious leaders of Tlactoztlan grudgingly tolerate the presence and organization of these “heretics” only because King Cuhuitlazcaltiacapan insists that at least some number of Tlactozotl have an understanding of the greater world because it is necessary to understand one’s enemies. The occasional too-outspoken teacher has run afoul of the priesthood in the past, though.

  • A group of students returning from a “field trip” to the outside world, weary but excited
  • A heated debate between visiting priests and multiple professors in the public market
  • Farmers from the outlying areas delivering goods, aghast at the fashions and attitudes of Anhuatli
  • Children of the faculty of the University openly taunting priests as they travel through the city
  • A group of Eagle Knights eyeing a small band of visiting Jaguar Warriors suspiciously

Mixochitl
Renowned for its natives’ outstanding and colorful wooden animals and demons, Mixochitl is the capital of the “lesser” arts such as wood carving and basket making. The people of Mixochitl are humble and honest, shunning the bright colors favored by most other Tlactozotl. The food here is simple yet exquisite fare, featuring corn fritters filled with various savory and sweet delights. Mixochitlotl are capable of great warmth and generosity, but are often wary of outsiders when they are first encountered.

  • Artisans selling their carved wood creatures along the main thoroughfare
  • Women selling food from traveling carts pulled by their excited children
  • A scarred old warrior wrestling an crocodile in a pit for money
  • Small groups of young women gathered about the fountain in the town square, coyly flirting with passersby
  • An Jaguar Warrior attempting to recruit disaffected townsfolk into his order

Tiacazatlan
Home to numerous temples to lesser Tlactozotl deities, Tiacazatlan is a mecca for those with simpler needs and humbler requests. Tiacazatlan also benefits from a number of mineral springs which draw visitors from throughout Tlactoztlan.

  • Water merchants selling elixirs and draughts, some of which may have magical or healing properties
  • A farmer waiting at the steps of the temple of Xilonen in hopes of receiving a blessing
  • Priests of the lesser deities leaded in the old and infirm to temple for use as sacrifices
  • A circus with jugglers, fire eaters and trained jaguars performing in the central plaza
  • A group of young Jaguar Warriors training near the outskirts of the city

Quiloxoclan
A very serious place indeed, Quiloxoclan is home to the finest weapon-makers in all of Tlactoztlan. Obsidian from the nearby mines is somehow stronger and sharper than that found elsewhere in the lost valley. The people of Quiloxoclan are all devout followers of Itzlacoliuhque, the Tlactozotl god of obsidian knives and other implements of war.

  • Merchants displaying their finely crafted macuahuitl and obsidian knives, sometimes in elaborate weapon skill exhibitions put on by the local Eagle Knights
  • Priests of Itzlacoliuhque inspecting the workshops of weapon-makers to ensure that the crafters are meeting the standards set by the priesthood
  • A group of outlanders who have found their way into the lost valley via one of the rivers that runs through the nearby mountains

Pochilitzin
At the foot of Topecacalpachipan, the second tallest peak in the western mountains, stands Pochilitzin, the City of Feathers. The combination of terrain types near Pochilitzin allows for a broad range of bird species to be found within easy traveling distance, which in turn makes the town the ultimate resource for the feathers that feature so prominently in Tlactozotl clothing and art. The feathers that comprise the headdresses of many nobles and priests were originally purchased in the markets in Pochilitzin.

  • Feather merchants hawking their wares
  • A group of bird hunters returning with a great catch of condor, parrot and hawk
  • Priests of Opochtli blessing a hunting party about to set out

Temozco
Called “Little Quanoac” by many Tlactozotl, Temozco lies nestled at the base of Nezahuaquitzin, the tallest mountain in the west. Like Quanoac, Temozco is a thriving mercantile and artisan stronghold. The priests of Tlaloc maintain an extravagant temple here, and in return for the loyalty of the Temozcozotl they intercede with the armies of King Cuhuitlazcaltiacapan, keeping the city free of unwanted political interference.

  • Ladies selling pottery and beaded necklaces along the main thoroughfare
  • Priestesses of Xochiquetzal leading a sacrifice to bring good fortune to the Temozcozotl artisans
  • A seller of trained monkeys visiting the city from the deep jungle to the north

Opomiztlan
The premier headdress makers of Tlactoztlan – Xiuixico, Pizcazatec, and Maloxoq – make their homes in Opomiztlan, just close enough to the great cities to be accessible to the young nobles who flock to them for their artistry and just far enough away that they can actually focus on their art. Life among the Opomiztlotl is marked with frivolity and an obsession with appearances. The food in Opomiztlan is very spicy and focuses heavily on fish-based dishes.

  • An impromptu fashion show pitting the latest creations of the great headdress houses against one another for the amusement of the local Priestesses of Ayauhteotl
  • A group of young nobles visiting one of the headdress makers to deliver their rite-of-passage feathers for the creation of their own unique headdresses
  • The hermit Huetzin passing though town gathering supplies for the coming season

Nezachitlan
Nezachitlan is home to the largest and most prestigious Ullamaliztli court in Tlactoztlan, even grander and more storied than the ones in Xotepeclan, Tecali and Quanoc. The people of Nezachitlan are justifiably proud of their long history of dominance on the tlachtli and take their local team’s performance very seriously. The town’s guard is always on patrol for jaguar-masked minions of Tlilpotonqui sneaking through the town at night in search of drunken revelers, destitute gamblers, and other questionable individuals to use as part of the never-ending tide of sacrifices at the Temple of Omacatl, which lies not far to the southwest.

  • A recently victorious Ullamaliztli team being paraded through the streets
  • A group of gamblers outside the arena placing bets on upcoming matches
  • Tlilpotonqui himself visiting the town simply to reinforce the people’s fear of him

Tecuchitl
Travelers to remote Tecuchitl are frequently surprised to discover a vibrant and thriving town where nothing more than a village would be expected. The Tecuchitlotl wouldn’t have it any other way. These hardy and clever souls are quite happy to remain on the empire’s edge, pushing the boundaries of esoteric wisdom and arcane lore without the involvement of the priests, soldiers and politicians so prevalent in the rest of Tlactoztlan.

  • A group of Izatacli renewing the enchantments that render the town nigh invisible to the rest of Tlactoztlan
  • Alchemists and apothecaries intensely creating talismans and concoctions in the Xiuhitl, an open air marketplace for such oddities
  • Sorcerers from outside the lost valley who have come to confer with the great sages who reside here, largely free to pursue their goals in peace

BRP Bestiary: Troghûl

Wherein your humble scribe presents a classic weird-ass Basic D&D monster written up for Basic RolePlaying.

Troghûls are a magically-created amalgam of hobgoblins, trolls, and ghouls that outwardly are nearly identical to hobgoblins. Like trolls, these creatures are able to regenerate wounds of all sorts, except those that are the results of fire. Like ghouls, the touch of a Troghûl can paralyze its unlucky victims. And like Hobgoblins, Troghûls are able to travel and fight in full daylight without penalty.

Troghûls are often found among the retinue of powerful Hobgoblin leaders and are also occasionally used as shock troops by powerful wizards and clerics.

Troghûl, A Big Bag Of Nasty

STR 4d6 (14)
CON 2d6+6 (13)
SIZ 2d6+6 (13)
INT 2d6+3 (10)
POW 3d6 (10-11)
DEX 3d6 (10-11)
MOV run-10

Average HP: 13
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d6 (Hard Leather Armor)

Attacks: Scimitar 40%, damage 1d8+1 + db
Spiked Shield 35%, damage 1d3 + db
Claws 45%, damage 1d4 + db + paralysis
The claws of a Troghûl deliver a toxic substance that paralyzes those who are wounded by them. Each time a character is damaged by a Troghûl’s claws he should make a CON roll against a POT equal to the Troghûl’s own CON. If successful the character is unaffected by the toxin. If unsuccessful then the character becomes paralyzed for a number of hours equal to the POT of the toxin minus the character’s CON, with a minimum of at least 1 hour.

Skills: Climb 55%, Command 35%, Dodge 45%, Grapple 50%, Intimidate 75%, Listen 55%, Spot 50%, Stealth 55%

Powers: Like the Trolls from which they were created, Troghûls regenerate 1d3 HP per round unless the damage is done by fire.

BRP Bestiary: Muttmen

Wherein your humble scribe presents a classic AD&D monster written up for Basic RolePlaying. You might find this writeup handy if you’re heading to any forbidden cities.

Muttmen are not truly a race, but are instead an admixture of many different species’ bloodlines. Any individual Muttman is likely a combination of human, orc, gnoll, ogre, hobgoblin, dwarf, elf, and wug and may have the blood of yet other races in their veins as well. Each Muttman’s appearance is unique, nearly always combining the worst features of his or her lineage into a distinctly ugly package.

When pressed into combat, Muttmen fight with whatever weapons are at hand, which most often includes short swords and clubs. Occasionally a handful of Muttmen will possess blowguns and darts tipped in some poison or paralyzing agent. These concoctions are seldom very potent, but unprepared enemies may be quite surprised by the resourcefulness of these creatures.

Muttmen are invariably outcasts from civil society and are often enslaved by amoral power groups. Due to their marginalized existence, these creatures have learned to hide and mimic animal and monster sounds. Further, they are accomplished pickpockets. These skills enable them to survive on the fringes of a world that would rather they didn’t exist. They frequently dwell in ruins and other forgotten places of the earth.

Muttmen, A Race Of Mongrels

STR 4d6 (14)
CON 4d6 (14)
SIZ 3d6+3 (13-14)
INT 2d6
POW 2d6+3 (10)
DEX 3d6 (10-11)
MOV run-10

Average HP: 14
Average Damage Bonus: +1d4
Morale: 45%

Armor: 1d6-1 (Leather)

Attacks: Club 35%, damage 1d6 + db
Short Sword 35%, damage 1d6+1 + db
Blowgun 25%, damage 1d3 + poison or paralysis
Fist 40%, damage 1d3 + db

Skills: Dodge 40%, Hide 80%, Mimic Sound 90%, Pick Pockets 70%, Spot 50%

A Dangerous Foe: Pianova di Triosso

Wherein your humble scribe presents a Barbarians of Lemuria villain he put together on a whim, for use in his own (highly-derivative) Kaalmuria setting.

Pianova Triosso is a powerful sorceress who makes her home in the Orecchi District of the City of Secrets. She is quite ill-disposed to men, seeing them as little more than chattel to be used to their best ends by women. Pianova seeks to use her arcane powers to overthrow the patriarchy that dominates Liria in favor of a new, women-centric government and will happily destroy any man who stands against her in this mission. She is exceptionally militant about her beliefs and sees any woman who does not stand firm against the barbaric animals called males as a collaborator who is scarcely better than a man (and no more deserving of pity).

Pianova is actively seeking out several artifacts she needs to cast some of her more aggressive incantations and heroes operating in Liria will quite likely run into her machinations at some point. The sorceress employs a number of spies and agents throughout the city’s taverns and inns, and little happens in Liria that she is not aware of.

Essences
Lifeblood 10
Arcane Power 15
Villain Points 5

Attributes
Strength 0
Agility 2
Mind 2
Appeal 2

Combat
Brawl 1
Melee 1
Ranged 1
Defense 3

Careers
Sorcerer 3
Sage 1
Assassin 2
Serving Wench 0

Boons
Quick Recovery
Power of the Void

Flaws
City Dweller
Greed
Distrust of Men

Languages
Lirian, Sorceric, Kellic, Thaxian

Equipment
Lirian Kris, d6-2

LL/RoCC Antagonist: The Sorcerer Rl’itaago

Wherein your humble scribe presents an antagonist for use with Labyrinth Lord and the brand new Realms of Crawling Chaos. Two appropriately Lovecraftian artifacts are included below. Both are the result of rolling on the Random Artifact Tables contained within RoCC, which I believe is Open Game Content and can be published here. I mention this mostly so that the mighty Dan Proctor gets proper credit.

The transformation of the sorcerer Rl’itaago into the Deep One he is destined to become is nearly complete, and his appearance testifies to this. Once a handsome young man, he now has “the Look” – he is hairless, hunched, and shambling, with spindly, webbed fingers and toes and unblinking, membrane-covered eyes. To avoid undue suspicion he hides in his room at the Yellow King Inn during daylight hours and moves about the great city of Khaarm only by night, cloaked and wrapped in heavy robes.

Rl’itaago is obsessed with the nature of the cosmos and seeks to learn as much as he can from the land dwellers before his eventual exodus to the sea. Any who visit Khaarm with artifacts of the Old Ones or who boast too loudly of exploits wherein they might have gained knowledge of the sort that Rl’itaago seeks will shortly find themselves a target for his attentions.

Over the course of his descent into inhumanity, Rl’itaago has come into possession of two hideous and powerful artifacts created by alien hands in ancient times: The Candle of Yshkor and the Pendant of the Steloloi. These items are described below.

Rl’itaago / Sea Blood Magic-User 5 Neutral Evil
STR 13 INT 17 WIS 7 DEX 13 CON 11 CHR 10
HP 18 AC 4 Gold 39
+1 Dagger of Venom, Bracers of Armor (AC 5), Candle of Yshkor, Pendant of the Steloloi

Magic-User Spells:
1st Level
Charm Person*, Comprehend Languages, Identify, Read Languages, Read Magic, Scribe, Sleep*, Unseen Servant*, Ventriloquism*

2nd Level
Amnesia, Auditory Illusion*, Phantasmal Force*, Powder of Ibn Ghazi, Ray of Enfeeblement*, Strength*

3rd Level
Dispel Magic, Hideous Graft*, Hold Person, Suggestion, Summon Night Beast*

Spells marked with an asterisk are the ones that Rl’itaago normally keeps in memory. The other spells are kept within his grimoire for use when needed.

Candle of Yshkor

Though this blood red candle burns slowly, it is close to halfway spent. When the candle is burning its owner may alter the passage of time, avoiding the effects of the previous combat round as though they did not happen. There is a 1 in 6 chance that the power of the Candle forces the combatants to relieve the round, resulting in twice as much damage as they suffered. 7 uses remain in the Candle of Yshkor. Whether an intentional effect or simply a twisted characteristic of its eldritch creation, all foods and liquids in close proximity to the Candle spoil instantly.

Pendant of the Steloloi

This wearer of this sickly green stone may drain life levels from opponents as Wight, but must make a save vs. Death or permanently lose one point of CON each time the power is employed. The Pendant of the Steloloi constantly whispers with a sibilant, indecipherable voice when worn.

LL/RoCC Rogues Gallery: The Outcasts Of Nogoloth

Wherein your humble scribe presents what might be an Adventuring Party for Labyrinth Lord/Advanced Edition Companion plus the brand new Realms of Crawling Chaos. These characters are all 1st level, were granted maximum HP (advanced style), and have a bare minimum of equipment. They were all created with 3d6 for stats, more often than not in order.

Driven out of the gloomy seaside town of his birth by the superstitious village elders, Jerald Istholam wandered southward along the rocky coastline of Nogoloth, pausing too often to stare out at the grey and moody sea that seemed to beckon to him darkly. Drawing upon the last reserves of his strength he turned away from the whispering waves and headed inland, intent upon making his way to the great city of Khaarm. There, amid the wisest sages and holiest priests, he would find the answers to the eldritch riddle of his lineage. Along the road to his ultimate fate he would befriend others whose very natures made them unwelcome in the petty and inconsequential civilization cobbled together by those sad creatures known as “men.”

Jerald Istholam / Sea Blood Cleric 1 Chaotic Good
STR 13 INT 10 WIS 15 DEX 10 CON 10 CHR 12
HP 8 AC 4 Gold 40
Mace, Shield, Chain Mail, Silver Holy Symbol
Cleric Spells: Command, Create Water, Fear

Lara / Subhuman Fighter/Thief 1/1 Chaotic Neutral
STR 16 INT 6 WIS 7 DEX 13 CON 16 CHR 11
HP 10 AC 7 Gold 96
Scimitar, Dagger, Leather Armor, Thieves’ Tools

Losh / White Ape Fighter 1 Chaotic Good
STR 16 INT 13 WIS 7 DEX 17 CON 16 CHR 7
HP 12 AC 4 Gold 97
Spear, Short Bow & 20 Arrows, Studded Leather, Shield

Dha’yacha / White Ape Hybrid Fighter/Magic-User 1/1 Chaotic Good
STR 12 INT 16 WIS 5 DEX 14 CON 10 CHR 8
HP 7 AC 5 Gold 67
Flail, Dagger, Light Crossbow & 10 Quarrels, Studded Leather, Shield, Spell Book
Magic-User Spells: Divine Weather, Magic Missile, Sleep

BoL Character: G’antonin Ancente Ecchius

Wherein your humble scribe presents yet another Barbarians of Lemuria character he put together as an NPC for use in his own (highly-derivative) Kaalmuria setting. More will follow at highly irregular intervals.

A priest of Sunere Luculum – an obscure Lirian deity opposed to the use of magic – G’antonin Ancente Ecchius acts as judge, jury and executioner in a never-ending battle against dark wizards and those who consort with demons. He mostly confines his activities to the city of Liria and its surrounding regions – both areas are all quite rich with sinners – but has been known to travel the width and breadth of Kaalmuria in pursuit of powerful sorcerers and witches. G’antonin is a man obsessed; stern, brooding, and hard to travel with. But when battle against the dark forces becomes inevitable, there are few men in all of Kaalmuria anyone would want at their side.

Essences
Lifeblood 11
Hero Points 5

Attributes
Strength 1
Agility 2
Mind 2
Appeal -1

Combat
Brawl 0
Melee 3
Ranged 0
Defense 1

Careers
Priest 1
Assassin 1
Hunter 1
Torturer 1

Boons
Magic Resistance
Detect Deception
Nose for Magic

Flaws
Distrust of Sorcery
Taciturn

Languages
Lirian, Thaxian, Kellic

Equipment
Sword, d6+1
Dagger, d3+1 (or d3 thrown)
Light armor, d6-2

LL/AEC Deities: Daraith Aidhe, Mistress Of The Frost

DARAITH AIDHE Mistress of the Frost

Lesser goddess

ARMOR CLASS: -1
MOVE: 180′ (60′)
HIT POINTS: 273
NO. OF ATTACKS: 2 (axe & breath)
DAMAGE/ATTACK: 3d10 and 4d12
SPECIAL ATTACKS: none
SPECIAL DEFENSES: none
MAGIC RESISTANCE: 50%
SIZE: L (26′ tall)
ALIGNMENT: CN
WORSHIPPER’S ALIGN: Any
SPHERES OF INFLUENCE: Cold, Ice, Snow, History
SYMBOL: A white 8-pointed star against an ice blue field
TYPICAL WORSHIPERS: Barbarians, Frost Giants, White Dragons, and Scholars
CLERIC/DRUID: 9th level Cleric, 14th level Druid
FIGHTER: nil
MAGIC-USER/ILLUSIONIST: 10th level Illusionist
THIEF/ASSASSIN: 14th level Thief
MONK: nil
S:16 I:17 W:19 D:16 C:19 CH:16

Daraith Aidhe appears as an immensely tall alabaster-skinned woman with ice-blue hair worn in long braids. She wields an axe made of purest ice and can breathe a 90′ long, 40′ wide cone of cold air upon her enemies. She is a whimsical goddess, coming and going as she pleases, and just as likely to help as harm one who calls upon her. She holds great enmity towards creatures and deities of fire and flame and is in turn despised by aquatic, reptillian and insectoid gods.

Her position of power over recorded history is somewhat incongruous with the rest of her nature, but the scholars of Thos Nabura have ascribed this role to her because of the frozen nature of the past. She is mostly bemused by this “honor,” but takes her authority seriously and is quick to act against any who would challenge her mighty by attempting to alter the past, either via temporal magic or by distorting or denying historical events for their own purposes.

Stars Without Number: Characters & Not A Review

Wherein your humble scribe presents a group of characters for Stars Without Number. These characters are all 1st level, were granted maximum HP, and have a bare minimum of equipment. They were all created by the book, with 3d6 for stats, more often than not in order.

What do a mercenary, a con artist, and a psychic healer have in common? Wanderlust and an eye for adventure, that’s what! All natives of Bragan IX, this group of old friends have returned to their homeworld for a reunion of sorts, and thus reunited seek their fortunes in limitless space.

Kara Starr / Human Warrior (Soldier/Mercenary) 1
STR 15 INT 9 WIS 12 DEX 14 CON 11 CHR 8
HP 8 AC 4 Credits 150
Business-0, Combat/Projectile Weapons-1, Combat/Unarmed-1, Culture/Bragan IX-0, Culture/Traveller-0, Tactics-1
Woven Body Armor, Revolver, SMG

Delfino Mars / Human Expert (Con Artist/Criminal) 1
STR 8 INT 14 WIS 12 DEX 13 CON 10 CHR 17
HP 6 AC 5 Credits 415
Business-0, Combat/Primitive-0, Culture/Criminal-1, Culture/Bragan IX-0, Gambling-0, Perception-0, Persuade-1, Security-0, Stealth-1
Woven Body Armor, Semi-Auto Pistol, Knife (2)

Vance Di Coromere / Human Psychic (Noble/Healer) 1
STR 6 INT 14 WIS 18 DEX 14 CON 14 CHR 13
HP 4 AC 4 Credits 325
Combat/Primitive-0, Culture/Bragan IX-0, Culture/Traveller-0, Leadership-0, Perception-0, Persuade-0, Tech/Psitech-0, Tech/Medical-0
Psychic Powers: Biopsionics-1 (Primary), Telepathy-1 (Secondary)
Psi Power Points: 3
Woven Body Armor, Sword, Knife, Lazarus Patch (5)

Definitely Not A Review

This is not a review of Stars Without Number, but I thought I’d make a few points.

  • Character creation is pretty darn fast in SWN, despite the handful of extra steps that it adds to the classic D&D-style process.
  • Character creation is decidedly not random, at least not in comparison to Traveller. You’re pretty much in control of who you’re going to play here. Whether this is a good thing or not depends on what you want from your RPG experience.
  • I’m not entirely sure why I’d play SWN instead of Traveller, but the game seems quite solid on my brief skimming of the rules.
  • That said, I find myself oddly ill-at-ease with the two distinct task resolution systems present in the game. I’m not a “one task system or die!” kind of guy, but having a d20 system for combat (and the similar, but not exactly so D&D-style saving throws) and a 2d6 system for skills – where both are modified by the same numbers (skill levels, attribute bonuses) feels off to me. I’m sure it works fine in play, but it’s not quite copacetic in my head. I really don’t know why this bothers me. It might just be something in the air.
  • I haven’t read the Faction rules yet, and those may well be the thing that makes SWN preferable to Traveller for some purposes and playstyles.
  • The plethora of random tables makes SWN worth downloading regardless of anything else.

In the end, Stars Without Number seems like an interesting blend of D&D and Traveller. And though in my mind it doesn’t replace Traveller, I can see where it would have significant appeal for anyone already familiar with old school D&D (or any of the retroclones thereof) who either didn’t have access to, or didn’t have interest in, the big daddy of scifi games. If that’s you, this may be the game for you. And if not, it’s still worth the bandwidth to download.