Review Editing

Review of Interstellar Journeys Compendium

Where to start.

The Interstellar Journeys Compendium is a compilation of four books that these guys released previously, Core rules, Kaneris Sector, Intergalactic Web, and Starships and Vehicles, there is also alot of new material.

What It Looks Like.

I originally purchased the four seperate books, they were nice little 1/2 fold 8 1/2 by 11 pages that made neat little booklets. I have to say that the production value on this compendium was much better. it is a perfect bound 8 by 10 book with really nice internal paper, reminds me of the stuff that was in the planescape monster compendiums. the book is color inside and out and looks to have artwork from a variety of artists, some great, some ok.

What Is in it.

The inside of the book is broken into sections that remind me of the D20 players guide. The sections are Races, Classes, Skills, Equipment, Combat, Description, Magic, and then a GM's section.

Even though there are only 80 pages there is little wasted space. alot of the artwork is watermark like or behind the text so you dont lose a bunch of material to graphics.

RACES:

This section has info on all the standard races we are used to as well as five new races Var Kreen (Thri kreen like), Shifter (A shapechanger), Mantaran (Humanoid Hybrids), Arcanimus (Natural Sorcerers), and Erudicts (Semi insectoid race. a brief background is given for each of the old races and a more thourough amount for the new ones.

Classes:

Not much difference here, all the old classes exist with a few changes, Rangers are space fleet regulars, Paladins are genetically enginerred law men, and Clerics get there powers differently. A new class exists (the Mutant)

Mutant: At fist glance of the name I thought why isn't this a race then after reading through it I actually found that it works quite well as a class. Mutants get a variety of powers that the player selects similar to feats in a way. (The power system reminds me of the versatility making champions characters) they can be anything from spellcasters to the ultimate 40' tall tank.

SKILLS

Most of this is the same, a few new skills that are mostly really knowledges or alternate ride abilities. An option to designate a skill as Hi or Low tech is neat gives you a 5 or -5 against the appropriate skill tests. (Picking a normal 25 DC lock that is a computer lock would be a DC 20 if you took Hi tech Open Lock or DC 30 if you took Low tech)

EQUIPMENT

ALot of stuff hear and the largest section of the book except for the GM stuff. Everything from Laser pistols to Armored Battle Suits.

COMBAT

Special rules for Cyberspace and vehicle or staship combat but all in all not much changed from the normal d20 rules.

Description

Background on several of the Clerical (temple lord) temples and on three sectors of the universe, each sector write up has a map, information on the planets or inhabitants and random charts for adventure starters.

MAGIC

Not to much in this section One new domain (Technology) and nine new spells to go along with the domain. the spells do things like recharge power packs, knock out electical circutry and turn enemies into cyber drones under your control.

DM SECTION

This section is broken into two things, Stats and special items.

The Stats give page upon page of new creatures, computer programs (Avatars and ICE), Vehicles, and Robots. All color pictures and good write ups.

The Special Items Include new magic items and technologicaly advanced items (mental enhancers, Exploding rounds etc)

There is one additional section entitled TC JOurneys which seems to be rules for a convention supported "living" campaign. (not of interest to me since it says they are in the north east and I am not)

MY Opinions

Needless to say I like the system since I bought the compendium after I already had the mini books. This book is the kind of book I like, It has what I need to play the game and is not filled with junk or lots of wasted space to inflate the page count. It is a little expensive at $20 for 80 pages compared to most of whats out there but the color interior and lack of wasted space make up for that.

I Have also gotten an Email from black arrow games telling me of little pieces of errata (Nothing major) and it included additional stuff for use with the game, looks like they are going to have a newsletter to support the game.

Dave

Recent Forum Posts

CommentatorDateMessage
RPGnet Reviews2002-04-26 David English's Summary: Better than Dragonstar, Well worth the read and time ...

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