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Thousand Suns (2008)
Rogue Games, Inc.
Date Reviewed: 9/13/08
Critical Kobold Rating:
(5 out of 5 Dice)

Sunglasses!
Where are my sunglasses?!
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"Klytus, I'm
bored. What plaything can
you offer me today?"
- Ming
The guys
over at
Rogue Games
have crafted a sweet space rpg using their 12º
System.
Ok, those
of you who follow this Critical Kobold's work
know that I loves me some sci-fi. Lately I've
been in the mood for a light, quick, simple system.
Thousand Suns has that covered. I'm tellin'
you right off the bat, Thousand Suns rocks
out. This game is more fun than a tribble in your
jammies. It's been a long time since I've read a
rule book that made me desperately want to start
playing the game before I've even finished reading
it. Thousand Suns made me want to do just
that.
(Um, start
playing, I mean. Not put a tribble in my pajamas.
Just so we're clear.)
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Thousand Suns prompts you to adventure in an
"Imperial" sci-fi setting. The idea is that mankind
has spread throughout the galaxy, formed some sort
of empire or federation or consortium or big-ass
republic. Most likely this interstellar empire has
now begun to crumble, or at least stagnate. Of
course, alien races have been encountered, wars have
been fought, star systems colonized and then
forgotten about; all the mainstays of classic star
faring tales. While the rules lend themselves
generically to any background, the ambience and tone
of the game reflect this Imperial milieu for your
stories. The idea is for your PCs to have a
humongous chunk of space to boldly go mucking about
in.
"We are star-stuff. We are the universe made
manifest."
- Delenn
"1kS" characters
have five standard
abilities:
How powerful,
macho, tough, and resilient you are.
Dexterity –
How… um…
dexterous you are. Also, how fast you act in combat.
Perception -
Your
awareness, intuition, and savvy, and used as a rough
intelligence stat.
Presence –
Your
charisma, wit, and charm. Your "Rico Suave" factor.
Will –
How determined
and resolute you are. Useful for psionics, if your game allows
that voodoo.
Each ability is rated from
1 to 12. (An ability score of 7 is average for a human.) You start
with 25 points to divvy up as you'd like amongst your abilities.
You're warned that ability scores are not likely to change during
the course of a game, so choose your stats wisely, young Jedi. See,
you'll pick skills next, and skill scores are based on one of your
abilities. So for example, if you plan on choosing lots of science-y
skills for your PC, make sure you've got a decent Perception score,
since that's what skills requiring brains will be based on.
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Now, you're also sporting
two other traits, kinda' like sub-abilities.
Vitality
is
your hit points. Your score will be determined using your Body and
Will scores. This'll tell you how much bashing, lasering, blasting,
smacking, and explosive decompression you can take before you croak.
Resolve
is a totally cool mechanic in 1kS. Determined using your
Perception and Will scores, this is a social stat, serving the same
role that Vitality serves in combat. In order to sway someone to
your view or get someone to do something for you, you may need to
overcome their Resolve. You do this by making "attacks" against
their Resolve ability score using non-lethal skills, such as
diplomacy, bureaucracy, empathy, or intimidation. Successful skill
uses eat away an opponent's Resolve (much like the fully automatic
laser pulse rifle would eat away at their Vitality, only with less
messy clean-up!) This way, your character sways them from a
"neutral" view of your PC towards a "friendly" view, for instance.
This is the area of expertise of the con man or intergalactic
huckster.
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"Slimy mudhole? My home this is!"
- Yoda
Now that your stats are
set, you need some background to help determine your skills. First,
you choose a homeworld. Now, 1kS is a generic rpg toolkit,
meaning there are very few pre-fab worlds statted out in the book.
But there *is* a simple system of Homeworld Packages, you lucky
space dogs! You can really invent your own home planet, heck, even
your own star system, if the GM gives you the thumbs-up.
You just decide whether
your PC comes from one of the following:
Core
World: The oldest,
most advanced/ sophisticated/ populated planets, in the center
of known space.
-
The Marches.
These are
planets on the fringes of known space; the most diverse of the
Imperial societies, and the most independent-minded. They tend
to be of lower tech and rugged, self-reliant culture.
-
Wildspace.
These include
non-human worlds, lost colonies, or primitive societies way the
hell far away from the Core worlds. Wildspace worlds can
be highly advanced; 'wild' really just means they're outside
commonly known Imperial space, not necessarily uncivilized.
Your choice of homeworld
will automatically give you certain skills at specific ranks, based
on the homeworld's predominant civilization. For example, a PC from
a low-population Marches planet receives Survival 2 and Technical
Sciences 1, among other talents, because those would be appropriate
for that planet.
"What am I, a doctor or a moon shuttle
conductor?"
- Dr. L. McCoy
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The biggest determining
factor for skills, though, is your Career Package. Starting PCs get
to choose three "stages" of careers that they've had in their
lifetime. (I'll explain in a minute.) The careers are common
intergalactic space jobs, such as soldier, diplomat, trader,
barbarian, doctor, athlete, pirate, or tribble.
(Ok, I made that last one
up.)
Your career gives you a
boatload of skills, naturally geared towards your job tasks. Marines
may have tactics and weapons skills, whereas aristocrats will have
bureaucracy and socializing talents.
If your homeworld and your
career packages double up on skills, you get to add those skill
ranks together. Por ejemplo, if your civilized homeworld gave
you Science skill at 2, and your profession as a scout gives you
Science at 2, you now have Science at level 4.
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OK, lemme explain the
'three stages' of careers I mentioned earlier. You get to choose
occupations you've had during three periods of your job history. For
each stage, you can choose a different career if you want. So it's
possible to be a criminal/ trader/ rebel, for instance, in which
case you'd get all the skills for all three of those careers. You'd
be "novice" level in all three though, since you jumped around to so
many careers instead of sticking with one.
To focus your PC's
talents more tightly, you could choose to stay with one job for two
or for all three legs of your job history, therefore earning "veteran" status, with three levels of, say, a civil servant career
under your belt. The benefit of fewer careers is that you get higher
ranks in the skills geared towards that one profession. (So, a PC
with three levels of soldiering will have a higher skill rank in
firing blasters than a PC with only two levels of soldier, and one
level of something like athlete.)
If you have a hankerin' to
play an alien PC, there are a few races provided in the book, with
full descriptions of their physical and cultural traits. You can
choose to either be very alien, as in, "What the heck is that
?!" or you can choose to be one of several sub-races of human. Your
race will affect your abilities and skills a tad, but it'll be your
cultural and philosophical backgrounds that'll make for some
interesting social interactions with other species.
Almost done with char-gen.
You just need to pick some
Hooks.
Hooks are bits of background or personality info about your
character. You start with five hooks, which you get to invent
yourself. These can be almost anything, like "absent minded",
"wanted man in five systems", "good in bed", "curious", etc. These
help flesh out your PC, but they also serve to let you use
Action Points.
During the game, if you
can find a way to apply one (or more) of your hooks to the situation
at hand, you can spend an Action Point to either reroll any dice
toss, or subtract from the difficulty level of any one task check,
as long as you convince your GM it's reasonable. (So if you chose
"eagle-eyed" as a hook for your bounty hunter, you could reroll a
botched attempt to track your quarry through a busy starport
terminal by rationalizing that your eagley-eyed gaze caught sight of
the fleeing targets as they ducked into a doorway.) You have a
finite number of hooks per game session, but you can use the same
one more than once if you want.
If you bring a negative
hook into play, you can gain extra Action Points for the game
session. If you wanted to have the hook "Owes lots of money to Big
Squishy, the criminal lord of Quadrant 43", the GM could
occasionally have Big Squishy's bounty hunters show up to try to
capture your PC. Each adventure that they showed up in, you'd gain
an extra Action Point as a reward for the plot complication.
There's a section on
psionic powers, if you want them in your campaign. These can be
played as actual mind powers, or mutant powers, or the Force, or
even super-duper high tech alien gizmo effects. Whatever trips
your turbos, the rules are there to use as you will. They include
a list of psionic powers, none of which should surprise anyone:
combat sense, healing, telepathy, telekinesis, mind probe, etc.
Rules for psionic combat are provided, but follow pretty much the
same pattern as physical combat (which I'm getting to, shortly, but
first I gotta explain the game's resolution mechanics).
The mechanics for 1kS
are easy as sneezing. You add together your relevant attribute score
and your skill rank to get a target number, then use 2d12 to try to
roll under your target number.
Dudes, that's it.
So if my scientist has a
Perception score of 5, and I use my "observe" skill which has a rank
of 6 (and is based on Perception), then my target number is "11". I
need to roll eleven or less on a pair of twelve-siders to succeed in
observing something.
Naturally, the gamemaster
will add modifiers on as she sees fit. A Simple task such as
downloading a commercial holovid game to your home computer may earn
you a +4 to the target number, while something Routine such as
reprogramming the security access code on your hovercar may only
earn you a +1 bonus. A Challenging task, such as shaving your pet
tribble, imposes a -3 penalty, while an Impossible task such as
guiding your careening, flaming shuttle into spacedock with no
flight controls and a blown-out navigation computer garners you a -4
penalty.
"Boy, it sure would be nice if we had some
grenades, don't you think?"
– J. Cobb
Now, all task resolution
is handled that way, including combat. Mostly, how much you
fail or succeed in a roll doesn't matter, except in cases of
ass-kicking. When in combat, every point you beat the target number
by (known as your degree of success)
increases your damage.
Weapons have a static
damage value. For ranged weapons, you multiply your degree of
success by this damage value to see how much butt-whoopin' you just
delivered to your opponent. A laser pistol, f'rinstance, has a
damage value of "4". If my Shoot skill is a 14, and I roll and get a
nine, then my degree of success is five points (five below the 14
that I needed to roll). I multiply the pistol damage of 4 by my
success of five, and so my laser does 20 points of damage to his
cylon butt!
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An average PC is going to have perhaps
30-40 or so Vitality points, so a solid hit from a high caliber
weapon can put a hurtin' on you fast.
I suggest you avoid
getting shot. Especially by someone who's good at shooting. Trust me
on this one.
Weapons range from the
archaic 9mm revolver and 18mm shotguns to the more future-ific
blasters, sonic grenades, and pulse rifles. For a sci-fi game, the
arms list isn't heavy on super advanced high tech instruments of
death; most of the entries are slug throwers and grenades, honestly.
Those of you looking for lightsabers and tac nukes will have to
design them yourselves.
Characters reduced to zero
Vitality will die in a matter of minutes without medical attention.
Damage in general heals at a few points a day. If things go really
poorly for your PCs wellbeing, there's a rather extensive section of
cybernetic limbs and other organs, with explanations of the benefits
and drawbacks to each.
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A fair selection of space
gear is offered to round out your PC: computers, personal force
fields, exploration gear, communication rigs, drugs, sensors,
survival equipment, disguise kits… all the necessary doodads to get
your intergalactic do-gooder out there doing good. The game is
simple enough to promote easy importation of gear from other games,
too. There's no reason some technological widget from D20 Space,
Saga Star Wars, Traveller, or Transhuman Space can't
easily be used with your Suns campaign with about three
seconds of fiddling. Heck, I noticed a half dozen items lifted
almost directly from Star Frontiers in the book.
Vehicles described include
hovercraft, ground cars, tanks, gyrocopters, and auto-taxis. It's a
nice collection with just about any sort of transport your hero
would need to get his hands on, except animals. No horses or
dinosaurs or other critters for you to use as mounts. You'll have
to come up with some stats for beasts of burden yourself.
Starship types are given
good coverage, with over a dozen examples from fighters to attack
cruisers with which your PCs can launch themselves across the
vastness of space. Interstellar vessels are equipped with the
mysterious "D-drive", the FTL technology that lets PCs jet from star
system to star system within a few weeks. Starships and spaaaaace
combat are treated rather perfunctorily though. Ships are
more or less just like any other piece of equipment. There are no
lists of ship gadgets other than weaponry. That means there's no
fiddling with advanced sensor types, comm gear, upgraded armor
components, different engine styles… no rules for modifying ships at
all really. They're very much just for tootling around the universe
in, and what few stats they have are all geared towards fighting.
Those of you who wish to make your starships more personalized parts
of the game, such as Han Solo's Millennium Falcon, simply
won't have much to work with, sorry. (There's a passage in the book
explaining that in Imperial SF, all technology is basically a prop,
something for the PCs to use when convenient. This explains the
shortage of advanced weapons and starship details in the game.)
"You honestly believe I could find you appealing?
You're so… so… blue!"
- Rygel
The final chapters contain
detailed sections on creating worlds and alien races. A few simple
charts allow you to design planets in moments, including terrain
type, climate, gravity, atmosphere, government and tech levels. More
lists help round out your alien races with cool traits, such as
low-light vision, pheromone repulsion, acidic saliva, lethargy, or
perhaps a prehensile tail. (Sounds cute, eh?)
The idea of the Travelers,
a staple of many sci-fi backgrounds, is included as an option for
your game. The Travelers were a race (or races) of ancient advanced
aliens who blundered about the cosmos building civilizations and
seeding planets with new species and whatnot. They all died out or
left eons ago, and some of their relics, artifacts, tech, and other
goodies can be found littered about on thousands of worlds. This
gives you an excuse to invent all sorts of wacky beings for the PCs
to encounter, and introduce funky gizmos that no one knows exactly
how to use. Dig it.
The authors have designed
one whole small example star system and a few xenoforms for you to
play with, and to serve as ideas for your own creations. Plop these
into your game, or use the as springboards for your own tweaks.
The XP section is brief
but practical. PCs should expect to earn only about 2-3 experience
points for each session, if they achieve their goals. Role playing
well may get you an extra point. XP in 1kS is spent to boost
your skills up in rank, or to purchase new skills. You could also
buy more Action Points, as long as you choose a new hook to go with
each Action Point you buy.
So, let's sum up all this
spacey goodness…
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The GOOD
I said it
in the first paragraph of this review. This is a simple game, but
its potential made me excited to play before I'd finished reading
even the first few chapters.
I've been jonesing to run fast-paced,
action adventure games in the nature of Flash Gordon, Buck
Rogers, Ice Pirates, or even Firefly, and I have no doubt
that Thousand Suns can support any of those ideas.
1kS
is a clean, complete, yet uncomplicated system that can emulate any
movie or book you've been dying to make into a game session for your
players, with very little effort.
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The NEUTRAL
The core book does not have an
extensive campaign background ready to use by players. Now, I
couldn't care less, because I prefer to design my universe myself,
but if you're a GM with little time or desire to create your own
planets, systems, empires, etc., then you may be less than thrilled
with this. Thousand Suns is, as the authors plainly state, a
toolkit, not a pre-fab setting. That said, the authors have
included a "metagame" timeline and sketchy background for you to use
if you'd like. The material covers the 'official' 1kS
background that future supplements in the game line will use as
their setting. It's certainly a good start for those of you who
don't want to do it all yourself.
In a similar vein, while
there's an impressive array of starship stats to use for your game,
there are no rules for creating your own. I'm listing this
observation under the Neutral section instead of the Evil section
only because the authors have promised expanded starship lists and a
design system in the forthcoming book, Fighting Ships of the
Thousand Suns. I've been burned before with designers promising
books that never appear, but this game is just so damn sweet that
I'm gonna give them the benefit of the doubt and optimistically wait
impatiently for that book to appear.
On a personal note, I'm
not thrilled with any aliens presented in this book. They're all a
bit goofy. The description of one race sounds like walking palm
trees, another one like hostile, bloated starfish, and the third
like a giant shrimp. It's like the designers came up with these
ideas while sitting in a Caribbean-themed restaurant someplace,
after a few margaritas. There are also some mutated humans, treated
as different races, but I don't find that they do anything for me
either. So, the aliens are there if you want to use them, but I'll
be inventing my own, thanks.
The EVIL
Ok, the core book has very
little to say about robots. In a sci-fi game.
Now, the justification is
that robots aren't a popular staple of Imperial sci-fi literature.
That genre is mostly about mankind's place in a futuristic world,
and not so much about Terminator meets Robocop. I can respect the
loyalty to the source inspiration, but they could have thrown us
robophiliacs a larger bone than they did. What we get is two (2)
examples of robots that –do- exist, and a note that if players
really want to create a robot PC, they should just design a PC as
normal and say he's a robot.
In the meta-setting,
there's mention of Von Neumann's War, where AI units and their robot
soldiers attempted to destroy their creator human race
("Exterminate! Exterminaaaaate!"), and so humans are understandably
jumpy about playing with robots now. While I'm still not thrilled
with the anti-robot facets of the core rules, this does at least set
up a gnarly Battlestar Galactica vibe, eh?
Lastly, the naming
conventions used by the authors sometimes go squirrely. In their
otherwise standard English text, suddenly a jarringly bizarre term
is thrown in for no apparent reason. For example, ten types of armor
are listed. Most have standard spelling: flight suit, heavy combat
armor, survival suit, etc. Then, in the middle, is Ŝteleco armor.
Yeah. With a "Ŝ". I don't even know how the hell to say that. What's
wrong with a regular "S"? I suppose they're trying to be interesting
or add some zing or something, but it's just odd and slightly
distracting.
And it's not just
spelling; sometimes they throw in an entire word that has no meaning
on its own, like the "cirkuo". This is a type of hover car. Now, the
rest of the list includes entries for hoverbikes, hovercars,
hovertrucks, hovertanks, even a hoverbus. So where the hell did "cirkuo"
come from?! Can't we just call it a hoverboat, since it basically
just goes on water? Did we need one lone term for this particular
hover vehicle? That's just weird, man. And there are several
instances of other goofy-for-no-reason words sprinkled throughout
the book as well. Like the "kodumulo", which is a computer device
containing a single program. Isn't there a more sensical name we
coulda' called this thing that actually gives you some vague idea of
what it is? I know the silly names don't hurt anything, but again,
it's just distracting. Maybe if there were actually a lot more of
them, but there's just a random few. Just enough to make their
inclusion puzzling.
And speaking of spelling...
while the game itself is solid, the editing, layout, and grammar of
the game needs a serious overhaul. It appears in places as though
sections were written by someone whose first language isn't English,
and they couldn't find someone to give it a proof-reading. Odd turns
of phrase, confusing sentences, and syntax errors abound, and small
things like randomly bolded and un-bolded headers, inconsistent
centering, and variant spellings of the same word will give you
pause while reading. Now, none of this makes the game unplayable, it
just occasionally makes sections of text confusing and requiring
another read-through or two of some passages. I was so interested in
the material that in a totally uncharacteristic manner, I overlooked
the horrific writing issues, and I hadn't even been drinking any of
that gnomish mead. (Well, not much of it.)
EDIT 12-27-11 :
Since this review was posted, Rogue Games
has published two sourcebooks with additional game material, both
reviewed by this kobold. The first, titled
Foundation
Transmissions,
has an entire chapter on the creation and use
of robots and androids as NPCs or player characters, and completely
makes up for the lack of tin men in the core book.
I thought
when this review was written that the odd terms used periodically
looked Esperanto, but I hadn't read any verification of this fact at
the time.
Transmissions then explained that the
words used in Thousand Suns are indeed from the
Esperanto language, which the authors have used just for giggles to spice up the
writing and add some exotic flavor. In fact,
there's a short chapter detailing the
pronunciation of Esperanto and a handy list of common words to use
in your own campaigns. So, there
ya go.
The second
sourcebook is the long-awaited starship book for Thousand Suns,
which they creatively titled simply
Starships. So basically,
Rogues have now ironed out my few big complaints about the most
notable sci-fi elements missing from the game. Although honestly,
the editing and grammar get even worse, as the supplements roll out.
Rogues, for the luv of gawd, get someone to proof your stuff!
And lastly, the two founders of Rogue Games
have parted ways since this game line was released; now Thousand
Suns: Revised has just been released in December 2011 as
sort of a cleaned-up second edition by James Maliszewski under the
banner of Grognardia Games publishing. Wouldn't hurt to grab it.
Hint, hint.
SUMMATION
All in all, I can't say
enough good stuff about this game. Give it a look-see and I think
you'll be impressed. Just the right amount of mechanics, a dash of
setting flavor, and immensely intriguing campaign possibilities.
Now, get moving, boy!
There's a whole empire out there waiting to be discovered! Evil
overlords don't overthrow themselves, you know! Find yourself a
starship, and go to meet your destiny!!
And take this talking palm
tree with you. It keeps leaving its kodumulo in my cirkuo.

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