Stars without number revised pdf download
I absolutely love the game! It's OSR mechanic is easy to use and the setting or lack thereof is simple and genius. I dig Traveller but I always felt hemmed in by its intimidatingly complex setting. Some like a rich setting but I prefer Mr. Crawford's concept of filling in the blanks myself. I'm a very late reviewer so this is like "Liking" a YouTube with a million Likes drop in the bucket. What I'd like to know is, will the hardcover ever go on sale?
I was disappointed there wasn't a Black Friday sale. Maybe once Mr. Crawford's Worlds Without Number comes out it'll drop in price a hair Don't know if this is the place to ask rules questions, because I just got the deluxe book and need something clarified.
When choosing a background, it says you get a free skill, then either choose 2 skills from the Learning list, or roll 3 times between Learning and Growth list. It also gives the option to choose 3 pre-determined "Quick Skills" So, if you choose to either roll 3, or pick Quick Skills, do you still get that free skill, or does these options replace it?
For example: If you chose the Criminal background, and decide to go with the Quick Skills, do you first get Sneak 0 Free, then get Sneak again bringing it to Sneak 1, Connect 0, and Talk 0?. Or do you only get those 3 skills at 0? As I understand it, your options are: 1. Quick skills: take the 3 listed skills at 0 one of those is the free skill. Take the free skill at 0, then roll 3 times on the tables of your choosing.
Take the free skill at 0, and two other skills from the Learning table. You always get the free skill, regardless. Quick skills is basically option 3 with typical picks for the background already chosen for you.
Spent the big bucks and got the premium hardcover. Very nice! The system also seems very good for the Space campaign I have in mind. Just wanted to verify that this runs off of the Dungeons and Dragons 5th Edition base ruleset since i found it in the Dungeons and Dragons System category? Charles F. I really love this RPG. It is fast in play, it offers a traditional character-immersive experience, it provides good variety in characters, it encourages characters who have a wide variety of useful skills not just combat as in dnd , and it works wit [ Chris P.
Just finished reading through the revised edition. Very much looking forward to running this for our group. Factions mechanic was a pleasant surprise. The author has done a great job tailoring this product to a sandbox style of play. The random tables [ Timothy B. Louis P. Recently DM'ed a couple of one shots for a few friends and I have to say this is one of the most fun RPG systems I have played in a long while. It is super fun for anyone looking into a more sandboxy-style of play.
Forest R. Once again kevin Crawford not only exceeds but blows away all of my expectations. I am waiting to see his next releas [ See All Ratings and Reviews. Browse Categories. Wolfenoot Sale. Rule System. Apocalypse World Engine. BRP Basic Roleplaying.
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Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats commits. Failed to load latest commit information. View code. Stars Without Number: Revised The year is and mankind's empire lies in ashes. Expanded character creation , with PCs now customized by special talents and character foci, new options for psychic characters, and new ways to make your hero mechanically distinct.
Yet the process is still smooth and quick, with a special quick generator spread to create a hero from nothing more than a half-dozen die rolls. Refined psionics , with more options to distinguish your psychic hero's powers and more flexible choices for their abilities.
Tailor your psychic to your concept, whether as a cynical gunslinging brainguard or an ascetic psychic healer from a world of austere psionic scholars. Improved starship combat , with decisive roles for every member of the party.
Build your own starships with the included system and employ new hardware and new starship mods to make your ungainly crate the fastest contraband runner this side of the Veil Nebula. New systems to support additional types of play, including rules for hacking, remote drones, and expert technical modification of gear and starships. Upgraded tools for sandbox sector creation , with forty new world tags to help define a GM's stellar creations, guides for adding additional system points of interest, and material to help a GM define the interesting traits of the worlds they create.
These tools aren't just a clump of random tables, they're a framework to boost your own creativity and help you make fast, good, playable material for your game. Augmented adventure creation guidelines. Aside from a hundred piping-hot adventure seeds that mesh smoothly with the world creation tools, Stars Without Number: Revised Edition also includes content to help you turn your vague ideas into a playable evening's adventure.
Guidelines on challenges, rewards, and complications in play are all aimed toward the working GM, the man or woman who's not just theorizing their adventures, but actually responsible for making something fun for the whole group. Tools for creating aliens, Virtual Intelligences, and hostile human foes , with guidelines for handling potentially-hostile encounters and creating the kind of fearsome xenobeasts that can challenge the doughtiest explorer. Or perhaps you want to be an alien or robot?
Faction rules , for handling the background warring and intrigues of hostile groups. Need to add life and motion to your stellar sectors? Sprinkle in a few factions to make news for the PCs to respond to, or use these rules to handle the colonies, spy agencies, mercenary companies, or other enterprises your heroes establish.
Transhuman tech , with rules for bodyswapping, digital identities, post-scarcity economics, and just as importantly, GM guidelines on making exciting adventures when all the old pillars of familiarity have fallen away. True AIs , the vast and terrible intellects that can bring forth wonders and ruin in equal measure.
Playing a synthetic VI or aspiring organic godmind? Learn how your PC can accumulate the tech they need to ascend to this new plane of being.
Mechs , for those GMs who relish the thunder of steel titans on their far-future battlefields. Heroic PCs , for groups that want to trade the gritty, lethal tone of a standard campaign for classic space opera, with larger-than-life heroes and superhuman skills.
Society creation , customizing a world or a hab with its own culture and history, pre-designed with fault lines and conflicts to engage your heroes. You'll get more than a dry recounting of details; you'll get the information you need to build adventures that fit with this world's smouldering tensions.
Space Magic , with rules and guidelines for introducing sorcerous powers and old-school magic into your starfaring adventurers, with sagacious Magisters, versatile Arcanists, and Adepts graced with supernatural powers. So leap forward, brave adventurer! The stars await you, and the wild glories of an untamed sky! Customers Who Bought this Title also Purchased. Reviews Please log in to add or reply to comments. What's the difference between the free and paid versions? I will totally buy the book if the paid version has extra content worth the purchase price which is a fairly low bar for me.
Quote from the table of contents: "What does the paid version add? Is there an OGL for this free version that allows for this to be incorporated as a common component in a virtual tabletop?
Roll20 has this available to select as a game template with built in character sheets. I've used it. It works great. I hate d20 systems. I own everything by Kevin at this point. It is just good, well written, and most importantly, it is well organized. Free Mass Units are weird. Especially since there are several scaling multipliers. Torpedo: 5 on a frigate, on a capship.
I didn't post it immediately, took time to make a spreadsheet, so any specific values are easy to find. Another question combination of variable Free Mass Units with Ammo raises: should or should not Oversized Mountings mod for a weapon with Ammo e.
On the faction TBS. That looks very interesting, but: 1. Bug or feature? What is attacked? The wording on Seductresses e. And [Stealthed] asset "cannot be detected or attacked". Maybe what's supposed to happen is the attacker picks a visible target, then defender choose to either defend it with an asset of [defending attribute] class?
Tactics type looks a bit strange standalone. Wouldn't it make more sense to let these be purchased [Stealthed], but attach them to either originating or target asset like Stealth or Seditionists on action and See more move with them until dismissed, used up or destroyed?
As you noted yourself, ground units attacking spaceships look strange, though sometimes can be arranged. It just looks like something that should be dependent on something. Maybe something more transparent? It's cool, but some parts look… incomplete, especially automation: 0. How to make a robotic fighter or frigate? Sure, they can't run a spike drill, but light ships can be carried and all can be system ships. It still could do course trimming? Cannot just slap an Expert System from p. Would it be an equivalent of some standard armature robot?
See more Can it be upgraded to better Expert System, and what this would achieve? Then captain-bot in a frigate? Would its Expert System affect this? Then how much of a disadvantage Expert System's idiot-savant nature is, if it reports to the bot wranglers on a friendly ship in range such as its carrier when needs to resolve non-standard situations and perhaps save this solution for future use by all compatible robots?
What exactly "Automation Support" does? Allows robot crew, but p. What would be effects? Auto-targeting system. Is it an Expert System robot?