Tag Archives: Science Fiction

Eclipse Phase Second Edition Review

Eclipse Phase has been in my gaming shelf ever since it first came out. The transhuman horror game has one of the best original settings available in the sci-fi RPG world, but its take on d100 mechanics were dense and difficult to work with, especially when it came to figuring out character creation. Now, Posthuman Studios has finished their work on the second edition of Eclipse Phase, taking notes from the community on the first edition and the reception of their Fate version, Transhumanity’s Fate. Eclipse Phase Second Edition (2e) is not intended to be a simpler or less complicated game than First Edition (1e) was, but what it does do is take the crunch and streamline it, including a significantly easier character creation system, revised faction rules, and a combat chapter which is an easier read while still doling out some ludicrous weapons and cybernetic enhancements. For me though, the discussion of Eclipse Phase begins with the core of what makes the game pop, the setting.

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The Independents: Dust Bowl Galaxy

You are in a tin can with half a dozen other scoundrels and there is literally nothing outside for light years. You are tumbling through a bitter galaxy that used to have a lot more people. You are going where many others have gone before. The trick is surviving to come back. You are looking for a new rock for your people to call home. And once you find it, the refugees can leave their overcrowded slums to become settlers so you get rich doing the right thing – just this once. On an unrelated note, you are not pirates. “Not in this port, officer.” Such is the world of a space western game with quick-shooting dice, details in the cards, and a wrecked and dangerous universe to rediscover: Dust Bowl Galaxy by Ilya Bossov and Lagging Dice LLC! Continue reading The Independents: Dust Bowl Galaxy

Fate Space Toolkit Review

I’m a fan of Fate Core, and my favorite additions to the Fate Core family have been the purple books, the System Toolkits. What makes Fate so interesting to me is the level of modularity and genericization available in the rules, which both let players run pretty much anything they can imagine in Fate. With all that flexibility, though, comes the simple fact that there are a hundred ways to do anything, including some really inventive ones that any single player probably didn’t think of.

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TRANSIT: The Spaceship RPG

Travel between the stars is no longer science fiction, but instead reality. No longer confined to one measly system, ships now move across vast interstellar distances in the blink of an eye . .. but no biological mind can guide them. Artificial Intelligences have been created to inhabit these void-faring vessels, to guide them and lead their biological crews. Questions still remain, however. What’s out there in the darkness, waiting to be found? What is the true potential of the AI, and what will it mean for the galaxy? These questions are at the heart of TRANSIT: The Spaceship RPG, a Powered by the Apocalypse game about artificial intelligences, the starships they control, and their journeys across the galaxy from Fiddleback Productions!

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Adventure Log: The Flight of the Albatross Part 4

Now, safely back onboard the Albatross after the adventure with the Chimax, the crew was able to interrogate Krrsh. It didn’t take too much prompting to get him to spill the whole story: he had been the Captain of one of the ships that attacked Clarke, onboard an S-class Scout ship. He wasn’t part of the job on Toprol, so he had decided to stray off to make a bit of side money. On his trip he had stumbled across a merchant vessel, one that he thought would have been an easy kill. As it turned out, he was mistaken in his assumption: the trader held a set of concealed guns, and when Krrsh had ordered the ship to cut thrust and prepare for boarding, the merchant ship and opened up a broadside at almost point blank range. Krrsh had managed to get the ship out of the firefight and held it together long enough to make a jump to the next rendezvous point. However, the other two captains, Ferrik Redthane and Miria Silverhand were none to happy at his misadventure, which had rendered the Scout ship useless for pirating and as a punishment had marooned him on the ancient station as a warning to the others.

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