Blood and Space is a science fiction 'tool kit' for d20 written harles Rice & Chris Davis. Not quite a game on it's own, t's aimed at supplementing one of the increasingly large number of d20 SF games (at least 6 by my count, with 3 more on the way).
It's a 128 page softcover book, priced at $19.95. It was
originally a PDF (which I also wrote a review for), but this is a
slightly revised and improved version (as is this review). I
liked the PDF, and the print version fixes most of the problems I
had with it (as did the revised PDF, actually, but around the
time that came out, my computer started having crashing problems
with acrobat reader, so I never really got a hard look at the
changes). Just as a disclaimer, I'm mentioned in the thanks
section along with others who gave the authors feedback, some of
which was incorporated into the revised and print editions (I got
a free copy of the print version, but I did buy the PDF).
Physically, it's a nice looking product. The cover art is by
Scott Clark, and fits the name of the book - it depicts a damaged
ship and someone drifting away from it without a spacesuit,
either dead or dying. The interior art is done by V Shane. I
really liked most of the character illustrations, though the
starship ones tend to look a little odd (not quite straight in
some places, or odd geometry). The art in the PDF was a bit
pixelated, but this problem is gone in print. The layout is well
done, with a nice table of contents, and the fonts are very
legible. The outside margin border is plain but informative,
having the name of the chapter on it, making it easy to find a
section of the book quickly.
The first chapter is introductory stuff. Besides an introductory
story, it explains that this product has stuff for both space
opera style science fiction and hard science fiction (ie, real
science as we know it now). Certain things in this book are
tagged with a label to let you know which is which.
The second chapter is on new classes and around 20 pages. These
are set up as normal d20 classes (as opposed to d20 Modern,
though not having d20 Modern, I'm a bit fuzzy on the rules of
it), although the classes also have a defense bonus, which
D&D doesn't use, but some SF d20 games do use. There are 10
new core classes and 5 new prestige classes.
The new core classes are generally well done and quite useful.
I like the Doctor, the Engineer, and the Scientist, though the
Doctor and Engineer might be a bit weak for PC classes (they have
bad hit dice, bad base attack bonus progression, only 6 skill
points per level, which makes them a bit weaker than the Expert.
They do get some special abilities, but not enough to offset the
weak base attack bonus progresion. When I've used the Doctor,
I've given them 8 skill points and bonus social feats from Fading
Suns).
The Marine is a bit odd. In the original PDF of Blood &
Space, the Marine class was simply a renamed Fighter, which I
thought wasn't too original. The Marine in this is a bit
different, but has several abilities which perhaps aren't very
useful or make that much sense, or are heavily tied into the
space combat system in this book. Most of the special abilities
involve training others, which is something more suited for
Marine Commanders, not actual Marines themselves. Or maybe it's
meant to simulate Marine NCOs. In any event, it's still basically
like a fighter, but more flavorful as many of the bonus feats
have been replaced by special abilities
The Mercenary is somewhat like a Barbarian (he 'rages' like one,
anyway) but is perhaps a bit overpowered - they get a +2 to
attack and all skill checks when they're being paid or can make
money.
There are two types of pilot classes: The Starship Pilot, and the
Hotshot. They're fairly similar, and probably could have been
squeezed into one class. (The "Starship Pilot" also has
a typo on its chart, "Fighter Evasion" instead of
"Starship Evasion". But easy to figure out)
There are two civilian starship crew/pilot types, the
"Hauler", something of a space teamster ( a bit weak,
probably suited for NPCs), and the Smuggler, a Han Solo type
(fairly close to the Rogue class). There's also the Starship
Officer for those who went to a space academy.
There are 5 prestige classes: The Colonial Marine, Contact
Specialist, Marine Commander, Pirate Captain, and Starship
Commander.
I personally think Colonial Marine should have been a core class
(most of it's abilities make more sense than the revised Marine
core class), but in any event, it's somewhat like the Marines
from Aliens. The Contact Specialist is a 5 level class that is
really good at making contact with aliens (and not much else).
The Marine Commander, Pirate Captain, and Starship Commander all
have abilities that are tied into the combat section of this
book, so might not be apropriate if you're not using those rules.
As mentioned, I found most of the classes to be well done - the
only real hangup for most people will be if you don't use the
space combat rules in this book. But they're fun to tweak, and I
tend to alter just about every core class in every product I own,
so this is someplace where your mileage will definitely vary.
Chapter Three introduces several new skills. Most are pretty much
what you expect (and what you find in most SF games), though I
think some are stretching it a bit. For instance, the Boarding
skill lets you latch onto another ship while in Zero-G. That
seems way too narrow. A more general EVA (ie, spacewalk) skill
might have been more useful. There are several new craft skills,
with examples provided
There are also several new feats. Not so many general ones - lots
of new feats for pilots, especially in a space opera style game.
Also many for creating items and the usual proficiencies. The
Leadership feat is also revised to work with the crew rules in
this product.
Chapter Four is on new equipment. It's not a huge chapter (about
10 pages), as it says it aims to supplement the stuff found in
most SF d20 games.
It uses credits, not unlike most games, but the prices seem quite
low. A 9mm pistol only costs 50 cr. In Dragonstar, a light pistol
is 400 cr. In Traveller d20, it's 200 cr.
There's only a few new weapons, mostly lasers (Infrared and
X-ray) plus something curious called a "Tesla Rifle".
(It shoots heavily sprayed hair at targets. Well, lightning
actually.)
There are several new armor types. Light and Medium armor improve
AC, while the Heavy stuff provides Damage Reduction.
Unfortunately, no acane spell failure was included, so you need
to do some work if you're using a fantasy/sci-fi game.
There's also a system for trading/selling cargo, although it's
pretty sketchy and quite random. Basically, you roll a d20, and
that gives you the supply/demand ratio - you divide the d20 by
10, and that gives you the current price of that cargo on the
planet. It doesn't really take into account the size of the
planet you're selling it on, and while it says that you should
give each planet an import preference, it doesn't give much in
the way of guidelines.
There are some sample cargos, about a page's worth. It's almost
like the list gets cut off, because it starts with A (Alcohol)
and goes to M (Microbes) and stops. There's only 10 or so, so
it's not that comprehensive (especially since many of the listed
cargos are obscure, like magnetic bottles. And many are vague,
like "Metals", instead of specific metals).
Chapter 5 is on Starships, and is about 30 pages long.
Starships are handled somewhat abstractly. If you are familiar
with the computer games Elite, Privateer, or the Master of Orion
series, then that will give you an idea of how they work.
Essentially, there are a variety of hulls, with a different
capacity in tons. You 'spend' tons of capacity to buy things like
weapons and shields and add-ons.
Generally, this works very well, though I think it's mostly
suited for smaller ships. The computer games that use this system
have a similar problem - either they only focus on smaller ships,
like Elite or Privateer, or in the Master of Orion series, which
ships keep getting bigger and bigger, the really large ships are
cheaper than they probably should be. But for most people, this
should work well enough.
Weapons, defenses, and star drives are divided into space opera
and hard science fiction. The Hard Sci-Fi parts seem fairly
realistic (though the names of the star drives are odd - named
after stars, instead of being descriptive). There's a fairly wide
selection in each category.
Also, there's a large amount of other add-ons, including all
sorts of recreation equipment to labs to military equipment.
Chapter 6 is on starship crew. Essentially, it handles crew in a
very abtract manner. It doesn't really use many (any?) d20
conventions, but is more similar to a wargame. They are rated as
either Raw, Green, Inexperience, Average, Experience, Crack,
Legendary, (with a XP chart) and there are several different crew
types (helm, science, medical, etc). I think I would have
prefered a system closer to the normal level system d20 uses, but
this certainly works (and this has more of a wargame-ish feel).
There's a small editing error in this chapter - the original PDF
had the Starship Officer as a prestige class, but it was changed
in the revised edition to a core class. But it still refers to it
as a prestige class a couple times here.
Chapter 7 is on Starship combat, and is about 20 pages. You
pretty much need a map for their method, either a hex map or
square map. (I have several big hex maps from games like Knight
Hawks and Star Fleet Battles). It's somewhat like a simple board
game. Each hex 5,000 miles. Every weapon has a range in hexes.
Ships have acceleration ratings. Much of the gameplay is handled
like normal d20 system combat. You roll initiative, then act.
Move, fire, etc. Seems pretty solid, and fairly newtonian, at
least in the rules. It's a bit confusing at first, but easy
enough after a while.
The largest section in this part is on "terrain",
mostly assorted space objects. Other than the really dense
asteroid fields (real asteroid belts are not even remotely like
you see in fiction), this section is well done. Even describes
the difference between a nova and supernova accurately, which is
pretty rare.
After this come several pages of predesigned ships. Most the
ships (all but one) are "Hard Science Fiction", which
poses some problems with their stated purpose in the ships
description. For instance, the Survey Ship says it's designed to
discover worlds, but it has an "Aldeberan"
drive, which lets it travel one light year in 1500 years. Given
that the closest star to Earth is Proxima Centauri, which is 4.3
light years away, it would take 6500 years to get there. So, it's
sort of odd it has this star drive, as the rules point out it's
not meant to travel between stars, but for intersystem travel. I
would just assume it (and the others) have some sort of 'jump
drive' that let it travel great distances, with the slower drive
for in-system travel only. (Many science fiction games take this
tack).
The last 10 pages or so are a preview of "Star Ace",
which I believe was also available in PDF form (for free). Star
Ace will apparently use many of the rules from Blood & Space.
It seems something like a Star Wars clone (There's an evil
Empire, a good Alliance, troops in white shiny armor, planets
being destroyed, etc), only set in the future, not a long time
ago in a galaxy far away. Seems pretty interesting, though.
All in all, despite it's flaws, this is a nice product to
supplement your existing science fiction d20 game. I've used many
of the core classes in this for my Traveller 20 game (I don't
like how many classes in T20 have base attack bonus progressions
that end in +5, which makes them woefully incompetent at combat)
and I've used some of them in my Dragonstar and regular games to
fill in the void where there weren't any suitable classes. I've
used the ship design system quite a bit, and although I heavily
modified it when it comes to larger ships to fit my taste, it
works great for small ships as is.
B.
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