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The mustering out with the ability to cash out pensions, art, shares.. excellent! Also our local Framing Supply player (art store/collector) is happy she has her own "class". Engineering being broken down into specialities was also much liked by my group. Really terrific book which we will be using for Clement Sector as well as Traveller!
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I was expectring this to be better than anything Mongoose did, like their Cybernetics book for 1E. Which I recommend you buy instead of this. This will only be of use to you if you use the Clement Sector as your campaign, or you want a pre written career path in Cybernetics. The Cyberware they have in the book is good, and they do a fair amount for eyes, arms, head and legs, but for the torso they only offer medichines and Dermal Armor options. Thats it. Plus Mongoose made more offerings for all parts. The author uses some key words that indicate to me that he is familair with Transhumanism, and the Celement Sector has a world dedicated to Transhumanism, but this book falls seriosuly short of giving any such offerings you see in other Transhhumanist offerings, such as Eclipse Phase and Mindjammer. They need to give serious consideration to stepping up their game with this book.
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Planetary Generation (Why I bought this, I have not heard of Clement Sector other than in Passing) It seems to be an interesting mix of influences from (likely) Classic Traveller book 6 Scouts, Grand Survey's Details of Atmospheres, and a serious focus on The Luminosity of Parent Stars, but looser than something like GURPS Space 4th Edition, or Traveller:Interstellar Wars...but with a prevalence for Clement Sector Specific Details, most lesser worlds of a system will be (If inhabited) captive govt, research stations, military bases, with the occassional High Law prison or independant world.
I think I can say if you like the idea of bold exploration by Scouts / Colonists / Corpporations going into a mostly unihabited Area of space to break rocks, mine moons, sets up colonies, i.e. you have embraced the Clement Sector's Setup / Paradigms, this is the book for you. If you are seeking a more open ended kind of Science Fiction Basic Principles, roll it out and see what you get, GURPS Space 4th is the more detailed, not so setting specific.
I can see a lot of work went into this product. Again, if you are a fan of Celement Sector, this is a great resource, very detailed. If you came here for system Generation, and you have not been a Traveller fan since the old days, and do not have access to the system generation stuff from older systems, this does an okay job, given the setting parameters.
I much respect the amount of work that went into this product. 4 Stars.
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I thoroughly enjoy the Clement Sector setting and line; my favorite ATU (Alternate Traveller Universe) via Cepheus. It's got a very Traveller 2300 feel for me without being T2300 or a knock off thereof. It has the feel of a human-centric setting on the general frontier, with Earth not forgotten but out of the picture, and no real star emprires or whatnot. It's a small(er) ship universe, with Jump 2 limit. All the colonies themselves are painted sufficiently to get play going, and not so tightly as to not further develop, or rewrite entirely if you prefer.
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Do you like scouts in your Traveller game? Because if you like scouts, this is a great resource for you. While it's intended for GKG's Clement setting and its Cascadia
Colonization Authority, it's plenty generic enough to pull all kinds of inspiration for your own scouting and exploraiton games. It details various scout careers (not just explorers, but sapper and security troopers for early colonization efforts) with ranks, detailed life event charts, mustering out benefits, etc. There's plenty of details on equipment, uniforms, vehicles, and the CCA's exploraiton procedures, organization, chain of command, and so forth. Perhaps the most useful is a system generator for the Cepheus Engine with plenty of variety and details -- atmosphere, oceans, biosphere -- it's all here. It's packed full of formulas and all kinds of options for creating your own unique places for your scouts to die, err...visit. You could easily use the system generator for any sci-fi game. If you are running a socut campaign, or just playing a scout and want to know what he did for all those many terms, here's the place to look.
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Another gerat ship book from GKGs filled with several variants of the Rucker-class ship alogn with hisrtoy, stories, crews and adventure hooks. The detailed descriptions of each variant is great.
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Like other ship books for the Clement Sector this book contains much more than just a bunch of ships, deck plans, and specs. There are NPCs, adventure hooks, along with history of several ships.
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A great adventure with a colurful set of pre-generated characters. This is good for both a short adeventure (just do the race) or as part of a larger campaign. It outlines not only the other priate groups in the race, but some new ships and provides details for several systems. And as always teh Clement Sector books, there is plenty of story and background included in the book.
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Both entertaining and useful, what more can you want from a book? The 21 pirate groups outlined in the book, including the ships, motivations, and personalities of each group are a great addition to any campaign.
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With this book you get everything you would expect based upon the title and description, and then a whole lot more.
- A plethora fo ships of differnet types and sizes? Check!
- Deck plans for each ship? Check!
- Detailed specs of each ship? Check!
There are over 10 different classes of ships, many with veriations (like the 4 different fighters) with all the supporting documentation that you would expect. But then Gypsy Knight Games goes not one, but two steps futher. They provide stories, background, and hostories for many of the ships. There are NPCs named unique ships, plot hooks, and even adventure seeds in the book as well. For example there is the Star Hawk Jinsokuna Chirashi-class Yacht as seen on the populr vid shot Superpirate! along with a full crew, and adventure hooks. The book is well written and provides way more than a list of ships for you to use in your game.
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Another well designed product that further enhances a great product. The 21 sets of pirates are layed out well and easy to read. A few more descriptions on other crew members, their armories, or their ultimate goals would have been nice.
For a short book (31 pages) it packs a good punch.
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I am pleased with this setting. It feels like "firm" science fiction with a believable culture. As a setting for science fiction adventures it works, with less baggage than some others I can name.
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Good product, and a good add-on for Skull &Crossbones.
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Great product - John et al do good work, and provide excelent material.
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I loved almost every aspect of this booklet except one - the deck plans themselves are images, rather than vector graphics. This means that when enlarged they become fuzzy, which is dissapointing in a product that is so excellent in nearly every other respect.
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