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Blood and Space
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<blockquote data-quote="Vigilance" data-source="post: 637269" data-attributes="member: 4275"><p><strong>Another Review</strong></p><p></p><p>Hi all, I came across another review of the game here and thought I'd share it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Originally posted by Hildulf at:</p><p></p><p><a href="http://www.dreadgazebo.com/cgi-bin/forums/YaBB.cgi?board=d20modern;action=display;num=1043356505" target="_blank">http://www.dreadgazebo.com/cgi-bin/forums/YaBB.cgi?board=d20modern;action=display;num=1043356505</a></p><p></p><p>Okay... here's the skinny. </p><p>Blood and Space RIGHT NOW, is a 117 page (118 including opening graphic) document available for purchase on RPGNow. </p><p> </p><p>What it is: </p><p>It is a toolkit to supplement your existing space game. </p><p>It is a source of new Core Classes, Prestige Classes, Specialist Classes, Feats, Skills, Tech (yes... I said tech, and the tech stuff is very good), rules for making technical doodads, basic checks for hacking, and opposed checks for someone to shut down a hacker, and for me... one of the best things about the book, and indeed its focus... real, viable, workable space combat rules. Ship to ship space combat... Boarding... Hotdogging.. Single manned armed craft piloting... Star Ship construction rules... Rules for RUNNING a starship, from a freight hauler to a pirate vessel, to a Galaxy Class Federation Starship... </p><p>It has rules for hard Sci-Fi (where the author has tried to stick as close to real physics as he could). </p><p>It has rules for Space Opera... "Captain! The Flux Capacitator in the main Gigaflex drive is buckling! I dinna know how much more she can take!" </p><p>It is a valuable addition to an existing space campaign. It will drop RIGHT IN to an existing DragonStar Game, or an existing Homebrew campaign. Or a Star Wars campaign... </p><p>It is probably the best $8.95 you could spend on a 117 page supplement. </p><p>It is a great value, and it is OF great value. </p><p>I endorse it wholeheartedly. </p><p> </p><p>What it is not: </p><p>It is not a campaign setting in and of itself. </p><p>It is not a source of new spells, or true supernatural feats or skills (although... a high level doctor being able to bring a patient back from the dead after up to a full DAY! YEAH!) </p><p>It is not a waste. </p><p> </p><p>Blood and Space will be coming out in a slightly revised form in print, in March. Yes... As it stands, now... Blood and Space will be a 144 page book you can go to your participating book store, and pick up, and peruse. But that's not until March... I'm using this baby WAY before then... </p><p>I say slightly revised.... let me clarify. There will be a few additions. And a VERY few corrections [mostly spelling and grammatical]. With one or two rules clarifications. </p><p>I'd order it. </p><p>Well... I have it, so... </p><p>At any rate... it's well worth the purchase price.... </p><p> </p><p>Hildulf</p></blockquote><p></p>
[QUOTE="Vigilance, post: 637269, member: 4275"] [b]Another Review[/b] Hi all, I came across another review of the game here and thought I'd share it :) Originally posted by Hildulf at: [url]http://www.dreadgazebo.com/cgi-bin/forums/YaBB.cgi?board=d20modern;action=display;num=1043356505[/url] Okay... here's the skinny. Blood and Space RIGHT NOW, is a 117 page (118 including opening graphic) document available for purchase on RPGNow. What it is: It is a toolkit to supplement your existing space game. It is a source of new Core Classes, Prestige Classes, Specialist Classes, Feats, Skills, Tech (yes... I said tech, and the tech stuff is very good), rules for making technical doodads, basic checks for hacking, and opposed checks for someone to shut down a hacker, and for me... one of the best things about the book, and indeed its focus... real, viable, workable space combat rules. Ship to ship space combat... Boarding... Hotdogging.. Single manned armed craft piloting... Star Ship construction rules... Rules for RUNNING a starship, from a freight hauler to a pirate vessel, to a Galaxy Class Federation Starship... It has rules for hard Sci-Fi (where the author has tried to stick as close to real physics as he could). It has rules for Space Opera... "Captain! The Flux Capacitator in the main Gigaflex drive is buckling! I dinna know how much more she can take!" It is a valuable addition to an existing space campaign. It will drop RIGHT IN to an existing DragonStar Game, or an existing Homebrew campaign. Or a Star Wars campaign... It is probably the best $8.95 you could spend on a 117 page supplement. It is a great value, and it is OF great value. I endorse it wholeheartedly. What it is not: It is not a campaign setting in and of itself. It is not a source of new spells, or true supernatural feats or skills (although... a high level doctor being able to bring a patient back from the dead after up to a full DAY! YEAH!) It is not a waste. Blood and Space will be coming out in a slightly revised form in print, in March. Yes... As it stands, now... Blood and Space will be a 144 page book you can go to your participating book store, and pick up, and peruse. But that's not until March... I'm using this baby WAY before then... I say slightly revised.... let me clarify. There will be a few additions. And a VERY few corrections [mostly spelling and grammatical]. With one or two rules clarifications. I'd order it. Well... I have it, so... At any rate... it's well worth the purchase price.... Hildulf [/QUOTE]
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