The Anderson and Felix Guide to Naval Architecture (2nd Edition)

From: Gypsy Knights Games

Reviewed by: Ron McClung

The Anderson and Felix Guide to Naval Architecture (2nd Edition) is a new RPG Supplement from Gypsy Knights Games.

Up front, starship building is not my favorite thing to do in a sci-fi game.  It’s one of my least favorite things to do.  A ship is a means to an end, something that gets you from adventure point A to adventure point B.  I like to focus on the characters and the story and not the means of transportation.  There were times where I made the ship basically another character the players had to deal with, but the overall design of the ship really did not matter.

That said, I went into this review with a little trepidation.  Traveller and games of its line tend to be a little too hard science for my tastes, especially when it comes to starships.  I never really saw the reason for this. In my view, when you go into space combat, you are basically turning a story-based RPG to a turn-based miniature game.  Why would you do that?  But apparently some people don’t feel like it is true sci-fi without some kind of ship builders guide and a means to build their own ship.

On the flipside of this, admittedly sci-fi would not be sci-fi without cool spaceships and all the trappings that go along with them.  So I don’t fault people that wants some level of detail in that area in their game.  I can see the appeal of designing a detailed ship that is prepared for anything the GM throws at them, as much as I can see the appeal of building a character that is prepared for anything the GM throws at them.  If I treat it much like another character in the game, I can understand the attraction.

From page #3: Ranging from tiny ten tonne work pods to massive armored system defense monitors, the space ships of Clement Sector are as varied as the crews that operate them.

This is the 2nd Edition of The Anderson and Felix Guide to Naval Architecture, meaning it is a part of the conversation away from the Mongoose Traveller system and into the Samardan Press Cepheus Engine. The Clement Sector is essentially a Tech Level (TL) 12 small ship setting. The major difference between this setting and base Cepheus Engine/classic Traveller is the Zimm Drive.  This drive is a quantum entanglement device allowing FTL travel.  It limits starships to an absolute maximum of 5000 tonnes.  It is extremely rare to find in-system vessels displacing more than 20,000 tonnes.  However, computer technology has advanced slightly higher and some ships systems allow for TL 13 technology.

At the foundation of spacecraft construction is a hull.  Into the hull are fitted various things like Zimm and maneuver drives, the power plant, the fuel tanks, accommodation for the crew, as well as various electronic systems (computers, sensors and control).  Other components can also be optionally fitted including armaments, defensive systems, and others based on the intended function of the ship.  Building a ship is all about the Displacement Tonnage or Tonnage for short (dT).  The total tonnage of the installed fittings cannot exceed the tonnage of the hull.

From page #3: Both adventure class ship and capital ships can be designed using this publication.

Starting with a Hull, I decided to make a simple freighter like the Firefly or the Millennium Falcon.  Once I had a hull chosen, I moved on to the drive systems.  After the drive systems, the Zimm drive is installed.  With the Zimm drives limitation, to be a useful multi-system freighter I had to keep it simple.  The hard part is really translating the visual to the numbers.  The examples in the back gave you an idea of some 4 crew ships in the range of 100 and 300, so it is simple enough to stay small and still have an interstellar drive.   You can customize the hull between 3 types – standard, streamlined, or distributed – and a few sub-types within those types.  Drive and power systems are next, influenced by concept as well as hull size.

Following the basic hull and structure of the ship as well as the engineering options, there are several steps to follow that including armor, various reinforcement options, and the like.  Once all that is chosen, the Main Compartment is designed.  This include the bridge, computer systems, staterooms, and other internal as well as external components.  Do you include a secondary bridge?  Do you harden the bridge?  What kind of sensors and communication arrays do you need? Basic Civilian, Military or other specialized types?  What I like about this part of it is the variety.  This is where you get a good feel for the guts of your ship.  The barracks, the sleep-pods like in Aliens (called Low Passage Berths), the briefing room, and the galley are all options to throw in your ship.   It really feels like they considered everything.  Equipping your ship with these options in like equipping a character.

Of course, what is a ship without weapons.  Space is big but it is also dangerous and you can always count on some factions within humanity prey on the weaker targets.  So you can go without weapons, but it would be very dangerous.  You have choices for point defense systems, turret/barbette weapons, bay weapons and spinal mounts.  The Falcon had your basic point defense weapons, while I am not even sure if the Firefly had any.  Ships in the Rocinante from The Expanse had torpedos as well as point defense.

Lasers are the most common weapons but there are also missiles, torpedoes and railguns as well.   The Spinal weapons are the biggies – Meson and Particle cannons are the big dogs of the neighborhood.  Shields or Screens – defenses – are also a big part of the section.  Does your ship include smaller craft, hangar bays, or cargo space?  That’s the next step.  Following this, is the crew requirements are determined. This is where the personality of your ship comes in.

In conclusion,  this is a very comprehensive sourcebook for those that like to focus on the details of the party’s starship.  While it traditionally is not something I entirely focus on, I can appreciate the level of detail this book presents.  It makes it fun and detailed.  And it is very easy to follow.  I highly recommend this book for those that are looking to start a ship-oriented campaign.  The art also adds a lot to the feel of the sourcebook.  Of course the ships are cool but I love the internal shots as well. 

For more details on Gypsy Knights Games and their The Anderson and Felix Guide to Naval Architecture (2nd Edition) check them out at their website http://www.gypsyknightsgames.com/, and at all of your local game stores.

Codex Rating: 19 out of 20

Product Summary

The Anderson and Felix Guide to Naval Architecture (2nd Edition)

From: Gypsy Knights Games

Type of Game: RPG Supplement

Written by:  Michael Johnson

Artists: Ian Stea, Bradley Warnes, Sam Harvey, Fotolia: Crom

Cover Layout and A&F Logo: Stephanie McAlea

Book Layout: Ian Stead

Editor: Curtis Rickman

Number of Pages: 150

Game Components Included: One PDF

Game Components Not Included: Core Rulebooks

Website: http://www.gypsyknightsgames.com/

Reviewed by: Ron McClung

Ships of Clement Sector 12: Broken Hill-class Prospector

From: Gypsy Knights Games

Reviewed by: Ron McClung

Ships of Clement Sector 12: Broken Hill-class Prospector is a RPG Supplement from Gypsy Knights Games.

NOTE:  This is the Traveller edition of the PDF.  Since receiving this, Gypsy Knights has disassociated from the Traveller game system and developed their own called The Clement Sector, the Rules, using an alternate version of the Cepheus Engine Universe.  If they haven’t yet already, they will be converting this supplement to the game system.

The Broken Hill class ship is a medium sized exploratory ship. This ship reminds me of a stripped down version of the Boyne-class replenishment ship (previously reviewed).  The Broken Hill design was born out a recognized need for more than the tradition of merchant ships converted ad-hoc for mining purposes.  It was built to transport raw ore transferred by two cutters and never was designed to land on the surface itself.  It can receive ore from up to four cutters but can carry only two.

From page 3: “There was a deafening din. Echoing through the hull the moment he stepped off the transfer launch, he knew he was on a hardworking ship. There was no mistaking the rumbling of equipment, nor the overwhelming stench of stale sweat, harsh body odor or bitter chemicals from overworked air scrubbers. There was only so much you could do to hide from the smell on a ship like this, but he knew that after an hour he wouldn’t notice anything different from the hundreds of other ships he’d been aboard in his life.”

Out of the dock, the ship is moderately armed with eight points for turrets.  However these are a strong point of customization and older ships armaments may vary.  It also traditionally is equipped with a cutting laser which is not very effective as a weapon.  It is also equipped with an externally docked transfer launch or shuttle.  As the name implies, the Broken Hill prospects for ore in either asteroid belts or other convenient locations where the cutters do most of the work and the main ship positions itself conveniently, prepared to receive ore as its minions find it.

A variation of the Broken Hill class prospector is called the Venture-class troop transport.  As the name implies,  it is marketed as an affordable transport vessel for small system defense forces and private security contractors. Refitted with different weapons and troop transport pods for cargo bays, the Venture class ships utilize the cutters as troop drop ships.

From page 7: “See that point of light, brighter than the rest? That is home for us out here amongst the rocks spinning through the black. Sure we have the cutters, but over there on the Courtland is more room to move, more people to talk to and better meals than old  Crace ever cooked on this tub of a cutter.” Elias Thomas, belter on mining cutter 2 “Annie Joy” Sequoyah Mining Co. Sequoyah c2338 CE

The MRV Paddy Hannan – a Broken Hill class prospector  – is owned and operated by Westralian Metals Company Pty Ltd out of New Perth.  It  is commanded by Senior Ship Captain Moulina Laydaiand travels searching for the new mining potential in the AXO206 system.  Full background are given for two members of that crew as well as encounter tables for both the Broken Hill class as well as the Venture class.

In conclusion, the Broken Hill (as well as it variant) have a lot of potential for adventure.  The players could be a crew of one of the cutters and discover strange new things on the edges of Clement Sector (or whatever areas of space your sci-fi game explores.  This ship is very diverse, allowing for exploratory uses as well as military uses.  

For more details on Gypsy Knights Games and their RPG Supplement Ships of Clement Sector 12: Broken Hill-class Prospector” check them out at their website Gypsy Knights Games, and at all of your local game stores.

Codex Rating: 17

Product Summary

Ships of Clement Sector 12: Broken Hill-class Prospector

From: Gypsy Knights Games

Type of Game: RPG Supplement 

Author: Michael Johnson

Additional Material: Bradley Warnes

Artists: Ian Stead, Bradley Warnes, Michael Johnson

Cover Layout: Stephanie McAlea

Editor: Curtis Rickman

Website: Gypsy Knights Games

Reviewed by: Ron McClung

Quick Worlds 27: Shingal

From: Gypsy Knights Games

Reviewed by: Ron McClung

Quick Worlds 27: Shingal is a new RPG Supplement from Gypsy Knights Games.

NOTE:  This is the Mongoose Traveller edition of the PDF.  Since receiving this, Gypsy Knights has disassociated from the Mongoose Traveller game system and developed their own called The Clement Sector, the Rules, using an alternate version of the Cepheus Engine Universe.  If they haven’t yet already, they will be converting this supplement to the game system.

Sometimes a planet needs a spotlight.  Perhaps it deserves more than a simple summary.  This is what a Quick World supplement is for  and this one is about a planet call Shingal in the Solon subsector, neighboring the Winston subsector.

From page # 5: Shingal is located in the second orbit of its star, Atalan, a G4 V, yellow main sequence star.

Shingal is part of a simple five planet system – one gas giant and 4 rocky worlds including Shingal.  It has one moon – Kec- which has no atmosphere and uninhabitable without contained environments.   Shingal however, it an Earth-like world with cold polar zones and warm temperate zones.  It has one settlement called Bendergeh, with a population of nearly 36,000.  Settled by followers of the Yazidi religion, the culture and belief system is still heavily influenced by it.  Based on a real world culture, this takes the Yazidi people into a future of uncertainty and adventure.

The colony is ruled by two positions, traditionally held by men.  The Emir is a hereditary king-like position that rules over the state, military and all matters of governmental functions.  Meanwhile the religious leader is the Baba Sheik.  He oversees all issues relating to religious adherence including morality based laws, keeping of certain practices, and the overall leadership of the Yazidi religion.  If there is any dispute between the two men, the Baba Sheik wins over.  The police force answer to both leaders, enforcing both civil and religious laws.

From page # 9: The Yazidi are an insular people. They have always been a culture separated from their surrounding neighbors.

The people of Shingal descended from the Yazidi people who left Earth after generations of oppression and persecution. Emir Hazim lead them from Earth to Shingal.  Culturally, they are not welcoming to outsiders and are extremely xenophobic.  All men in their society above the age of 15 years are armed to protect their society.  Women are not restricted from doing so and many do as well.

Their religion – a slightly modified mythos based on Judeo-Christian beliefs – positions the Yazidi people as specifically descended from Adam, while everyone else were descended from the union of Adam and Eve.  This tends to isolate them as they believe no one can convert to their religion (as they do not have the proper lineage).   Purification through reincarnation is at the center of their afterlife mythos, with those that do evil reincarnating to animals and those that do good return as humans.

Khude – the Yazidi deity – is the creator of all.  However, he has no real interest in the affairs of humanity, so they do not worship him.  Instead,  they worship a proxy-deity created by Khude – Malek-Tauz, also known as Shaytan.  Unfortunately, because of the similarities between the mythology of Shaytan and the Judeo-Christian Satan, many believed they were “devil worshipers.”  Meanwhile, the people of Shingal believe that they have actually found the home of Malek-Tauz and it is their holy ground or promised land.

The PDF ends with some interesting Referee notes that gives the Referee a little insight into the intrigue and politics of the people of Shingal.  I won’t give away any spoilers but there is some very interesting adventure potential on this planet.

In conclusion,  this supplement mixes some fiction with real world fact to create a interesting world and culture.  It takes one of the oldest cultures on our planet and places it in the far reaches of space, speculating on some of the effects of such a journey would have on it.  While at first, many would not see a lot of adventure on a world full of xenophobic isolationist religious fanatics, as you delve deep into the PDF, the potential leaps out at you.

For more details on Gypsy Knights Games and their new RPG Supplement “Quick Worlds 27: Shingal” check them out at their website http://www.gypsyknightsgames.com, and at all of your local game stores.

Codex Rating: 16

Product Summary

Quick Worlds 27: Shingal

From: Gypsy Knights Games

Type of Game: RPG Supplement

Author: John Watts

Artists: Bradley Warnes (Cover), Ian Stead (p.2)

Editor: Curtis Rickman

Cover Layout: Stephanie McAlea

Number of Pages: 13

 

Website: www.gypsyknightsgames.com

Reviewed by: Ron McClung

21 Plots Go Forth

From: Gypsy Knights Games

Reviewed by: Ron McClung

21 Plots Go Forth is a RPG Supplement from Gypsy Knights Games.

I am always amazed by the level of inspiration and creativeness by the writers at Gypsy Knights Games.  The 21 plot series has many cool ideas to jump off from that really give you a new perspective on a hard science fiction setting like Clement Sector.  21 Plots Go Forth does not disappoint.  This is the fourth book in the series, starting with 21 Plots, 21 Plots Too and 21 Plots 3.  There is also a series of “situational” 21 Plots series – 21 Plots: Planetside, 21 Plots: Misbehave and 21 Plots: Samaritan.

NOTE:  This is the Mongoose Traveller edition of the PDF.  Since receiving this, Gypsy Knights has disassociated from the Mongoose Traveller game system and developed their own called The Clement Sector, the Rules, using the open license with Samardan Press and their Cepheus Engine.  If they haven’t yet already, they will be converting this supplement to the game system.

From page 3: ” … this book presents 21 possible plots for the Referee to use with a gaming group.”

Delving back into a familiar layout, 21 Plots Go Forth starts out where the previous books left off.  A series of adventure seeds with tables for options on the end result.  Each plot has six possible variations, and the GM can either choose or roll a dice to determine what happens.  Either way you do it, I recommend you read them all, because they inspire you to combine two or more.  As the title implies, there 21 total plot inspirations.

From page 3: We at Gypsy Knights Games hope this product is used and reused by you many times and that it is an aide to you in coming … campaigns.

From strange hypnotists to con artists, corporate explorers in need of escort to royal agents in need of a prison break, these plots have it all (again).  Many of them are Clement specific, integrating some of the cultures of the various worlds in the setting (and where they might conflict) but with a little work, they can easily be worked into another sci-fi setting.   Included in the back of the PDF is a complete Index of the 21 plots series.  This is extremely handy if you have all the books.

In conclusion,  I found this addition to the series a little more eccentric than the others.  There are some very detailed and interesting adventure ideas in this book.  I guess the more a writer puts out, the more eclectic the ideas become.  I found many of them very inspiring.

For more details on Gypsy Knights Games and their new RPG Supplement 21 Plots Go Forth” check them out at their website Gypsy Knights Games, and at all of your local game stores.

Codex Rating: 16

Product Summary

21 Plots Go Forth

From: Gypsy Knights Games

Type of Game: RPG Supplement

Authors: John Watts, Bradley Warnes, “Big” Dan Callahan, Vaughn Wright, Curtis Rickman, Paul Santiago

Artist: Bradley Warnes

Cover Layout: Stephanie McAlea

Editor: Curtis Rickman

Number of Pages: 47

Game Components Included: One PDF

Game Components Not Included: Core Rulebooks

Website: Gypsy Knights Games

Reviewed by: Ron McClung

Ships of Clement Sector 10: Lee class Merchant Vessel

From: Gypsy Knights Games

Reviewed by: Ron McClung

Ships of Clement Sector 10: Lee class Merchant Vessel is a RPG supplement from Gypsy Knights Game (now part of Ships of Clement Sector 10-12: Workhorses 2nd Edition).

NOTE:  This is the Traveller edition of the PDF.  Since receiving this, Gypsy Knights has disassociated from the Traveller game system and developed their own called The Clement Sector, the Rules.  It is now part of Ships of Clement Sector 10-12: Workhorses 2nd Edition

The Millennium Falcon.   The Serenity.  Sci-fi is full of merchant vessels that travel the space lanes delivering payloads – legal or illegal – to paying customers.  John Watt’s Clement Sector is no different.

From page #3: People say owning your own ship must be the most wonderful thing in the universe. There is no one to answer to, and nothing but the stars to gaze at everyday with freedom to go wherever you want, whenever you want. The thing is, they don’t have a creditor hanging over their head waiting to repossess the ship if you miss a payment one too many times.

The Lee-class merchant ship, designed by Boone Starship Industries, is a freighter vessel with a double height cargo hold and three large cargo access areas as it selling points.  Two-thirds of the length of the ship is dedicated to cargo, making it a sort of “18-wheeler” of merchant vessels (Space Truckers, anyone?).  Unfortunately, this rings true for its’ maneuverability as well.  The ship however, has some teeth, with the potential of four turrets mounted on the outside.  The ship’s crew capacity is five but can take up to 10 passengers.  It has two distinct decks which are both compartmentalized for security and for damage control.

The ship itself has a sleek elongated appearance that makes me think of a train car or 18-wheeler in space.  The PDF details out a considerable amount of information about the ship including contents of ship’s lockers and overall system capabilities.  The decks plans are exceptional as usual and usable in just about any sci-fi RPG system.  To make it to scale will take a little work but the deck plans are detailed enough for table use.

 

From page #3: Peering over a handful of square cards, he fought hard to keep the grin from his face. Luck was changing, and for the better if this hand of ‘Clement21’ played out like he thought it would. “I see your high spread and raise you five… betcha two to one this hand is gonna make you
weep when you see it, mate.”

The PDF then details a sample ship and crew called the Nebular’s Ghost.  The Ghost, captained by Gaibrielle O’Rourke, navigates a regular route originating from Boone and connecting to many nearby systems. Each crew member is detailed out in RPG stats and background notes.  The PDF ends with 6 different adventure seeds that are generic enough they can be worked into any Merchant ship adventure.

In conclusion,  I can’t get enough of these types of PDFs because I love having any kind of ship at my disposal for my players.  Like I say a lot with these supplements, they can be used in any sci-fi system.  The detail the writers put into it make these ships seem to jump out pages.  The detailed art is also inspiration as usual. It’s a perfect ship for a RPG party to crew.

For more details on Gypsy Knights Game and their RPG supplement  “Ships of Clement Sector 10: Lee class Merchant Vessel” check them out at their website http://www.gypsyknightsgames.com/, and at all of your local game stores.

Codex Rating: 16

Product Summary

Ships of Clement Sector 10: Leeclass Merchant Vessel

From: Gypsy Knights Games

Type of Game: RPG supplement 

Author: Michael Johnson

Additional Material by Bradley Warnes

Artists: Ian Stead, Michael Johnson , Bradley Warnes

Cover Layout: Stephanie McAlea

Editor: Curtis Rickman

Number of Pages: 27

Game Components Included: One PDF

Game Components Not Included: Core Rules for Clement Sector

Website: Gypsy Knights Game

Reviewed by: Ron McClung

Ships of Clement Sector 3: Moltke-class Cruiser

From: Gypsy Knights Games
Reviewed by: Ron McClung

Ships of Clement Sector 3: Moltke-class Cruiser is a new RPG Supplement from Gypsy Knights Games.

Following along the same lines as the previous entry in this series,  Ships of Clement Sector 3 introduces another military class ship into the Clement Sector.  With a sleek look and intimidating array of weapons, the Moltke-class Cruiser is a new force to be rekonned with in the sector.

From page # 3: “Umm… contact!

Once again, Gypsy Knights not only introduces an interesting ship, but includes an interesting background.  The background gives you a little taste of the political tensions between the various Earth-originated nationalities in the Clement Sector, prior to the Collapse (and may still remian in certain areas).  This particular ship was started pre-Collapse in a arms build up between Germany and the Royal Navy.  Eventually, the new class of cruiser was built based on the plans for an older pre-Collapse and the Hub was the proud owners of multiple Moltke-class Cruisers.  

These ships pack a punch and are bristling with weapons. 2500 dT Needle/Wedge design, it is an impressive ship.  It can hold up to 70 crew and 12 marines, and is an “armoured behemoth primarily designed to destroy opposing warships…”   They are built to act as a fleet flagship.  It also carries a Captain’s Gig, small Boat and a Cutter (all of which at detailed out and mapped).  You want to judge a power by its most powerful weapon, judge the Hub on the Moltke-class Cruiser.

From page # 3: “ The single word broke the fragile silence on the bridge, drawing attention to his station from every officer and crewman present. With all eyes swivelling toward the young, first termer officer, he clamped his lips closed and let out an audible gulp. ”

Additionally, as I suppose a bonus, a new type of fast attack ship is detailed.  Called the Mercury-class Fast Packet Boat, it is now the official courier ship for the Hub Federation.  The ship resembles some of the fast attack ships of  Vulkan-class Attack Boat Tender (Ships of Clement Sector 2), it has the primary function of carrying communiques between fleets.  Included with this is a series of adventure hooks for a crew of a ship like this.

In conclusion, Gypsy Knights continues to impress with sleek looking designs and great story attached to these ships.  Although not a ship that would be owned by a party of characters, it for sure is something a group of characters might serve on.  I think the additional ship – Mercury-class Fast Packet Boat – was added more for this purpose, and serves very well for that.

For more details on Gypsy Knights Games and their new RPG SupplementShips of Clement Sector 3: Moltke-class Cruiser” check them out at their website http://Www.gypsyknightsgames.com, and at all of your local game stores.

Codex Rating: 16

Product Summary

Ships of Clement Sector 3: Moltke-class Cruiser
From: Gypsy Knights Games
Type of Game: RPG Supplement
Author: Michael Johnson
Artists: Ian Stead, Bradley Warnes, Michael Johnson
Editor: Curtis Rickman
Number of Pages: 38
Game Components Included: One PDF Supplement
Game Components Not Included: Core Traveller and Clement Sector books
Retail Price: $4.99(US)
Website: Www.gypsyknightsgames.com

Reviewed by: Ron McClung

MACE West 2017: John Watts & Gypsy Knight Games

MACE West 2017 is proud to host games run by John Watts from Gypsy Knight Games.  All of the games will be running his all-new system, Clement Sector: The Rules (formerly of Traveller system fame) and set in his own personal universe called the Clement Sector.  They all can take up to eight players and will run about 3-4 hours and can be found on OGRe.

John will be running two of his own scenarios:

Hell’s Paradise

TXE-605b, known to some as Calliope, is an untapped planet whose barren surface but breathable atmosphere and abundance of water promises to be an excellent candidate world for colonization. The Nordic Exploratory Service sent an expedition to the TXE-605 system to expand humanity’s knowledge of this world. Now their vessel, NESS Arn, has not returned on schedule. The crew of the CCAS Clara Barton, a Cascadia Colonization Authority search and rescue ship, has now been tasked with finding out why the Arn has not come back from TXE-605b. Have they been attacked by pirates? Have they suffered a malfunction? Or
is it something far more sinister?

Just What The Doctor Ordered

On Sequoyah, the characters are approached by a man in a desperate situation. Can the characters get him out of this predicament? Or will they simply place themselves in danger

About Clement Sector: The Rules

Found on RPGNOw hereYour adventure starts here!

Join the adventure as Clement Sector, one of the most popular and fastest growing science fiction settings, expands with its own rulebook!  Using a unique blend of The Cepheus Engine and the 2d6 Science Fiction OGL rules, Clement Sector: The Rules builds on those to create a framework for action packed role-playing game excitement!

Fight epic space battles!  Explore new worlds!  Become a pirate!  It’s all possible in Clement Sector and these rules provide the foundation for your exploits! Use these rules for your own settings or, in concert with The Clement Sector Core Setting Book, strike out on an adventure in the Clement Sector setting.  It’s in your control!


MACE West 2017

March 24-26 2017
Gaming in the Mountains!
DoubleTree by Hilton Hotel Asheville - Biltmore
Asheville, NC
https://www.justusproductions.com/category/justus-events/mace-west/

21 More Organizations

From: Gypsy Knights Games
Reviewed by: Ron McClung

21 More Organizations is a new RPG Supplement from Gypsy Knights Games.

 I am of the philosophy that a majority of the stories we collectively make in RPGs are born of conflict, may it be physical, spiritual, moral, mental or social.  History buffs like myself can attest that humanity has a long history of conflict.  A conflict does not have to be war or combat.  It can be the type that is in the shadows and behind the scenes;  the intrigue and deceit of conflicting factions.

 In science fiction RPGs, if you don’t have the natural conflict that would come from competing with alien species, then you are left with humanity’s natural propensity to conflict with itself.  This is where factions and organizations come in.  Humanity has a strong need to feel belonged to something; be a member of something.  We are very tribal.  Forming organizations and factions is our nature.

This is what 21 More Organizations is about.  As a follow up to 21 Organizations, it presents the same number of organizations, along with origins, agendas and motivations.  Where humanity goes, so does all its politics and when given the freedom to spread out into something like Clement Sector, the more factions seem to flourish.  Clement Sector is a fertile ground for human factionalization.

From RPGNow website: “ 21 More Organizations provides 21 new and varied groups from Gypsy Knights Games’ Clement Sector setting for use in your Traveller game, each with their own unique history, motives, and goals. ”

 The organizations described in this sourcebook range from obscure paramilitary groups to charity groups;  starship pilot “biker” gangs to holovid production companies; obscure political pseudo-religious groups to scientific scholar societies; crime families to inteligence agencies.  What I like about these is that they are realistic in that they are not “sector spanning,” for the most part.  It recognizes that space is big and it is very difficult to maintain something like a sector-wide organization.  This makes the organizations not only practical but also tangible and localized.

From RPGNow website:  “Read about groups as varied as The Reliable Starship Escort Service, The Royal Astrographical Society and Harbringer Productions.”

Every organization has their own motivations, and as the GM reads them, conflicts and alliances will begin to form.  Connections and opposing interests will form stories and eventually adventures are born.

Organizations that stand out to me are ones like Intelligence Now!, based out of Fairfax in the Cascadia subsector.  It is an organization dedicated to the uplift of all animals by either genetic or cybernetic means – an animal rights organization gone even more wacky.  Or you could check out Ministry 7, the intelligence agency of Fairfax.  I love a good spy agency.  There is certainly a wide range of organizations in this PDF. 

In conclusion, I love anything that brings depth and variety to a setting.  There is so much potential for variety in Clement that I can see many more of these sourcebooks being produced.  This one has a lot of what you would want – it’s creative, inspiring, quirky and weird.

For more details on Gypsy Knights Games and their new RPG Supplement21 More Organizations” check them out at their website http://Www.gypsyknightsgames.com, and at all of your local game stores.

Codex Rating: 16

Product Summary

21 More Organizations
From: Gypsy Knights Games
Type of Game: RPG Supplement
Authors: John Watts, Curtis Rickman, Tony Hicks, Kayla Lee, Michael Johnson and Wendy Watts
Artists: Bradley Warnes , Fotolia: Valebisba, Serkorkin, Ninjanakon, pachanga, madpixblue, veroji, natalipova2011
Editor:  Curtis Rickman
Number of Pages: 41
Game Components Included: One PDF
Game Components Not Included: Core Traveller and Core Clement Sector books
Retail Price: $5.99 (US)
Website: www.gypsyknightsgames.com

Reviewed by: Ron McClung

Ships of Clement Sector 5: Traders and Scouts

From: Gypsy Knights Games
Reviewed by: Ron McClung

Ships of Clement Sector 5: Traders and Scouts is a RPG Supplement from Gypsy Knights Games.

I never really know how to approach supplements like these.  To me, playing an RPG is all about making the collective story.  Vehicles and equipment are just tools in that story.  However, in sci-fi settings, starships do play a big part of that story and are sometimes the source of that story.

Ships of Clement Sector 5: Traders and Scouts is an extensive supplement that gives the readers a selection of the many types of Traders and Scout vessels seen in Clement Sector, from small light traders to specialized long range scout ships.

This supplement has a total of seven ships.  Each ship is detailed, starting with Background and Development, followed by Specifications.  This is followed by a detailed description of each deck and important locations on that deck.  Included with each is a very attractive 3D rendering of the ship as well as a deck plan for each deck.  If the ship includes a shuttle of some kind, that is included also.

From page # 5: “ By the 24th century, mankind has been working and living in space for close to three hundred years, having spread across the stars for two hundred of those.”

The renderings and the deck plans are on the level of what you would expect from Gypsy Knights – top notch.  These ships are all very slick looking with a strong hint of practicality and realism.  These ships are not only useful in the Clement Sector setting of Traveller but they would easily fit in any hard sci-fi game.

I really like many of the designs of the ships but one that stands out to me is the Palomino-class Runabout.  It is a sleek looking ship that is perfect for an adventuring crew.  I just really like this design.

The PDF ends with pre-generated characters for a 4-man crew of a ship called the Billings class free trader (one of the seven ships in the book), the Profitable Venture, and a series of short adventure hooks.

From page # 5:  “ Within Clement Sector, that far flung pocket of humanity isolated from Earth when the Conduit connecting Earth Sector collapsed, dozens of independent colonized systems continue to maintain trade links and routes despite political and cultural differences by the necessity to trade, to grow, to survive.”

In conclusion, what I like most about this line of Gypsy Knights products is its broad usefulness, the practicality and realism in them and the originality.  This is a great supplement to have if you want some ships to work with for your adventuring characters.

For more details on Gypsy Knights Games and their new PG Supplement “Ships of Clement Sector 5: Traders and Scouts” check them out at their website http://www.gypsyknightsgames.com/, and at all of your local game stores.

Codex Rating: 16

Product Summary

Ships of Clement Sector 5: Traders and Scouts
From: Gypsy Knights Games
Type of Game: RPG Supplement
Written By: Michael Johnson
Additional Material by Bradley Warnes
Artists: Ian Stead, Michael Johnson, Bradley Warnes
Editor: Curtis Rickman
Number of Pages: 81
Game Components Included: Single PDF
Game Components Not Included: Core Traveller Rulebooks, Clement Sector setting book.
Retail Price: $9.99(US)
Website: http://www.gypsyknightsgames.com/

Reviewed by: Ron McClung

Dawn Adventures 2: Hell’s Paradise

From: Gypsy Knights Games
Reviewed by: Ron McClung

Dawn Adventures 2: Hell’s Paradise is a RPG Adventure from Gypsy Knights Games.

Following up Dawn Adventures 1, number 2 takes place in the same region, as the name implies.  See my review of the first adventure HERE.  Like the first one, this adventure takes place in an alternate Traveller setting known as Clement Sector and in the frontier region known as the Dawn subsector of the Tranquility Sector.

From page 3: “This book is an adventure based in the alternate Traveller universe which Gypsy Knights Games has been building, known as the Clement Sector”

 The adventure start out much like the previous one with the summary of the Dawn subsector as well as a series of pre-generated characters and a ship for them to use in the adventure.  A perfect setup for a one shot adventure if the GM does not plan to do a campaign.  It’s quite obvious the Gypsy Knights folks have that down.  And I have said this before and I will say it again, these adventures are perfect for conventions games.

The adventure takes place in a system orbiting the star TXE605, on a world called Calliope (TXE605b) by Nordic Exploratory Society.  A brief summary of the system and the world is also presented.  Linked to the first adventure, they party starts off where the last adventure left off, with the ship aiding those that might have been injured in the disaster that took place on Argos Prime.  While on Argos Prime, the players are recruited to help find a lost survey ship bound for TXE605.

From page 3: “The Dawn subsector is located to trailing (or to the right) of the Cascadia Subsector of Clement Sector.”

 The adventure takes the players along the path of the lost ship, starting from Argos Prime to another world called Bicocca (for fuel) and then on to TXE605.  Little happens in Bicocca, which I see as a missed opportunity but a GM can adapt an encounter for the characters if he so wishes.  Onward to TXE605, the players finally learn the fate of the missing ship.

 The rest of the adventure takes place on TXE605b, where mysteriously the oceans teem with life and the land is barren of it.  Without giving too much away, they find a grisly scene and have to investigate into some kind of alien effect on the crew of the missing ship.  They explore the ship (a nice map provided) room by room.

In conclusion, the adventure is fairly straight forward and perhaps a little cliched. It is probably not the best of the series but with a little tweaking, I think the adventure can be fun.  It is very detailed and a GM needs to read it cover to cover to make sure every detail is covered for the players.

For more details on Gypsy Knights Games and their RPG AdventureDawn Adventures 2: Hell’s Paradise” check them out at their website http://www.gypsyknightsgames.com/, and at all of your local game stores.

Codex Rating: 14

Product Summary

Dawn Adventures 2: Hell’s Paradise
From: Gypsy Knights Games
Type of Game: RPG Adventure
Author: George Ebersole
Artists: Bradley Warnes (Cover), Ian Stead, John Watts
Editor: Curtis Rickman
Number of Pages: 46
Game Components Included: One PDF
Game Components Not Included: Core Traveller books/PDF
Retail Price: $5.99(US)
Website: http://www.gypsyknightsgames.com/

Reviewed by: Ron McClung