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Battlestar Galactica (2007)
Margaret Weis
Productions, Ltd.
Date Reviewed: 10-12-2008
Critical Kobold Rating:
(4 out of 5 Dice)

Galactic
Battling Among the Stars!
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"Fleeing from the
Cylon tyranny, the last Battlestar,
Galactica, leads a ragtag fugitive fleet on a lonely quest…
for a shining planet known as Earth."
Battlestar Galactica
was a 70's sci-fi TV series about the last of the human race
skedaddling across the galaxy to escape genocide at the hands of the
Cylon Empire.
A quarter century after its premier, the show gets its own role
playing game. The game, however, is completely based on the new,
"re-imagined" Battlestar Galactica series on the Sci-Fi
Channel, and not the original single-season show from almost three
decades ago. While the original show was kinda' campy and geared
towards children, the new version is darker, grittier, and geared
towards those former children who are now in their late 30's.
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The Background
The humans in BSG are natives of a planet
called Kobol, and they've spread out to inhabit 12 planetary
colonies in a star system far, far away. Their legends tell of a
fabled 13th colony, known as Earth, but most humans consider that
colony a myth. Anyway, these colonists developed robots, called
Cylons, to do their dirty work as slaves, basically. The 'Centurion'
model served as miners, laborers, guards, and warriors for the
humans. Until one day, the robots got smart, and got pissed. They
gained a sentience of sorts, and got it into their heads that they
could form a perfect society if they killed off all their human
overlords. So en masse, they revolted.
Thus began the First Cylon War. For years, humans
fought against their robot "toasters". The machines were amazingly
tough opponents, since they needed no sleep, fought on when injured,
and were mathematically precise in their strategies. Plus, being
partly computers themselves, the Cylons hacked into the human
warships' computer systems and disrupted functions and
communications, making it hard for humans to coordinate and
effectively fight their own greatest technological prodigy.
Eventually, though, mankind forced the robots from the solar system,
thanks mostly to the Battlestars; monstrous human starships that
served as battle carriers and mobile weapons platforms. The Cylons
pulled back, and disappeared into the darkness of space.
After a generation or two had passed, the humans
had become a bit lax in worrying about their metallic foes. Oh, they
kept an eye out, with satellites pointed into space for thirty
years, but no one really expected the Cylons to return. The last of
the aging Battlestars, Galactica, was even being
decommissioned, to much fanfare. It was during this ceremony that
the Cylons emerged from hiding… and they came back with a vengeance.
Simultaneous planet-wide orbital nuclear missile barrages on all
twelve of the colonies killed off most of the human race in the
first minutes of the Second Cylon War. Cylon Base Stars and their
Raider fighter craft decimated the human's space fleet within hours.
And most appallingly, the Cylons now had cybernetic android forms
that were virtually indistinguishable from humans. These imposters
had been infiltrating human society for years, and helped bring
about its downfall from the inside. It was obvious; this time, the
Cylons had won. No place was safe.
Commander Adama, veteran of the first war and
senior officer of the last battlestar, took the Galactica,
gathered any military and civilian spaceships left in the area, and
led mankind's exodus into the stars. They left their worlds behind
and just ran, pursued by the implacable Cylons, who wanted nothing
less than the annihilation of the human race. The story of BSG
is the story of this small fleet, the last 50,000 humans alive,
desperately trying to outrun their robot nemesis, and find the only
safe haven in the galaxy… the legendary lost colony of Earth.
The Game
The BSG rpg puts you in the
fleet, as one of the last of mankind. You design a character that
fits into the spaceborne society that the survivors now make the
best of, and help do your part in the search for Earth and the fight
against the enemy.
BSG
uses the Cortex System, and it's a simple and smooth game system,
good for beginners. I'll get more into the central mechanics later,
but for now, let's make up a space man!
ATTRIBUTES
Your GM first decides how bad-ass she wants your
PCs to be. Characters are created using a point system, and the more
points your GM gives you, the more experienced and heavyweight your
PC can be to start off. These starting levels are Recruit,
Veteran, and Seasoned Veteran. "Recruits"
start with 42 points to buy Attributes, for example, while at the
other end of the spectrum, "Seasoned Veterans" start with 54 points.
Veterans will therefore have better starting stats, more skills, and
cooler scars than newbies.
To design your PC, you spend your points to buy
your basic physical and mental Attributes first. These are
Agility, Strength, Vitality, Alertness,
Intelligence, and Willpower.
An Attribute is rated by die type, from d4 up to
d12, with higher dice types being better. An attribute of "d6" is
average for a human. The higher the die type you buy for your stat,
the more it costs in points. (A d12, for example, costs three times
as much as a d4.)
You also calculate your
Life Points, which tell you how many bullets, shrapnel
shards, and punches to the face you can take from a Toaster before
you die.
SKILLS
You need some skills next, my little space cowboy,
or you're not gonna be of any use to anyone, except maybe as a
vacuum plug for a hull breach. Skills are rated like Attributes, in
terms of die types. You'll buy your skills with an allotment of
Skill Points, also based on your starting level. Generalized skills
can only be bought up to d6, and anything higher than that must be a
specialty skill, which can then be rated all the way up to d12+4.
For example, you can buy "Guns" up to Level d6, but then you'd need
to specialize to get better than that, like, say, by taking the
"Pistols" specialty. So you'd have the skills of Gun d6 (Pistol
d8). Given the choice, you'd want to use a pistol over other
firearms, because your die type is better with them.
A d6 rating is competent, a d8 is professional,
and anything above d10 is expert or master level proficiency. The
choices are pretty standard sci-fi talents, such as athletics, heavy
weapons, leadership, mechanical, scientific, medical, and survival.
There aren't a lot of skills, really, but they're pretty broad in
application, because of the opportunities for specialization that
are supposed to hone the focus of a PC's skills during play.
Now, if you've seen the TV show, you know that the
new series is filled with moody, angsty characters. Everybody's got
some annoying quirks that may not be noticeable in normal
circumstances, but after being cooped up on a spaceship with them
for six months, those quirks make you want to put an explosive 9mm
round in their brainpan. So to emulate this, you can choose
Traits for your PC, either good ones or bad ones.
TRAITS
Traits cover whatever talents or mannerisms your
PC has that aren't explained by Attributes or Skills. Traits are
broken up into Assets and
Complications. Assets help you,
naturally. You can be Ambidextrous, be Cool Under Fire, or Fast on
Your Feet, maybe have a Hideout on the ship, or even have a Destiny
in the grand scheme of the cosmos. Complications…um, make things
more complicated. With those, you can have an Allergy or Addiction,
maybe be Crude or Cowardly, perhaps Broke, Overconfident, or Lazy.
Taking Complications gives you Trait points, which you can use to
buy the more helpful Assets. (Always there is balance, young one…)
Now, the Traits are purchased using the "dice"
system again. Sometimes you get actual bonus dice, like with Split
Second Timing, which adds to all your initiative, dodge, and reflex
based rolls… but in most cases Traits don’t add actual dice to task
checks. Instead, the higher the die type you buy in a given Trait,
the more prominent it is in your personality, purely as a role
playing opportunity. For example, you can buy a tobacco addiction
for d4, which means you smoke during the day, but it poses no real
immediate threat to you. But if you go wild and buy the d10 heavy
prescription drug addiction, you're most likely affected somehow by
the addiction while under its influence, and you also suffer
withdrawal symptoms if you go without it for any length of time,
including possible death. You and the GM get to hash this out during
PC creation, so often the details of high-die type drawbacks are up
to each group.
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"Wait, wait,
wait...
I'm a what,
now?!"
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PLOT POINTS
Complications serve another point besides giving
you the opportunity to role play a Sadistic Mute Kleptomaniac with a
Weak Stomach. By abiding by your complications, you can earn Plot
Points. (You can also earn them by simply completing the adventure
successfully, or doing something impressively heroic during the
game, but complications can rack them up much faster.) You can have
a maximum of 12 PPs at once, and can earn them at any time during
the game if the GM feels you've done something worthy, so you
shouldn't be shy about spending them.
Plot Points can be spent to add dice to any task
roll you want help with. The more Plot Points you spend, the bigger
the die you get to add to your roll. A single PP will get you a
meager d2 bonus, while spending all twelve of your maximum allotted
PP will get you a hefty 2d12 bonus. (You wanna use that bonus
when the Cylon Base Star's reactor core vent-shaft is in your
Viper's crosshairs…)
You can also spend PPs to affect the adventure
storyline. 1 PP may assure that you smoothly win a hand of poker
against the Raptor pilots in the barracks, while 8 PPs might just
turn a hostile raider bogey with a missile lock on your crippled
shuttle into (ta-DA!) a Search and Rescue craft locking onto you
with a locator beacon instead.
COMBAT
Attacking is a skill use, like everything else.
You normally roll your Agility plus your weapon skill dice, or
whatever seems appropriate, and beat a Difficulty in order to hit
your target. Your Difficulty is adjusted by range and cover and
other common sense modifiers, but the basic Easy Difficulty (if your
Cylon Centurion target is just standing there unaware that you're
about to put a cap in his chrome-plated ass) is a "3". Of course,
any sane target is gonna dodge or parry or shimmy or moonwalk or
generally try not to get hit, so more often the Difficulty will be
higher. Opponents aware that you're trying to pop them can roll
their Agility die or maybe another defensive skill die and add it to
the Difficulty number.
Once you hit, the Difficulty is subtracted from
your attack roll, and whatever's left is the initial damage
your attack inflicts, so in general, targets harder to hit will also
take less damage once you do hit them. (That sucks, but nobody said
fighting for your race's survival was gonna be easy, cupcake.)
Weapons generally have a damage die rating of their own, though, so
after the initial damage is figured, you get to roll your weapon's
damage and add it to the target as well.
Damage comes in two forms:
Stun and
Wound. Stun damage are boo boos that may knock you out,
like being pummeled by an angry technician who catches you with his
wife in an unused storage compartment, but they won't kill you.
These heal fairly rapidly (a few per hour), and only slow down the
real pansy sorts of whining girly men in the Fleet. Wound damage is
what you get when a Centurion runs 14 inches of serrated steel alloy
knife blade through your pancreas during melee. Accumulating Wounds
will get you a burial in space.
Under normal circumstances, when you take initial
damage from an attack in BSG, you divide whatever injury
points you receive evenly between these two damage types. This
divided damage is called Basic damage.
However, weapon damages are designated as one damage type or the
other. For example, a sword does d6 Wounds when it cuts you, while a
stun grenade does 2d6 only in Stun damage. Firearms always do Wound
damage, while a concussion grenade's damage is always Basic.
That's about it. There's a chapter devoted to
gear, armor, and weapons, but once you're equipped, you're ready to
start fighting the good fight, my little Colonial!
VEHICLES
Vehicles are designed using the same basic stats
as PCs. They even get Traits. They have a short list of special
vehicle Traits, such as Loved or Past Its Prime, but GMs are
encouraged to add PC Traits to a ship as well (a particular Viper
fighter that's known for being Tough and withstanding more
punishment than normal isn't a bad thing at all!)
All the major space ships in the BSG TV
series are statted out, along with numerous ground and air vehicles
such as trucks, helicopters, motorbikes, and boats. Rules for
vehicle combat, including space warfare and dogfighting, pretty much
follow the personal combat format, with rules for zero-G maneuvers,
missile locks, evading, and long-range combat tossed in for flavor.
WRAP UP
The remainder of the book stats out all the
important characters on the TV show, in case you have some players
who abso-frakkin-lutely have to play Starbuck, or Adama.
There's also a very useful section wherein a lot of generic NPC
stats are provided, for random attorneys, deckhands, guards,
technicians, bartenders, felons, prostitutes and priests, in case
you need those stats on the spur of the moment. ("Hey, GM, what's
the hooker's Agility?") Cylon Centurions are stated for you, and two
of the "skinjob" Cylons.
A fun section on military rank and a primer on the
lingo used on the show is included, so you can yell things at your
players like, "The ell-tee says the clankers on that sparrow rolled
in on the port CIWS and frakked it up before bug-out. The cheng
wants you rooks to police the bay and make it copacetic, even if it
takes PFM, got it?!"
There are also some cool full- color deck plans
for Galactica, Colonial One, and a few other popular Fleet
craft.
The GOOD
If you're a fan of the show, everything you need
is right here in one book; all the characters, the ships, the
weapons and background, plus complete rules for creating your own PC
to join in the voyage. The Cortex system is complete and simple, and
seems quickly intuitive for task resolution. I love games where one
unifying resolution mechanic can adequately handle every situation.
The purpose of this game is obviously to allow
players to mirror the TV series, and to that end, this game is done
right. Very, very right.
The NEUTRAL
I prefer when games make advantage/ disadvantage
rules optional. Unfortunately, this game *almost* makes the Traits
mandatory. You could always decide to play the BSG rpg
without using Traits, if you didn't want to have to worry about PCs
with addictions, phobias, prejudices, and anger issues, but the
rules don't suggest anywhere that you do this. It's assumed you'll
use the complications. Indeed, it's really the only way to get the
useful Assets.
I'm not a fan of advantage/ disadvantage rules in
rpg's. In fact, if you've read this kobold's earlier reviews, you
may know that I am usually frothingly antagonistic about them. Too
often in ad/disad systems, you can get away with taking something
like "mildly unpleasant body odor" and get the advantage "expert
sniper" in exchange. That always seems a tad… unbalanced… to me,
like a min-maxer's heyday. But in the milieu of Battlestar
Galactica, the characters just wouldn't be the same without
about four overly melodramatic personal quirks each. I'm giving the
Traits rules a pass this time, because they fit the series so well,
and since there's a lot of leeway for a GM to decide exactly how
some of the more potent Traits will work in her game, this helps
keep the potential abuses under control.
The EVIL
OK, listen up. The bad characteristics of this
game aren't even about the game, per se. What I mean is, like I said
in the Good section, this rpg emulates its source material
exceedingly well. Top notch. Super duper. If that's all you wanted
to hear, you can stop reading.
But what it doesn't do is allow anyone to
easily play a sci-fi game that differs significantly from the BSG
storyline. And I think that anyone looking for a generic sci fi game
who may be considering this particular rpg as their system of choice
simply because of the name recognition had better be aware of this
fact, that's all.
Because the TV series takes place mostly in deep
space, aboard the same vessels, in an environment known for having a
finite and dwindling supply of resources, the rule book is a little
light on diversity of gizmos. There is a sparse list of weapons,
which fits the setting, of course, but does little to pique my
interest as a gamer. And most weapons do the same damage as every
other weapon in their class (pistols, automatic rifles, shotguns,
heavy weapons, etc.) So except for range, there's no real reason to
use one over the other.
As an example, the Aquarian PM and the VZ 52 are
both semi-auto handguns. They both do identical damage, at identical
ranges, hold identical magazine sizes, with identical availability
to buyers. But the VZ 52 costs half the price of the Aquarian. Um…
what? Do we really need these listed separately? And the other half
dozen pistols listed by random names differ mostly in range and
cost. The text descriptions of the weapons tell us who built them
and some other flavor tidbits, but again give us no reason to
differentiate between most weapons. So really, the entire pistol
chart could have been edited down to one listing, "Pistol,
semi-auto", and we could have been done with it.
Some more detail-oriented players may be a little
nonplussed at the lack of info on certain aspects of the skills and
equipment lists, too. Computers are handled generically, and there's
no info in the book at all on creating or using specific programs.
(That's not important in the TV series.) So what if a player wants
to have a hacker/ computer wizkid type PC? Well, there's just not
much for him to go on. Which is weird, on a space ship, in a sci fi
setting, no?
The entire equipment chart takes up one page, and
the most exotic listings include "sleeping bag" and "handcuffs,
steel". Like the series, there's no high-tech sci-fi doodads from
the fuuuuuuture! Of course, dudes playing this game as the
Colonials from the show should expect that, but again, it makes the
game rather unsuitable for anything except emulating the TV series.
If you're just looking for a sci-fi rpg to use with your own
campaign world, the BSG rpg is not going to help you, despite
its cool, smooth Cortex system goodness. There are no lasers, no
lightsabers, no alien races, no robots (that aren't trying to
exterminate you and your extended family utterly, that is).
There are no star system/ world creation tables
for exploring planets for resources, so a GM is on his own to design
those when the need arises. Hell, even though FTL technology is used
constantly on the show, there are no solid rules for hyperspace
travel. There are rules for plotting courses, but no explanation for
where you're going or what happens if you screw up. I guess you just
say, "GM, I want to plot a course so that in two hours the fleet all
jumps … um, that-a-way." If the GM decides you end up near a planet,
then, ok. If not, well, what have you really accomplished? And if
you screw up, are you lost, or is everyone else in the fleet lost?
And where are they, anyway? Out of the game for good? And how many
are lost? Gotta make it all up.
SO…
I like the Cortex system well enough. I like the
game as a fine, faithful imitation of the series. The book is also
nice to look at, with color pictures throughout. It's packed with
character material and suggestions for imitating the basic BSG
plotline in your own campaigns. But, that said, I find it too
limited by that same source material to be a truly worthy selection
to satisfy one's more general sci-fi game itch. So it comes down to
a rather bipolar summation:
Good basis for a generic science fiction
role playing game? NO.
Good Battlestar Galactica role playing
game? FRAK, YES!
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