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Thousand Suns: Foundation Transmissions (2009)
Rogue Games, Inc.
Date Reviewed: 6/1/2010
Critical Kobold Rating:
(5 out of 5 Dice)

Hey! We Get WiFi
Out Here?!
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- - TRANSMISSION BEGINS - -
The Foundation
Transmissions sourcebook is the first supplement for the very
cool Thousand Suns sci-fi rpg by
Rogue Games. (Thousand
Suns was reviewed
here
by this kobold back in ’08. It’d be best to read that review first,
so you’re familiar with some game terms and concepts touched on
here. That, and it makes me feel like I didn’t write it for
nothing.) Transmissions is a collection of random additional
information useable either in parts or altogether for your home
campaigns. The authors state that the entire sourcebook is just
about options, plain and simple. While I normally dread reviews that
walk me chapter by chapter through a rule book, that’s really the
best way to review Transmissions, since each chapter is
unrelated to any of the others, for the most part.
So slip into your
reactive assembly armor and follow me as we journey again through
the Thousand Suns...
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"Admiral? Um, aren't those Boy Scout
badges on your lapels?"
The first chapter presents a system for using military rank and
advancement for your campaigns. This is a pretty well-thought out
mechanic, but most suitable for milieus that center around
all-military PC groups, emulating series like Star Trek, or perhaps Battlestar
Galactica or Babylon 5. It could be clunky to try to work
in with a mixed group of non-military PCs though, so it may work
best when everyone’s a colonial marine or fighter jockey, without a
civilian scientist or smuggler along for the ride.
In this system,
your starting Career Path level (Novice, Experienced, or Veteran)
determines your military rank at the beginning of play. Novices will
be recruits, cadets, or ensigns, while Veteran PCs may be
Specialists, Lieutenant Generals, or Admirals. You can create your
own ranks easily enough, but a nice list of example titles for
marine, army, and several navy forces is provided for quick use.
Basically, you
track the overall XP that you earn during play, and when you’ve
accumulated enough points, you can be promoted to the next military
rank. Even when you spend your acquired XP to buy new skills or
improve old ones, the used points still count towards your next
military rank, so you have to track your total earned XP
separately from your current, “spendable” XP.
However, there’s
a built-in feature which prevents rapid promotion without the
battle-honed skill competencies that one would expect a high-ranking
officer to have: even if you’ve earned enough XP for Space Force to
consider bumping your sorry butt up to Petty Officer 2nd
Class in recognition of the work you did on Omega Delta IV during
the Grognoid War, your PC also needs to have minimum skill levels in
certain skills of their Career Path to qualify for promotion. In
other words, your Novice-level PC can’t receive a promotion to an
Experienced- level military rank until they’ve bought their skills
up to the base Experienced- level starting stats for their Career
Path.
All in all, it’s
a simple mechanic that integrates smoothly into the core level and
experience system. Sweet!
"Ok, so first we plant evidence of
tribble smuggling in the Chairman's files..."
The next chapter
is about scheming. Grand scheming, that is. The chapter lays out the
steps for concocting and carrying out wide-scale, long term “social
combat” strategies to bring about something your PCs (or NPCs) want.
This could be the overthrow of a government, the election of a
particular official, ambassadorial relations to secure trade rights
to a foreign star system, corporate espionage, or whatever shivers
your timbers. The scale of the scheme can be local, like winning the
presidency of the elementary school PTA, or something more
ambitious, such as becoming Supreme Lord Emperor of the Galactic
Core.
The players state
precisely what outcome they’re trying to achieve, and decide on a
basic strategy they’ll use in their nefarious plot, such as lies,
extortion, bribes, media manipulation, spying and infiltration, etc.
The scheme can be political, military, social, or business in
nature, and can involve a handful of conspirators or several entire
star systems’ worth of inhabitants. Once the GM knows all the
details of the plan, and decides what resources are available to
both sides of the social conflict, she can consult a series of
charts to compare statistics for both sides of the scheme (the
plotters and the targets). This will give her guidelines as to how
effective the plan will be, how long it will take, and any fallout
from unsuccessful (or even successful) endeavors, including whether
the plotters are revealed.
The scheming
system sounds like a nice tool for long-term, behind the scenes
campaign plots. While PCs may be involved in certain adventures
relating to the scheme (breaking into an opponent’s office,
obtaining incriminating holovids of the subject, sabotaging
industrial facilities, etc.), the playing out of the scheme is also
something that could be left entirely in the background of a game
while the sessions deal with unrelated adventures.
"So... no space
helmets for you guys, then?"
Chapter 3
introduces a new NPC alien race, the aurigan. This is basically a
floating, flippered, 600 pound headless turtle. Their home system
was made unlivable by some catastrophe, and they’re now traveling in
giant lumbering nomadic generation starships towards the core of the
galaxy. Basically friendly, this ancient race enjoys meeting with
other species, but they still remain aloof and disinterested in
long-term relations. They’re very adept at mechanical tinkering, at
a skill level which other races would love to master, if they could
get the aurigan to teach them.
Unfortunately, this is the only new alien race to be described. I'd
have liked to have a few more pages of strange new species to
populate the sector with, but making up your own is easy enough in
Thousand Suns that this isn't a big deal. It just strikes me
as odd that there's only one new race, ya know?
"Look, we're lost!
Just pull the shuttle over and ask for directions!"
The next chapter
provides a nice chunk of material for beginning campaigns by looking
at the Meridian Sector. Meridian is the central world of the
Thousand Suns pre-fab campaign, and this chapter outlines that
capital planet and about 18 more Core Worlds within the Sector.
Basic planetary statistics are included for each, such as primary
terrain, gravity, climate, atmosphere, government, tech level, and
population. Each planet has a bit of text describing the notable
points of interest, though this might be a few paragraphs or even
just a few sentences. This is a fantastic start for new GMs, who may
not have designed an interstellar campaign area yet. And even
existing campaigns can pop this sector whole into the mix, or simply
use the planets individually in their own stellar maps.
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"I made it. It's a
cheese slicer with night scope and retractable graviton inducers."
Chapters 5 and 6
are totally gnarly, especially for the techies in your party. While
standard weapon stats were given in the core 1kS rulebook,
these chapters allow you to customize or design your own armaments
and defenses from the ground up. Inventors start by choosing a type
and level of technology the weapon uses to inflict damage (firearm,
cleaving, puncturing, explosive, particle projection, etc.), then
simply add Refinements to develop the lethal instrument they desire.
Refinements will determine the final weight, damage, maximum damage,
range and cost of your weapon.
For example, you can choose “Slashing Edge” as your tech type, and
"Melee Weapon" as your base design. That might be a switchblade,
hatchet, battle axe, or glaive, to name a few options, so next we
narrow that down a bit.
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We’ll decide to make it a Medium weapon, so let’s say it’s a
machete-like sword. You can then add Refinements such as
Vibroblade, Collapsible, Voice Recognition, and
Sensor Baffling.You now have an easily-concealable weapon hilt
from which a high-velocity vibrating blade can spring, but only when
activated by the command word spoken in your voice, and the whole
thing is fairly easy to smuggle past basic weapons sensors. By
adding up the Refinement stats, you’ll get a weapon cost, weight,
damage and tech level. Awesome, and easy. The same can be done for
protection, such as armors, force fields, energy shields, and
reinforced fiber attire. Example items are given for both weapons
and defenses, to get you started.
"Hey, does that robot
look like Robert Patrick to you?"
Aaaaa-HA!
Finally, we get to a chapter devoted to robots and androids! For
those of you who bothered to read my original
Thousand Suns
core book review
(ahem), my biggest gripe was the lack of robot
rules in a sci-fi rpg. This chapter easily makes up for the dearth
of info in the first book, so I’m finally happy with my 1kS
system as a complete set.
Robots have “tech
classes,” which designate the general tech level at which they were
produced. Class V ‘bots are the first semi-autonomous type, having
limited AI for simple problem-solving. Robots of this tech level are
usually limited to use in specific fields such as space exploration
or custodial and construction duties, and are not truly mainstream
appliances. In more advanced societies, there are also “synthetics,”
which are Class VII creations. These are more sophisticated androids
modeled after their creator race, and are accepted in everyday
society in goodly numbers as laborers, teachers, caretakers,
soldiers, clerks, etc. (The automatons in the movie I, Robot
come to mind.) In their most advanced stages, synthetics can so
closely resemble and imitate a life-like counterpart that it’s
difficult to tell them apart from a biological organism. (These
would be similar to the Nexus-6 series in Bladerunner.)
Eventually you get to Class VIII ‘bots, which are liquid-state
shape-changing entities with complete self-awareness and advanced
AI, and most likely their own personalities (similar to the T-1000
Terminator.)
And yes, PCs can
indeed now be robots, androids, or synthetics. There are full
guidelines for creating your artificial person, built from the
ground up. You can chose body size and type, manipulators and
locomotion, armor, equipment, sensors, skill packages and
processors. Exxxxxxcellent! And the most fun? If you get lasered
into pieces, your party can try to upload your robot brain into
another body! (“RX-7, can you hear us? Whew, we thought we lost you
there, pal! The bad news is… um… you’re currently a fax machine…”)
"Ralf! Ixnay on
ootingshay the oidray with your asterblay!"
Foundation
Transmissions
wraps up with a very short chapter on lingua terra, the standard
form of speech across the human occupied sectors of space. The
authors use Esperanto throughout their books to give an exotic flair
to some of the names of equipment or places or things in the 1kS
meta-universe; this chapter provides you with a crash course in the
pronunciation of Esperanto and terra lingua, and a few pages’ worth of
useful words to sprinkle throughout your campaign. You can use these
words for PC or starship names, geographical features, ranks or
titles, or whatever trips your thrusters, Sparky. It’s not a
language guide, since there are no phrases except a few greetings,
but it’s a handy list of single vocab words to give flavor to your
game. Now you can call someone a ‘scoundrel’ and sound all alien-y
as you pull your blaster and open fire. (“Kanajlo!” pyew! pyew!)
The GOOD
I’m a fan of
1kS
as a rules-light, fun system for pulpy or cinematic game play, and
this sourcebook adds a little bit of everything good to the original
game. I especially like the addition of robots, and the equipment
customization material, but with the sector planet guide, military
rank rules, being able to count to a million in Esperanto, and
everything else, there’s not a useless or bad chapter of material in
the book.
And, if you prefer
your material shot to you through the ether, you can download the
PDF instead of the soft cover version, but either one is priced to
make you happier than a Jawa in a junkyard.
The NEUTRAL
They’re still
giving me goofy aliens. First walking palm trees, now floating
decapitated turtles? Really?
The EVIL
Holy.
Crap.
While the core
book could have used a good editing, both for layout errors and
typos and the occasional odd bit of mangled grammar,
Transmissions actually made my brain cramp a few times. There
are certain chapters where it’s hard to get through a single page
without at least one obvious typo. And while I can appreciate the
chapter on scheming, it reads as though written by someone for whom
English was not their first language. And before any kriilkna
reading this throw a fit, for the record I of course have no issue
with a non-native speaker working in the industry. Heck, my first
tongue is a goblinoid dialect. But if that’s the case, you get an
English speaking translator/ editor to slap your work into shape for
the finished product.
The most
rampant problem lies in the second chapter.
The explanations of some aspects of the
scheming mechanics are jumbled and confusing, and some of the charts
poorly explained to the point that I’ve read the chapter many times,
and I’m still not sure exactly what I’m supposed to do with some of
the material, or what the author of the chapter meant with certain
terms or phrases. There’s obviously a great idea at the core, and it
can still be used easily enough by ignoring the confusing bits, but
it could have used a serious re-write to make it snappy and clear.
Perhaps if I read it in the original Esperanto?
And so...
I’ve read very few
rpg supplements that are packed with as high a percentage of good
stuff (as opposed to semi-useful filler) as this book is. While at
first glance each chapter seems very compact, the sheer flexibility
of the game system means that the material given is worth far more
game use than the page count would seem to indicate. Remember,
1kS
is a toolkit, so the great majority of Transmissions is
bare-bones usefulness instead of campaign-specific fluff. I really,
really like that in a sourcebook.
What it boils down
to is Foundation Transmissions is an excellent sourcebook for
Thousand Suns, and I very highly recommend it to all you
spaco kanajlo out there.
- -
TRANSMISSION ENDS - -
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