Blood and Space is a science fiction 'tool kit' for d20 from RPG Objects (available from RPGNow), written by Charles Rice and Chris Davis, with interior art by V Shane and cover art by Scott Clark. Not quite a game on it's own, it's apparently aimed at supplementing one of the increasingly large number of d20 SF games (at least 6 by my count). It's a PDF, which I don't generally buy, but I just couldn't resist this. It sounded cool, and one of those things that would keep nagging me in my mind until I buy it (I have no willpower).
It's priced at $8.95, a bit on the expensive side. It is 117 pages, though, and you get a zip with two versions. One is the full graphic version, while the other is printer friendly. It's not as printer friendly as some PDFs I've seen, it still has rather nasty, ink sucking blue shading and artwork, but the header and sidebar graphics, the real ink killers, are removed, which is the main thing.
All in all, I'm fairly impressed with it. Some problems, but I'll definitely be using some of it. If it were a print book, I'd probably have crossed out a lot of things and written in new stuff.
The first chapter is introductory stuff. Besides an introductory story, it explains that this product has stuff for both space opera style science fiction and hard science fiction (ie, real science as we know it now). Certain things in this book are tagged with a label to let you know which is which.
The second chapter is on new classes. These are set up as normal d20 classes (as opposed to d20 Modern), although the classes also have a defense bonus, which D&D doesn't use, but some SF d20 games do use. There are 9 new core classes and 8 new prestige classes.
The new core classes are generally done pretty well, none over or under powered, and for the most part, are useful. I like the Doctor, the Engineer, the Scientist. (I have a minor problem with the Scientist, one of it's special abilities uses a d100% style roll, I think most rolls in the d20 system should use d20s, oddly enough.)
The Marine is just a renamed Fighter (more or less), and I think I would have liked to have seen more than just that. The Mercenary is close to a Barbarian, he 'rages' like one, anyway, but other than that, is like a Fighter. I think I would have liked to have seen something more different, or possibly see the Mercenary as a prestige class (since it's a job you usually take after being a soldier or thug, it's not something you start out in. This bugged me in T20, too).
One, the Hauler, seems weird. At first glance, it seems like just a space-teamster. But upon closer inspection, it's odd - it apparently assumes that space travel is controlled by Mafia-style familes (I think). Another, The Hot Shot, seems more suited for a prestige class (since there is a normal Pilot core class included).
Some of the prestige classes also seem a bit unnecessary (or perhaps suited for core classes). For instance, the Colonial Marine - that seems more suited for a core class, much to the regular Marine in this product as the Ranger or Paladin is to the Fighter in normal d20. Or the Starship Officer. Usually Officers are officers by going to an academy. As opposed to being enlisted, then promoted to officer. So they should start first level, I'd think.
So, while I generally like this chapter, I think it's somewhat of a hit or miss thing. Not all classes will be useful for your game.
Chapter Three introduces several new skills. Most are pretty much what you expect (and what you find in most SF games), though I think some are stretching it a bit. For instance, the Boarding skill lets you latch onto another ship while in Zero-G. That seems way too narrow. A more general EVA (ie, spacewalk) skill might have been more useful. There are several new craft skills, with examples provided.
There are also several new feats. Not so many general ones - lots of new feats for pilots, especially in a space opera style game. Also many for creating items and the usual proficiencies. The Leadership feat is also revised to work with the crew rules in this product.
Chapter Four is on new equipment. It's not a huge chapter (about 10 pages), as it says it aims to supplement the stuff found in most SF d20 games, not be a complete chapter on it's own.
It uses credits, not unlike most games, but the prices seem quite low. A 9mm pistol only costs 50 cr. In Dragonstar, a light pistol is 400 cr. In Traveller d20, it's 200 cr.
There's only a few new weapons, mostly lasers (Infrared and X-ray) plus something curious called a "Tesla Rifle".
There are several new armor types. Light and Medium armor improve AC, while the Heavy stuff provides Damage Reduction. Unfortunately, no acane spell failure was included, so you need to do some work if you're using a fantasy/sci-fi game.
There's also a system for trading/selling cargo, although it's pretty sketchy and quite random. Basically, you roll a d20, and that gives you the supply/demand ratio - you divide the d20 by 10, and that gives you the current price of that cargo on the planet. It doesn't really take into account the size of the planet you're selling it on, and while it says that you should give each planet an import preference, it doesn't give much in the way of guidelines.
There are some sample cargos, about a page's worth. It's almost like the list gets cut off, because it starts with A (Alcohol) and goes to M (Microbes) and stops. There's only 10 or so, so it's not that comprehensive (especially since many of the listed cargos are obscure, like magnetic bottles. And many are vague, like "Metals", instead of specific metals).
Chapter 5 is on Starships, and is about 30 pages long.
Starships are handled somewhat abstractly.
Apparently you just pick a hull. Each hull then has a Cargo Size rating in tons. You then fill up the ship with various bits of equipment. Simple, and it works well in computer games like Elite and Privateer and the like.
However, there are some problems. The corelation between the physical size of a hull and the amount of cargo space is odd. As ships get larger (much larger in terms of physical size), the amount of cargo space only increases a little. As does the crew and passenger capacity. (Note - crew sized is sometimes handled abstractly, sometimes it's handled exactly, just when which is which is somewhat confusing)
Also note, you apparently don't pick the size of the hull (that chart is just included for fun, I guess), but the "Hull Type". They are broken up into a number of categories and numbers, from 1 to 6, and listed on a chart. For instance, Fighter 5, or Civilian 3. (Not a lot of choice, all things considered, only about 20 different hulls for space ships.)
It's also a bit weird, I think. Apparently no one but the military has huge ships. That doesn't make much sense, because in the real world, the largest ships are supertankers, and there are huge commercial liners and cargo carriers. And while the military has larger ships, they aren't really much better than the tiny models. Science Fiction is full of giant ships, from the Star Destroyers of Star Wars (not to mention the Death Star), to the Battlestars and Baseships of Battlestar Galactica, to the ships of the Aliens in V and Independance Day. Even in Science Fiction RPGs, huge ships are fairly common - in Traveller, ships go up to a million tons (and each Traveller ton equals 5 real world tons, at least for surface ships).
Another oddity is how it handles star drives. There are two general choices, hard SF slower than light (STL) drives, and a variety of different style Space Opera FTL drives. The trouble is, many science fiction settings are based on having a drive which propels the ship at STL speeds, as well as something that makes it go FTL. This doesn't provide something to do the former. It does a much better job with real world STL drives, but unfortunately, not many current SF games happen to use them.
Another thing - most fictional depictions of starships (and real ones) separate a starships powerplant from the drive it uses. This doesn't, exactly, though it has additional power plants you can buy to give more power.
There's also a variety of weapons. Again, some real world weapons, such as lasers and rail guns, along with space opera-ish weapons, like anti-matter torpedos and mass drivers. There's a lack of really big weapons, suitable for huge ships, like one finds in some SF games (for instance, Traveller, there are spinal mounts which displace 1000s of tons), despite the fact that the physical size of ships in Blood & Space should be large enough to accomadate them.
Again, the ship defenses are split into hard science and space opera. In this case, the names for the space opera defenses are a bit odd. Rather than resorting to technobabble, they have names like "Joust Shield" and "Lancer Shield". This didn't do much for me.
There's a variety of spaceship equipment that take up cargo space.. Some real world, some staples of sci-fi. They range from things like hospital bays to things like ram scoops. (The way Ram scoops are described and work give me fits). See this:
http://www.itsf.org/brochure/ramscoop.html
If it were fuel scoops like in Traveller, which lets you skim hydrogen from gas giants, then I'd understand.
It's not a bad chapter or system, but I think they tried to do much, and be too broad. And so, didn't do a great job. (I do think the hull size vs. ton amount is screwed up. And their tons seem to have no relation to any real world ton, which confused the heck out of me at first). So it works, I just don't think it doesn't make that much sense. It also works best at small-ish ships - there doesn't seem all that much point in building larger, super ships, since middle sized ones carry almost as much as the bigger ones (or as much, in some cases).
I also think that some facilities are too small, and some really need to be tailored to the size of the ship. For instance, in order to make a carrier, you need the carrier deck facility. It's only 10 tons, allowing it fit on most ships, even medium sized ones (100 feet long). However, there's a requirement that it only goes on huge ships. This seems like a kludge to have it make sense. A more robust system would have had the carrier deck take up say, 100 tons, but only a huge ship would have that much room to spare. That way, no special rules needed.
Operating costs are also really really low. Couple hundred of credits a month. Even with 9mm pistols costing only 50 cr, that's pretty cheap.
Chapter 6 is on starship crew. Essentially, it handles crew in a very abtract manner. It doesn't really use many (any?) d20 conventions, but is more similar to a wargame. They are rated as either Raw, Green, Inexperience, Average, Experience, Crack, Legendary, (with a XP chart) and there are several different crew types. While this is not bad, why not just use regular d20 levels? I mean, that's exactly what levels mean, a way of describing how competent someone is. This chapter also describes just what each crew type can do in combat. Crew pay is really really low. Even in a universe with a 9mm only costing 50 cr, 100 cr a month to pay the salary of a Legendary level crew is far too little.
Chapter 7 is on Starship combat, and is about 20 pages. You pretty much need a map for their method, either a hex map or square map. (I have several big hex maps from games like Knight Hawks and Star Fleet Battles). It's somewhat like a simple board game. Each hex 5,000 miles. Every weapon has a range in hexes. Ships have acceleration ratings. Much of the gameplay is handled like normal d20 system combat. You roll initiative, then act. Move, fire, etc. Seems pretty solid, and fairly newtonian, at least in the rules. I had some trouble figuring out the combat example, though.
The largest section in this part is on "terrain", mostly assorted space objects. Other than the really dense asteroid fields (real asteroid belts are not even remotely like you see in fiction), this section is well done. Even described the difference between a nova and supernova. (Though I think usually the term is "Kaboom", not "Kabomb".)
So, to sum up, I'd say this is good, but flawed. I like most of the new classes, and the new skills & feats are generally well done (if a bit redundant if you own a d20 SF game). The theory behind the starship construction system is good, but seems suited for smaller ships - it doesn't scale up well to larger ones. The starship combat system is fairly good (reminds me somewhat of the old Knight Hawks game), but the example of how it works could have been better, or less confusing (especially on movement and starting conditions). It's also perhaps too divorced from the d20 system in some areas, most notably crew experience. The trading system is basebones and perhaps a bit too detached from reality.
The interior art, at least for characters, is very good and is professional quality (as is the layout). I got this book about the same time as I got Galactic Races (from FFG), yet I noticed that the character art is better in this than in Galactic Races. The starship art, on the other hand, isn't quite as good. I don't know if it was due to the digitalization of the art, but there is a big problem with aliasing in the spaceship art. (That is, the lines of the ship look rough or jagged. Also happens in the character art, but it's much more noticeable with the spaceships). Some of the spaceships are also, well, odd looking.
B- is probably what I'd give it. It kind of reminds of the old spaceship supplement for Star Frontiers, Knight Hawks. Not quite as good, though.
The $9 question - was it worth the money?
What I'm going to use it for, at least immediately, is replace many of the badly broken (IMHO) classes from Traveller d20 with the classes from here. And I like the starship design system well enough that I'll probably fiddle with it to make it mesh more with Dragonstar (particularly it's starship sizes) and make it more suitable for larger ships
If it were $5, I probably would feel very happy. But for $9, while I don't feel cheated, it is pushing the price for a PDF product (at least for me). I mean, $9. That's 1/3 of what I paid for the Traveller T20 book, which admittedly had lots of horrible rules, but was also was big enough to at least stun someone if you hit them with it. And maybe seriously injure them. But then again, I'm generally pretty cheap and don't like PDFs. But I still think that they didn't take enough advantage of the PDF format. At the very least, they could have reproduced various charts and such, in an easy printing format (ie, no color, no shading, no frills) at the back of the product. As it is, I can't really even use the blank starship form, because it's in color and has large solid boxes. Of course, as I said, I'm also cheap. So your mileage will vary.
OGL Note: While they didn't update section 15 of the OGL correctly (Instead of Blood & Space, it lists "Darwin's World", I guess they copy and pasted from that), much of the book is open content.