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<blockquote data-quote="Giorgicus" data-source="post: 7118010" data-attributes="member: 6781796"><p><strong>Alternity Modules</strong></p><p>Revised: 5/30/2017</p><p> </p><p>On the topic of modular rules designs for the new <a href="http://www.sasquatchgamestudio.com/products/alternity/" target="_blank">Sasquatch Game Studio Alternity</a> game, given the information below, what additional modules would you like to see considered for development?</p><p> </p><p>What other SF setting examples would you describe as (Core Module + Additional modules) that would provide GMs with the tools needed to run that type of game?</p><p>--------------------- -------------------------------------------------------------------------------------------</p><p> </p><p><strong><strong>References v2:</strong></strong></p><p><a href="http://www.sasquatchgamestudio.com/products/alternity/" target="_blank">Sasquatch Game Studio Alternity</a></p><p><a href="http://www.sasquatchgamestudio.com/alternity-design-blog-7-modular-design" target="_blank"> Alternity Design Blog #7: Modular Design</a></p><p><a href="https://www.facebook.com/SasquatchGameStudio/" target="_blank">SGS Facebook page</a></p><p> <a href="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments" target="_blank">Kickstarter Comments tab</a></p><p><a href="https://www.reddit.com/r/rpg/comments/67jurj/ama_we_are_sasquatch_game_studios_richard_baker/?st=j2xiyenj&sh=0f18ec60" target="_blank">Reddit AMA</a></p><p><a href="https://gmshoe.wordpress.com/2017/04/27/qa-richard-baker-stephen-schubert-alternity/" target="_blank">GMshoe Q&A</a> </p><p> <a href="https://en.m.wikipedia.org/wiki/List_of_campaign_settings" target="_blank"> RPG campaign settings list </a></p><p></p><p><a href="https://www.facebook.com/SasquatchGameStudio/?rc=p" target="_blank"><strong>Sasquatch Game Studio</strong></a> </p><p>The core book would have everything you need to run a game, but there are some aspects of the original Player's Handbook that might wait until a new module to expand upon. For example, while we'll touch on things like cyberpunk style hacking, mutants, or psionics, we'll save in-depth expansion of those rules to later modules or settings where they are appropriate. And some stuff gets its own book -- like ship design, which gets the Shipyard book, and alien/adversary design, which will be in the Xenologist's Guide.</p><p> · <a href="https://www.facebook.com/SasquatchGameStudio" target="_blank">Reply</a> · <a href="https://www.facebook.com/SasquatchGameStudio/posts/1312486192133460?comment_id=1313164915398921&reply_comment_id=1313181548730591&comment_tracking=%7B%22tn%22%3A%22R0%22%7D" target="_blank">May 3 at 4:19pm</a></p><p> </p><p><strong><a href="https://www.kickstarter.com/profile/811345514" target="_blank"><strong>Richard Baker</strong></a> <strong>Collaborator</strong> <a href="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments?cursor=16395644#comment-16395643" target="_blank">on April 5</a></strong></p><p>@ Thomas -- I think we need to support some amount of psionics/mindwalking/ESP in the core game, just because so many great sci-fi stories feature characters or aliens with mental powers. (Heck, we put a psychic alien in our Quickstart Guide adventure.) Diving into an extensive treatment of all things psionic is probably something that we'd save for a supplemental sourcebook. That's one of those modular elements of the system: It's suitable for some games but not all.</p><p> </p><p><a href="https://www.kickstarter.com/profile/811345514" target="_blank"><strong>Richard Baker</strong></a> <strong>Collaborator</strong> <a href="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments?cursor=16456428#comment-16456427" target="_blank">on April 12</a> @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6276" target="_blank">Lee</a></u></strong></em> -- I think that a serious transhuman focus probably demands some dedicated source material (it's a rules module, like a big esper or mindwalking focus would be). But I think we want to provide enough building blocks that people interested in that sort of setting could use the Core Rulebook to explore post-Singularity adventure. At some point we'll have to prioritize, of course -- but we hope to engage with our backers as the campaign concludes to find out what priorities you all would like us to set.</p><p></p><p>[19:49] <+xyphoid> so the tagline is ‘modular’ – how does that work</p><p>[19:52] <+xyphoid> like, SF is one of the hardest areas to do generic games in because a ruleset that works well to support your Culture game is going to be pretty rough for your Greg Egan game</p><p>[19:53] <+SasquatchRich> RE: Modular . . . we think that one of the powerful uses of the Alternity game engine is to model a wide variety of SF genres and stories . . .</p><p>[19:54] <+SasquatchRich> So we’re building a game that invites the GM to use or set aside rules sub-systems to get just the flavor of SF he’s shooting for . . .</p><p>[19:55] <+SasquatchRich> Elements like cyber-tech, psionics, starfighter dogfighting rules . . . maybe you want ’em in your game, maybe you don’t. Use the modules you want, leave others for your next campaign.</p><p>[19:55] <+xyphoid> for example, let’s say we’re doing a pure exploration and research game with no combat, is it going to support that well?</p><p>[19:55] <+xyphoid> can i ignore classes, for example, if they don’t make sense?</p><p>[19:56] <+SasquatchStephen> xyphoid – sure. you might have just survivor, expert, and leader PCs</p><p>[19:58] <+SasquatchRich> Xyphoid, we agree. The challenge is building in “sockets” so that you can “plug in” psi rules (for example), without necessarily making exhaustive psi rules something everyone has to deal with.</p><p>[20:05] <+SasquatchRich> Will: That’s where those “sockets” come into play. We want to make sure that the “stub” of systems like Psionics, Mutations, Cybertech, Alien Artifacts are covered in the Core Rules, so that you’ll see how they work together if they’re all in play.</p><p>[20:07] <+Will> So the sockets are balanced such that if you have psi and mutations in play, it balances with a game with neither in play?</p><p>[20:08] <+SasquatchRich> Will: A character who invests big in psi shouldn’t be better than a character who doesn’t; they’re spending the same amount of character-creation resources…</p><p> </p><p>[20:05] <+xyphoid> you talk about campaign design covering genres – what kind of SF genres are you covering?</p><p>[20:07] <+SasquatchRich> RE: Genres . . . space opera, exploration, post-apocalypse, near-future espionage, alien horror, all that stuff should be pretty accessible with our Core Rule set…</p><p>[20:09] <+SasquatchStephen> Xyphoid – we’re launching with Protostar, a medium future, hard SF setting</p><p>[20:10] <+SasquatchStephen> and we’ve also already published Thunder Run with our Quickstart Rules, which is set in a Mad Max-style post apocalyptic world.</p><p><strong>--------------------------------------------------------------------------- -----------------------------------------</strong></p><p> </p><p><strong><strong>Alternity RPG Modules (Blog #7): </strong></strong></p><p>Core (ground combat, basic tech interactions, simple interpersonal stuff)</p><p>Starship [Capital Size; Enterprise]</p><p>Starship [Smaller Size; Serenity]</p><p>Vehicle</p><p> </p><p><strong><strong> Addition Modules Ideas v2: </strong></strong></p><p>Apocalyptic/Post-Apocalyptic</p><p>Augmentations (Biotech, Cybernetics, Nanotech, Psionic, Technomagic)</p><p>Biotech</p><p>Cyberware/Cybernetics</p><p>Economic/Trade</p><p>Espionage</p><p>Fantasy</p><p>High Tech (PL 9+)</p><p>Horror</p><p>Low Tech (PL1-5)</p><p>Magic</p><p>Martial Arts</p><p>Mass Warfare</p><p>Mecha</p><p>Mental Power/Psionics</p><p>Military/Mercenary</p><p>Mutation</p><p>Mystery/Investigation</p><p>Nanotech</p><p>Power Armor</p><p>Pulp Fiction/Noir</p><p>Robotics</p><p>Science Fantasy</p><p>Secret Societies/Conspiracies</p><p>Social Interaction</p><p>Space Opera</p><p>Special Ops/Black Ops</p><p>Steampunk</p><p>Superhuman/Superhero</p><p>Supernatural/Paranormal</p><p>Technomagic</p><p>Time Travel</p><p>Transhuman</p><p>Virtual Reality/Cyberspace</p><p>Xenobiology</p><p> </p><p><strong><strong>SF Settings Examples v2 (Core + X): </strong></strong></p><p>2300 AD</p><p>9[SUP]th[/SUP] Generation</p><p>After the Bomb</p><p>Aftermath</p><p>Albedo</p><p>Babylon 5: Starships + Social Interactions + Mystery/Investigation</p><p>Battlelords of the 23[SUP]rd[/SUP] Century</p><p>Blackwatch</p><p>Blue Planet</p><p>Bubblegum Crisis</p><p>Buck Rogers XXVC</p><p>Centauri Knights</p><p>Conspiracy X</p><p>Continuum</p><p>Cthulhu Tech</p><p>Cybergeneration</p><p>Cyberpunk 2020</p><p>Cyberspace</p><p>Dark*Matter</p><p>Darwin’s World</p><p>Dawning Star</p><p>Deadlands</p><p>Diaspora</p><p>Doctor Who (various)</p><p>Dragonstar: Starships + Fantasy + Magic </p><p>Eclipse Phase</p><p>Engel</p><p>Etherscope</p><p>Ex Machina</p><p>Fading Suns</p><p>Faith</p><p>Fallout/Wasteland: Post-Apocalyptic + Vehicles + Mutations</p><p>Fringeworthy</p><p>FTL 2248</p><p>Gamma World</p><p>Gear Krieg</p><p>GURPS Infinite Worlds</p><p>GURPS Planet of Adventure</p><p>GURPS Terradyne</p><p>GURPS Transhuman Space</p><p>Halcyon</p><p>HALO</p><p>Heavy Gear: Starships + Mecha</p><p>Incursion</p><p>Jeremiah</p><p>Jorune</p><p>Jovian Chronicles</p><p>Judge Dreed</p><p>Kromosone: Biotech + Espionage + Transhuman + Economic/Trade</p><p>Legionnaire</p><p>Living Steel</p><p>Mach The First Colony</p><p>Macross II</p><p>Mass Effect: Starships + Mental Powers+ Social Interactions</p><p>Mechwarrior: Starships + Post-Apocalyptic + Mecha</p><p>Mekton</p><p>Metamorphosis Alpha</p><p>Multiverser</p><p>Mutant</p><p>Mutant Chronicles</p><p>Mutazoids</p><p>Neuroshima</p><p>Paranoia</p><p>Pax Draconis</p><p>Phoenix Command</p><p>Prime Directive</p><p>Reich Star</p><p>Rifts</p><p>Rifts Chaos Earth</p><p>Ringworld</p><p>Robotech</p><p>Second Dawn</p><p>Serenity: Starships + Low Tech</p><p>Shadowrun: Fantasy + Magic + Espionage + Cyberware + Virtual Reality/Cyberspace</p><p>Shatterzone</p><p>Shock Social Science Fiction</p><p>Skyrealms of Jorune</p><p>SLA Industries</p><p>Space 1889</p><p>Space Infantry</p><p>Space Master</p><p>Space Opera</p><p>Spaceship Zero</p><p>Splicers</p><p>Starfinder</p><p>Star Frontiers</p><p>Star Hero</p><p>Star Trek (various)</p><p>Star Wars (various): Starships + Mental Powers + Robotics + Military/Mercenary </p><p>Star*Drive</p><p>Stargate SG-1</p><p>Starship Troopers: Starships + Power Armor + Biotech</p><p>Starships & Spacemen</p><p>Systems Failure</p><p>Tales from the Floating Vagabond</p><p>The Confederate Rangers</p><p>The Mechanoid Invasion</p><p>The Metabarons</p><p>The Morrow Project</p><p>The Robotic Age</p><p>Time Lord</p><p>Tokyo NOVA</p><p>Transhuman Space</p><p>Traveller</p><p>Traveller 2300</p><p>Tribe 8</p><p>Trinity</p><p>Twilight 2000</p><p>Uncharted Worlds</p><p>Underground</p><p>Universe</p><p>Warhammer 40K/General: Starships + Horror + Magic</p><p>Warhammer 40K/ Black Crusade</p><p>Warhammer 40K/ Dark Heresy</p><p>Warhammer 40K/ Deathwatch</p><p>Warhammer 40K/ Only War</p><p>Warhammer 40K/ Rogue Trader</p><p>Worlds of Rage</p><p>Wraeththu</p><p>XCOM: Special Ops</p></blockquote><p></p>
[QUOTE="Giorgicus, post: 7118010, member: 6781796"] [B]Alternity Modules[/B] Revised: 5/30/2017 On the topic of modular rules designs for the new [url=http://www.sasquatchgamestudio.com/products/alternity/]Sasquatch Game Studio Alternity[/url] game, given the information below, what additional modules would you like to see considered for development? What other SF setting examples would you describe as (Core Module + Additional modules) that would provide GMs with the tools needed to run that type of game? --------------------- ------------------------------------------------------------------------------------------- [B][B]References v2:[/B][/B] [URL="http://www.sasquatchgamestudio.com/products/alternity/"]Sasquatch Game Studio Alternity[/URL] [URL="http://www.sasquatchgamestudio.com/alternity-design-blog-7-modular-design"] Alternity Design Blog #7: Modular Design[/URL] [URL="https://www.facebook.com/SasquatchGameStudio/"]SGS Facebook page[/URL] [URL="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments"]Kickstarter Comments tab[/URL] [URL="https://www.reddit.com/r/rpg/comments/67jurj/ama_we_are_sasquatch_game_studios_richard_baker/?st=j2xiyenj&sh=0f18ec60"]Reddit AMA[/URL] [URL="https://gmshoe.wordpress.com/2017/04/27/qa-richard-baker-stephen-schubert-alternity/"]GMshoe Q&A[/URL] [URL="https://en.m.wikipedia.org/wiki/List_of_campaign_settings"] RPG campaign settings list [/URL] [URL="https://www.facebook.com/SasquatchGameStudio/?rc=p"][B]Sasquatch Game Studio[/B][/URL] The core book would have everything you need to run a game, but there are some aspects of the original Player's Handbook that might wait until a new module to expand upon. For example, while we'll touch on things like cyberpunk style hacking, mutants, or psionics, we'll save in-depth expansion of those rules to later modules or settings where they are appropriate. And some stuff gets its own book -- like ship design, which gets the Shipyard book, and alien/adversary design, which will be in the Xenologist's Guide. · [URL="https://www.facebook.com/SasquatchGameStudio"]Reply[/URL] · [URL="https://www.facebook.com/SasquatchGameStudio/posts/1312486192133460?comment_id=1313164915398921&reply_comment_id=1313181548730591&comment_tracking=%7B%22tn%22%3A%22R0%22%7D"]May 3 at 4:19pm[/URL] [B][URL="https://www.kickstarter.com/profile/811345514"][B]Richard Baker[/B][/URL] [B]Collaborator[/B] [URL="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments?cursor=16395644#comment-16395643"]on April 5[/URL][/B] @ Thomas -- I think we need to support some amount of psionics/mindwalking/ESP in the core game, just because so many great sci-fi stories feature characters or aliens with mental powers. (Heck, we put a psychic alien in our Quickstart Guide adventure.) Diving into an extensive treatment of all things psionic is probably something that we'd save for a supplemental sourcebook. That's one of those modular elements of the system: It's suitable for some games but not all. [URL="https://www.kickstarter.com/profile/811345514"][B]Richard Baker[/B][/URL] [B]Collaborator[/B] [URL="https://www.kickstarter.com/projects/sasquatchgamestudio/alternity-2017-a-science-fiction-roleplaying-game/comments?cursor=16456428#comment-16456427"]on April 12[/URL] @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6276"]Lee[/URL][/U][/B][/I] -- I think that a serious transhuman focus probably demands some dedicated source material (it's a rules module, like a big esper or mindwalking focus would be). But I think we want to provide enough building blocks that people interested in that sort of setting could use the Core Rulebook to explore post-Singularity adventure. At some point we'll have to prioritize, of course -- but we hope to engage with our backers as the campaign concludes to find out what priorities you all would like us to set. [19:49] <+xyphoid> so the tagline is ‘modular’ – how does that work [19:52] <+xyphoid> like, SF is one of the hardest areas to do generic games in because a ruleset that works well to support your Culture game is going to be pretty rough for your Greg Egan game [19:53] <+SasquatchRich> RE: Modular . . . we think that one of the powerful uses of the Alternity game engine is to model a wide variety of SF genres and stories . . . [19:54] <+SasquatchRich> So we’re building a game that invites the GM to use or set aside rules sub-systems to get just the flavor of SF he’s shooting for . . . [19:55] <+SasquatchRich> Elements like cyber-tech, psionics, starfighter dogfighting rules . . . maybe you want ’em in your game, maybe you don’t. Use the modules you want, leave others for your next campaign. [19:55] <+xyphoid> for example, let’s say we’re doing a pure exploration and research game with no combat, is it going to support that well? [19:55] <+xyphoid> can i ignore classes, for example, if they don’t make sense? [19:56] <+SasquatchStephen> xyphoid – sure. you might have just survivor, expert, and leader PCs [19:58] <+SasquatchRich> Xyphoid, we agree. The challenge is building in “sockets” so that you can “plug in” psi rules (for example), without necessarily making exhaustive psi rules something everyone has to deal with. [20:05] <+SasquatchRich> Will: That’s where those “sockets” come into play. We want to make sure that the “stub” of systems like Psionics, Mutations, Cybertech, Alien Artifacts are covered in the Core Rules, so that you’ll see how they work together if they’re all in play. [20:07] <+Will> So the sockets are balanced such that if you have psi and mutations in play, it balances with a game with neither in play? [20:08] <+SasquatchRich> Will: A character who invests big in psi shouldn’t be better than a character who doesn’t; they’re spending the same amount of character-creation resources… [20:05] <+xyphoid> you talk about campaign design covering genres – what kind of SF genres are you covering? [20:07] <+SasquatchRich> RE: Genres . . . space opera, exploration, post-apocalypse, near-future espionage, alien horror, all that stuff should be pretty accessible with our Core Rule set… [20:09] <+SasquatchStephen> Xyphoid – we’re launching with Protostar, a medium future, hard SF setting [20:10] <+SasquatchStephen> and we’ve also already published Thunder Run with our Quickstart Rules, which is set in a Mad Max-style post apocalyptic world. [B]--------------------------------------------------------------------------- -----------------------------------------[/B] [B][B]Alternity RPG Modules (Blog #7): [/B][/B] Core (ground combat, basic tech interactions, simple interpersonal stuff) Starship [Capital Size; Enterprise] Starship [Smaller Size; Serenity] Vehicle [B][B] Addition Modules Ideas v2: [/B][/B] Apocalyptic/Post-Apocalyptic Augmentations (Biotech, Cybernetics, Nanotech, Psionic, Technomagic) Biotech Cyberware/Cybernetics Economic/Trade Espionage Fantasy High Tech (PL 9+) Horror Low Tech (PL1-5) Magic Martial Arts Mass Warfare Mecha Mental Power/Psionics Military/Mercenary Mutation Mystery/Investigation Nanotech Power Armor Pulp Fiction/Noir Robotics Science Fantasy Secret Societies/Conspiracies Social Interaction Space Opera Special Ops/Black Ops Steampunk Superhuman/Superhero Supernatural/Paranormal Technomagic Time Travel Transhuman Virtual Reality/Cyberspace Xenobiology [B][B]SF Settings Examples v2 (Core + X): [/B][/B] 2300 AD 9[SUP]th[/SUP] Generation After the Bomb Aftermath Albedo Babylon 5: Starships + Social Interactions + Mystery/Investigation Battlelords of the 23[SUP]rd[/SUP] Century Blackwatch Blue Planet Bubblegum Crisis Buck Rogers XXVC Centauri Knights Conspiracy X Continuum Cthulhu Tech Cybergeneration Cyberpunk 2020 Cyberspace Dark*Matter Darwin’s World Dawning Star Deadlands Diaspora Doctor Who (various) Dragonstar: Starships + Fantasy + Magic Eclipse Phase Engel Etherscope Ex Machina Fading Suns Faith Fallout/Wasteland: Post-Apocalyptic + Vehicles + Mutations Fringeworthy FTL 2248 Gamma World Gear Krieg GURPS Infinite Worlds GURPS Planet of Adventure GURPS Terradyne GURPS Transhuman Space Halcyon HALO Heavy Gear: Starships + Mecha Incursion Jeremiah Jorune Jovian Chronicles Judge Dreed Kromosone: Biotech + Espionage + Transhuman + Economic/Trade Legionnaire Living Steel Mach The First Colony Macross II Mass Effect: Starships + Mental Powers+ Social Interactions Mechwarrior: Starships + Post-Apocalyptic + Mecha Mekton Metamorphosis Alpha Multiverser Mutant Mutant Chronicles Mutazoids Neuroshima Paranoia Pax Draconis Phoenix Command Prime Directive Reich Star Rifts Rifts Chaos Earth Ringworld Robotech Second Dawn Serenity: Starships + Low Tech Shadowrun: Fantasy + Magic + Espionage + Cyberware + Virtual Reality/Cyberspace Shatterzone Shock Social Science Fiction Skyrealms of Jorune SLA Industries Space 1889 Space Infantry Space Master Space Opera Spaceship Zero Splicers Starfinder Star Frontiers Star Hero Star Trek (various) Star Wars (various): Starships + Mental Powers + Robotics + Military/Mercenary Star*Drive Stargate SG-1 Starship Troopers: Starships + Power Armor + Biotech Starships & Spacemen Systems Failure Tales from the Floating Vagabond The Confederate Rangers The Mechanoid Invasion The Metabarons The Morrow Project The Robotic Age Time Lord Tokyo NOVA Transhuman Space Traveller Traveller 2300 Tribe 8 Trinity Twilight 2000 Uncharted Worlds Underground Universe Warhammer 40K/General: Starships + Horror + Magic Warhammer 40K/ Black Crusade Warhammer 40K/ Dark Heresy Warhammer 40K/ Deathwatch Warhammer 40K/ Only War Warhammer 40K/ Rogue Trader Worlds of Rage Wraeththu XCOM: Special Ops [/QUOTE]
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