banner_sz. Ron's Shatterzone Page. game-enhancing cards. Shatterzone is one of my favorite RPG settings. PDF Downloads. Shatterzone. Products 1 - 15 of 15 Home of Shatterzone, MasterBook, Warcosm, Bloodshadows, Supergame, Roleplaying, Disposable Heroes Paper Minis, Two-Fisted Tales RPG, and more. MasterDeck PDF (for MasterBook & Shatterzone) Zoom. This is a review of the Shatterzone "classic reprint" hardcover Shatterzone was a classic '90s RPG, one of my favorite sci-fi games of the era.
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DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files! The Largest RPG Shatterzone Remove Search Term Search. Hottest Shatterzone. DriveThruRPG: Your One-Stop Shop for the Best in RPG PDF Files! The Largest RPG Download Shatterzone (Classic Reprint) · Zeenarchs (Classic Reprint). Shatterzone is a space opera role-playing game by West End Games. The game went out of . Print/export. Create a book · Download as PDF · Printable version.
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Zeenarchs Classic Reprint. Shadow of a Black Sun Classic Reprint.
Fringers Classic Reprint. Blood In Space: Core Rulebook. If you have a skill specialization, you get to reroll ALL 10s, including from subsequent rolls.
If you beat the difficulty number, you succeeded, but how much you succeed by is based on the difference between the two values. Pushing your strength or speed in this way gives you certain amounts of "shock" damage from the strain. The other table is the interactions table, which tells you what kind of result your attempt gave you in terms of various interactions like doing damage, interrogations, intimidation, taunting or tricking enemies, charming people or maneuvers.
The combat column gives specific results so a difference of 4 generates "knockdown O3" damage while the other tables give you more general results so a difference of 4 to "persuasion" is a result of "neutral", meaning you'd persuade someone who was neutral or friendly with regard to what you're trying to persuade people about, but not someone who was hostile or an enemy.
In combat, attack rolls are handled as above, rolled against a specific skill value of his target for resistance. So for example, if you're attacking with martial arts, your DC is your opponent's martial arts or unarmed or melee combat skills, or just his Agility if he has none of the above.
On the other hand, melee and unarmed attacks have a value which is added to the PC's strength, and that result is then compared to the target's toughness as before; however, there are limits to how much melee weapons can add to your strength. The final difference determines how much harm was done. Resulting damage can include the character being knocked out, or taking different levels of wounds up to the point of dying.
Being wounded causes penalties to actions based on the severity of the wound. Characters might also take shock points, which can if accumulated lead to unconsciousness as well. Characters can choose to actively defend themselves as well, though that takes up an action to do. Active defense simply means that instead of using the static number for their defense, the defender will roll the dice and add that to his defensive value. The combat rules include optional rules for hit locations and targeted shots, suppressive fire, and surprise.
I should also mention the Life Point mechanics. Starting characters usually begin with 5 life points, and gain more as they complete adventures. In between adventures characters can exchange life points to get skill points to improve their characters, but during gameplay they could also sacrifice life points to get special benefits.
He can spend a life point to reroll a check and that reroll will allow him to reroll both dice on event of a 10, as if he was specialized in the action being attempted ; a life point can also be spent to cancel someone else's attempt at a reroll! Likewise, it can be spent to reduce up to three levels of damage, or to shift the results of certain actions to a more positive outcome. The next chapter brings up the card deck, and we should dedicate some time to that, since it doesn't come with the book.
You can get the card deck as a separate product from Precis.
In the standard rules, each player gets some cards they can play at certain times to get certain bonuses. Some of them give straightforward bonuses to certain skills, others can act as substitute life points, some can allow you extra actions, or create special effects, assist allies or betray the party! Others are 'subplot' cards which the player can use at the start of the adventure if the GM allows it to introduce some kind of personal situation for that character in the adventure.
For example, the PC might have a 'personal stake' in something going on in the session, or might have a useful connection, a mistaken identity, or play the "martyr" card which gives the PC a bunch of extra life points but means that at some point in the adventure the PC must heroically sacrifice his life! There are also some odd wild cards that introduce other unexpected events that can affect the whole adventure. As mentioned above, the cards are also used for determining initiative in each encounter, as well as unusual effects that can happen.
So the question is just how important are the cards? Well, if you like that kind of stuff, the cards add a lot of unexpected little bonuses or penalties, sudden stuff happening, or plot twists. In small doses, that can be a good thing. In large doses, it might be too much, making for combats that seem full of weird turns. If you don't use the cards, all that happens is that Shatterzone becomes a much more typical sci-fi game aside from sorting the initiative bit out.
The rulebook also has sections on ships with many ships statted out and space combat. Also, a section on "how to design adventures" that isn't strictly necessary to anyone other than beginners. Only now are we at the second-third of the book, the player's guide.
And only here do we start to get to rules about how to make a character. First of all, there's a set of character templates provided, which only need a tiny bit of filling-in to complete.
Among these are archetypes like the "old scout", "corp marine", "kestarian temptress", "megacorp freelancer", "hard warrior", "trader", "con artist", "cyberchopper", "bolter refugee", "pilot", "man from Intel", "mercenary" and a few others. There's a mix of human and alien characters. The other option is creating characters from scratch.
By this method, you would start by rolling on a random table to see how many points you have to distribute among attributes and how many for skills.
After that, the distribution itself is point-download, which is not really my favorite method. I don't really remember how I ran it at the time, but if I were playing this today, I'd probably have people work with the pre-made archetypes, adjusting to taste.
The player's guide leads you through the attributes and then selecting skills and skill specializations, as well as the other details of the character sheet, like Toughness and Life Points. The skill list is tied to the attributes, and is fairly large. After this, there's also advantages and disadvantages here called "compensations". Sample advantages can include being an alien which includes mutants and the like , or a psychic, or things like having money or contacts, cybernetics, or equipment or fame.
Disadvantages include things like being very old, very young, anti-alien prejudice, alien weaknesses, physical handicaps, mental issues, debt, a criminal past, being wanted, etc. The advice given is for players not to just look at the point values and try to min-max it out, but rather to go with a holistic perspective of what you imagine the character to be, and then picking advantages and disadvantages to fit that.
Which is a really great idea, IF your GM enforces that. This is the typical flaw of non-random advantages and disadvantages. After this we get some typical advice for players, and a repeat of some of the basic rules in the previous 'book'.
The section on psionics is new information, explaining that psionics are very badly looked at in the Consortium. Psionics works as a skill, but using psionic powers runs the risk of injury from strain. There's a list of psionic powers, with the note that the GM can decide whether any given power exists in his campaign. The last 96 pages of the book make up the "Universe Guide". It explains that a great deal of the space in Shatterzone is unexplored "wilderness" filled with risks and possibilities.
The Core Worlds of the Consortium are very stable but rife with intrigue. The Near Colonies and Inner Frontier are more lawless and filled with potential for rebellion, the frontier also features a large number of "bolters" aliens who have crossed out of the Shatterzone into human space, as refugees.
And then the Shatterzone is pure wilderland; incredibly tricky to navigate, filled with dangers and the unknown. Medicine is highly advanced, from the point of view of what the mids defined as "highly advanced", which is mainly cyberpunk stuff and low grade genetic engineering to create super-marines etc.