Space Master Boxed Set (SM2)
Klappentext: Space Master includes: Iron Crown Enterprises presents SpaceMaster:The Role Playing Gamerm. Revised¸ expanded¸ and reformatted¸ this Second Edition updates the original role playing rules¸ and integrates material from the popular Space Master Companion. THE ULTIMATE IN FLEXIBILITY
The Space Master System is useable in a variety of SF environments¸ from a black near future of post-holocaust Earth¸ to a culture of high-tech exploration¸ to a distant time where civilization has fallen to superstitious ruin. Choose from 17 professions¸ including Armsman¸ Planetologists¸ Telepaths¸ Starship Pilots¸ or Engineering Specialists. There are dozens of sub-professions¸ yet all are flexible¸ eliminating artificial restrictions. Over 120 skills and a rich selection of background options allow each character to be a complex¸ multi-talented individual. The sophisticated rules are set out in a lucid¸ understandable format. Space Master: The Role Playing GameTM is completely compatible with all Space Master Modules¸ and is the first part of a Science Fiction Gaming Trilogy. Space Master: Star Strike TM (Fall 1988)¸ a fast-paced game of interplanetary ship combat¸ puts you in the gunner’s chair as you face enemy starships. Space Master: Armored AssaultTM (Winter 1988-89)¸ moves the combat planetside¸ where Hovertanks¸ Powered Armor¸ and Aircraft vie for supremacy. Space Master can also be integrated with Rolemaster; used together they set the stage for sweeping¸ coherent¸ science-fantasy campaigns. GM Book ⢠Natural Laws: Generation Rules for Solar Systems¸ Planets¸ Cultures¸ Businesses¸ and Scenarios. ⢠Imperial Laws: Access a. wealth of information about a Terran Empire 9¸000 years in the future¸ dominated by man and his mutated descendants. The Imperial government is detailed¸ including the Vega Police¸ the Imperial Intelligence Directorate¸ and Megacorporate “Royal Houses.” There are sinister agencies¸ cults which cloak technology in a ritual of superstition¸ and high-tech organizations both legal and criminal. ⢠A Complete Starting Adventure. Player Book ⢠Character Generation: Details on 17 Professions and over 120 skills¸ embracing concepts such as Cybernetics¸ Subduing¸ Sensor Analysis¸ Xeno Medicine¸ and Hyperspace Piloting. ⢠Personal Combat:.Fast-paced excitement with realistic combat rules. ⢠Activity Rules: Maneuver guidelines for characters¸ as well as vehicles ranging from grayscooters to Interstellar hypershuttles. ⢠Telepathy: More than 500 Psions from 4 different Fields of Telepathy arranged in 24 lists. Star Map ⢠A full-color¸ poster-sized star map detailing the territory of the Terran Empire. Tech Book ⢠Personal Weapons: Over 100 weapon types¸ from clubs to Plasma Repeator Rifles. Each does a unique type of damage¸ with individualized criticals. ⢠Armor: 20 types to personal armor with dozens of variations. ⢠Equipment: Survival gear¸ medical equipment¸ multiscanners¸ and portable power supplies. One of the most exhaustive compilations of future equipment anywhere. ⢠Humanoid Constructs: Androids¸ Alterant Replicants¸ and Robots¸ examples of these as well as concise rules for building your own. ⢠Vehicles: Hypershuttles¸ explorers¸ freighters and alien vessels. A variety of different ships¸ many with detailed technical illustrations. The Role Playing Game Even deep underground¸ Thessel Research Lab shuddered under a barrage of disruptor fire from the orbiting Idorian Assault Cruisers. Monitors flickered and plastiform creaked. Sheri XIl crouched behind the Holomap table¸ her laser pistol ready. “We haven’t much time before they breach the base defense.” ” Don’t you think I know that?” Tod hissed. A cadet in the Star Survey¸ Tod Jairus silently wondered what he had done to deserve this nightmare. Sheri’s mind raced. Her molecutronic brain was the ultimate in technology; the artificial equivalent of a human brainâonly better. But even the Android was ¸ unable to think a way out of their dilemma. She regretted that her destruction should come so soon. ” They’re coming!” With a dull crash the bulkhead lock blew and the heavy doors slid open. Tod rolled to his knees¸ arms locked. Before him stood an Idorian Warrior in full Exoskeleton¸ bran-dishing a laser rifle. With trembling hands¸ Tod quickly took aim … .
The Space Master System is useable in a variety of SF environments¸ from a black near future of post-holocaust Earth¸ to a culture of high-tech exploration¸ to a distant time where civilization has fallen to superstitious ruin.
Choose from 17 professions¸ including Armsman¸ Planetologists¸ Telepaths¸ Starship Pilots¸ or Engineering Specialists. There are dozens of sub-professions¸ yet all are flexible¸ eliminating artificial restrictions. Over 120 skills and a rich selection of background options allow each character to be a complex¸ multi-talented individual. The sophisticated rules are set out in a lucid¸ understandable format.
GM BOOK
* Natural Laws: Generation Rules for Solar Systems¸ Planets¸ Cultures¸ Businesses¸ and Scenarios.
* Imperial Laws: Access a. wealth of information about a Terran Empire 9¸000 years in the future¸ dominated by man and his mutated descendants. The Imperial government is detailed¸ including the Vega Police¸ the Imperial Intelligence Directorate¸ and Megacorporate Royal Houses. There are sinister agencies¸ cults which cloak technology in a ritual of superstition¸ and high-tech organizations both legal and criminal.
* A Complete Starting Adventure.
PLAYER BOOK
* Character Generation: Details on 17 Professions and over 120 skills¸ embracing concepts such as Cybernetics¸ Subduing¸ Sensor Analysis¸ Xeno Medicine¸ and Hyperspace Piloting.
* Personal Combat:.Fast-paced excitement with realistic combat rules.
* Activity Rules: Maneuver guidelines for characters¸ as well as vehicles ranging from grayscooters to Interstellar hypershuttles.
* Telepathy: More than 500 Psions from 4 different Fields of Telepathy arranged in 24 lists.
STAR MAP
* A full-color¸ poster-sized star map detailing the territory of the Terran Empire.
TECH BOOK
* Personal Weapons: Over 100 weapon types¸ from clubs to Plasma Repeator Rifles. Each does a unique type of damage¸ with individualized criticals.
* Armor: 20 types to personal armor with dozens of variations.
* Equipment: Survival gear¸ medical equipment¸ multiscanners¸ and portable power supplies. One of the most exhaustive compilations of future equipment anywhere.
* Humanoid Constructs: Androids¸ Alterant Replicants¸ and Robots¸ examples of these as well as concise rules for building your own.
* Vehicles: Hypershuttles¸ explorers¸ freighters and alien vessels. A variety of different ships¸ many with detailed technical illustrations.