Review Raven Star 

 

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Raven Star (1994)

Raven Star Game Designs

 

Date Reviewed: Oct 15, 2004

Critical Kobold Rating:    (2 out of 5 Dice)

 

Tigers in SPAAAAAACE!

 

"Judge Your Enemies By Their Will To Survive."



     The planet designated C93 is on the edge of known space, as is customary for all cool sci-fi planetary settings. Naturally, being out of the way, it's dangerous and chaotic and full of surprises and opportunity for adventurers.


     Soon after it was settled as a farming colony, the humans discovered huge deposits of a valuable resource called Nor-X in a solar system nearby. Nor-X is used to build hyperdrive engines, and you know it's important because of its cool scientific-y sounding name.

 

     So, anyway, everyone comes hustlin' out to mine the Nor-X, and before long, little colony C93 is a metropolis. The locals rename C93 "New Chicago". I suppose because they couldn't think of anything better.

 

 

      Now, as if this weren't bitchin' enough, archeologists dig up some ruins from a long-lost technologically inferior race. They translate some of the markings on the ruins, and discover that this dead race had mastered the powers of magic. The markings also state cryptically that "the coming of Raven Star brings rebirth." The planet C93 is quickly renamed Raven Star. (Because "New Earth" would have been too obvious, even for these people.)

     Into this wide and woolly galactic setting stride the characters, ready to tackle the life of a space dude!

 

So my choices are tall human, short human, cat person, or cat person?

     Players first pick their race.  

     Of course, humans are the most prevalent race. These are, as in all sci-fi games, the baseline for PC types. Humans come in all sorts of varieties, like some sort of cosmic Dunk 'N Donuts display case. The humans are the primary explorers, movers and shakers in the galaxy.

     There are also short stocky aliens called gidans. They look like humans, only they come from a high-G world, so they're strong and short. They're nicknamed 'dwarves'.

     Looking for something a bit more exotic? Well, then don't look at the next race, the drielons. They're basically humans, with pointy ears. They come from a low-G world, so are weaker but more agile. In fact, they're even called… 'elves'! (Siiiiiigh.)

     OK, we gotta have something alien-like in a sci-fi rpg, right? OK, lemme look…. hmmm…. A-ha! OK, we gots us some aliens called the assads. The assads are described as "cat-like". Which means they look like humans, only a little furrier and with vaguely cat-like faces. They're a strong warrior race with night vision. (On a totally unrelated note, these sound very much like a race I invented for my Star Frontiers campaign. Only mine didn't look like humans with cat-heads stuck on top.)
 
 

   

 

     But we have one more choice! It's the khochas, a tribal culture with high technology aptitude. Hm… waitaminit. While the description doesn't say *anything* about their looks, their picture is distinctly like that of… Tony the Tiger ®?! What the fuck? Another definitely cat-like race of aliens. Only, wearing high-tops. And really strong. And did I mention they look like Tony the friggin' Tiger?

 

 


     OK, so maybe the races are sort of a bust. Perhaps we should just move along to the professions.


 

I'm thinking, Space Mime. Or maybe Galactic Pimp.

     There are no set classes or types of PCs. You can basically think up a quick descriptor for your guy, such as Diplomat, or Bounty Hunter, or Journalist, or Scientist, or Miner, or Medic, or Drunkard, or whatever. You can be whatever you want, because your PC concept is going to be determined by your choice of skills. Which we'll get to in a minute.

     First, let's determine our
ATTRIBUTES. We've got you covered with the basics:

Strength, Intelligence, Dexterity, Constitution, Agility, Willpower, Charisma, and Appearance.

     None of these need explanation for those of you who've ever even glanced at an rpg book before, so let's move on.

     Players roll 10d6, double that roll, then add 40. These are the character points you have to build your PC. You may apply these points to your attributes as you see fit, but must abide by the racial maximums.  (Your attributes will fall into the 1-20 range.) Once these are calculated, you need to do some math to figure out your derived attributes:
Reflex, Awareness, Speed, and Humanity.
 
  •  Reflex is used to determine initiative, and number of times a PC can act during a combat.
  •  Awareness is self explanatory.
  •  Humanity helps determine your system shock saving throws and your Life Force Points (hit points).
  •  Speed is how fast ya are.

 
 

 

    You ALSO get a Reputation rating. This starts out equal to your Charisma rating, but goes up by 1d6 after each mission you complete in your adventuring career. People will react better to you the more famous you are.

     Finally, you get a Luck rating, with increases after each game session. Luck points can be used as bonuses on rolls during the game.

     With your space chick all statted up, it's time to get skilled.

 

 

In the far future on the planet Raven Star, the retro 80's look is "in"!


Also, thanks to cybernetics, petite women can heft guns the size of their torsos, and shoot your ass dead. Choose your pick-up lines carefully!

 
       
   

My last three PCs specialized in 'Dying Stupidly'.…
 

     OK, the skills are bought with skill points. You start with points equal to twice your PC's age. The age may be determined with a random roll, or simply chosen.

     Skills are broken down into four categories, which explain how complex a skill is: Simple, Average, Challenging, and Difficult. For example, brawling is a simple skill, architecture is an average skill, astronomy is challenging, and karate is difficult. The more complex a skill is, the more skill points it requires to buy levels in.

     All the standard skills are here, such as a variety of weapons proficiencies, sciences, technological talents, and athletic skills. You pick skills to help further define your PC according to the general profession you chose for him earlier. For instance, if you wanted to play a scientist, you'd pick perhaps botany, chemistry, anthropology, and zoology. If you were a bodyguard, you could pick quick draw, pistols, stealth, and thrown weapon. Maybe you're a former gangster, and have forgery, streetwise, intimidation, and fashion sense. Whatever your character vision, there are skills to accommodate you.

     Because of the funky runes discovered by the archeologists, magic is a viable and accepted "science" in the universe. The writings from the ancient race explain how to harness and use the energy permeating the galaxy to shape reality. Anyone can learn a spell just like learning any other skill. (Spells have different difficulty ratings, as well.) With a few gestures and the right spoken words, your space man can fling around such classics as levitation, flight, silence, flesh to stone, major healing, or dispel magic. There are spells covering just about any common task you need to get done; spying, healing, seeing, hearing, feeling, hurting, etc.

     The down side to using magic is that it drains the PC, making you weaker until you rest and recover your stamina. So spells may be useful to accomplish something quickly, but rely too much on them, and you're in a bad state fast.

 

(Click! Click!)  What? You said 'buy a big gun'. You didn't say jack about ammo!

 
       Combat is pretty standard. You take whatever skill you're using to try to smoke somebody (brawling, melee, martial arts, missile, etc.) and add your skill level to a d20 roll. If you roll higher than the target number, you hit the slimy bastard you're aiming at.

     The target number depends on what your target's doing to protect himself. For melee, your opponent makes a d20 roll as well, adding any modifiers for blocking, parrying, hiding, moving, etc. Your target's defense roll becomes your target number to hit them. If you're firing a ranged weapon at them, your target number depends on how far away you are from them.

     Damage is recorded in Light, Serious, Critical, and Fatal stages. Each stage has five "blocks" of damage. So a PC can take five points of damage which are "Light". If he takes one more wound, he's now taking "Serious" damage. Five more points, and he's taking "Critical" damage. At each stage after Light, the PC starts taking penalties to actions, and must make a saving throw to remain conscious every time he gets hit again. Once you reach the Fatal blocks of damage, you make saving throws just to keep your heart beating...

     How deadly are the weapons? Well, your standard light pistol does 2d6 damage. A medium laser pistol does 3d6. Shotguns do 4d6+2. Laser rifles do an ass-kickin' 5d6+2. Trust me, you want to wear armor if you plan on getting into some fights. (And you WILL get into fights.)
 

Gettin' Better At This Stuff


     Assuming your PCs live through an adventure, the GM awards 1-5 Improvement Points to each, which may be used to crank up your skill levels or buy new skills.

     You're now ready to blast off into the wonderful world of space adventure! Your companions are cybernetically enhanced, magic-using, cereal mascot clones. Good luck.


 

 
 

THE GOOD

     There's a nice selection of equipment in the game, including weapons, armor, gadgets, med tech, and vehicles that fly, hover, roll, jet, and glide. Plus, there's an entire section devoted to cybernetics. Any character can get cybernetic enhancements that crank up their strength, add armor to your body, enhance hearing or eyesight, even add a pop-out weapon to your body! (Wouldn't that be fun at parties!) I find these rules extremely useful, and will actually be incorporating them into my favorite sci-fi rpg. And yes, there is cybertech for a Sexual Implant. It adds to your Seduction skill roll.

 

     No, really!
 



THE NEUTRAL

 

     While there is a section devoted to space-ship design, and rules for starship combat, it's rather sparse for a sci-fi game. Granted, this may be just the thing for the gamers who want a more off-the-cuff play style, who don't want to get bogged down in space flight, but rather just want to use spaceships as a cool backdrop to get from one place to another. However, while they give you stats for one common ship to use as a template to crafting your own, it doesn't include a map or even a picture of what this ship would look like to scale.   It's a very simplistic system. Someone looking to have their PCs spend a lot of time aboard ship, or enjoy deep-space adventure, may have a lot of work to do to flesh out this aspect of their space campaign.
 


THE EVIL

 

     Raven Star has some promise. It's got a good start to some solid rules, but I feel like there's not much background to work with. Except for the brief mention of the history of planet C93, and some very generic comments about New Chicago, there's nothing in the rulebook about the rest of the galaxy. There's a short section in the Game Masters' portion of the rules with charts that allow you to randomly roll up or create planets, but it would have been nice to have a few samples, or a map of the solar system, or something to use as a starting point.

    Also, I gotta say it, the whole magic thing seems kinda' outta' place. I mean, there's such a nice section of cybernetics, they should have just gone with that, and not tried to slip something as random as magic into an otherwise fairly straightforward sci-fi game.

     And the aliens really get shorted. There's the barest info in the races' descriptions, so one doesn’t get any real feeling at all about how these aliens are any different in culture, attitudes, and personalities than humans or each other. Plus, they all look the frickin' same.

 

SUMMARY

 
 

     So, I give this game a hearty "Eh". There's enough to give an experienced GM a place to start a sci-fi campaign, if you're looking for a simple rpg that gives you some room to play around and create your own galaxy. But it seems to be lacking some useful background notes. The authors should have dumped the entire magic-in-space idea and used that chapter to describe the rest of the spacey world that the characters will want to be exploring.  New gamers might be a little lost on how to incorporate these game mechanics into a world-spanning campaign.

     Well, that sums it up. So grab your laser and ready your fireball spell! We're setting a course for…

     Whoa! Heh heh! Sorry about that! That's my little cybernetic implant…

 
 

     It's an assad!  Or maybe a khocha! It's really kinda' hard to tell! But it's insanely muscular, so you know it's a Raven Star character!

 

 
     

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