For the benefit of those world-hopping freebooters who prefer their adventures in  unpowered formats, Sine Nomine Publishing offers you the convenient 50-page printout of the Mandate Archives Collection 2011, including all entries published this year. Within these pages, you’ll find…

  • Bannerjee Construction Solutions- Frontier space stations for those worlds with nothing but gumption, resolve, and a cheerful carelessness with human life!
  • The Bruxelles-class Battlecruiser- Stats and plot seeds for these ancient emissaries of the Terran Mandate’s will. Will you find one before your world’s enemies do?
  • The Cabals of Hydra Sector- A list of sinister conspiracies and dark cabals in Hydra Sector, along with detailed writeups of two organizations compatible with Darkness Visible!
  • The Dust- Nanite clouds from the Mandate’s latter days lie in wait in long-lost installations, along with details for randomly-generated pretech super-science!
  • Martial Arts- Want a campaign where lighting-handed unarmed warriors are a match for gunslinging space marines? Try out these ten martial arts styles and tips for creating your own!
  • The Qotah- For six centuries, these avian aliens have kept an honor-bound peace with humanity. Learn about their warlike culture and brooding integrity; is their word strong enough to bind the tempests of war?
  • The Red Sangha Mercenary Corps- Cursed from birth with bloodless calm, these Buddhist warrior-monks sell their implacable courage to support their world. What ends can drive an army without passions?

As a special bonus for those patient souls who have awaited a print format, this book also includes details on The Judicators- heirs to the ancient Bureau of Rectification and its ruthless policing of Mandate officaldom, these psychics wield a unique and subtle psionic discipline. Their arts allow them to use a victim’s own sense of guilt and duty to mold their choices, goading them on with the fires of their own burning shames.

You never know when the blind exertions of cosmic law might annihilate all traces of our advanced technology, so buy now and mock uncaring destiny with your foresight!

 

Heeding the plaintive cries of the estimable public, a softcover compilation of the free Mandate Archive PDFs is about to be sent off for print proofing. Those who prefer to have their materials in physical format may rejoice at the sublime ease of use which the codex provides. As a bonus for these patient souls, it will also include an exclusive Archive entry on the Judicators- the enigmatic heirs of the ancient Bureau of Rectification, once the remorseless internal security of the decadent Terran Mandate. Their specialized psionic abilities play off the victim’s darkest guilts and deepest social taboos, allowing the psychic to sense their expectations and control their actions through the spurs of shame and duty. Here’s a taste of the new discipline:

In Your Place        Level 1

The judicator has an instinctive awareness of the expectations of others around him. In ordinary social situations and when exchanging common courtesies, the judicator always knows precisely what social behavior is expected of him by his interlocutor, whether in action, appearance, or speech. He can even speak formulaic courtesies and make flawless small talk in languages he does not actually understand, instinctively making the sounds expected of him.

The judicator fails Culture checks related to common etiquette and ordinary behavior only on a natural 2 on the skil check, and can masquerade as a native member of any culture or social group, assuming his appearance makes it plausible. Activation of this power lasts for one conversation or social situation. If mastered, this power is permanently active.

 
Despite this brief detour to accommodate the format preferences of loyal readers, work on An Echo, Resounding continues apace. This guidebook contains great heaping piles of help for a Labyrinth Lord keen on adding domain management and mass combat rules to their campaign in the customary Sine Nomine style. The guide focuses on building domains into your campaign as a natural, organic part of the setting rather than a phenomenon that simply pops up at 9th level with a sheaf of fresh paperwork. These tools help you build city-states, princedoms, border baronies, and stubbornly independent allods into your campaign from the very start, using them throughout the game’s life to fuel new conflicts, new adventures, and new opportunities for your players to engage with your creations. Even those Labyrinth Lords with existing campaign worlds are shown how to retrofit the mechanics into their games, adding fresh life and activity into old favorites.

But the contents aren’t just for Labyrinth Lords. Players are introduced to Leadership abilities, special powers and knacks related to running a domain or fighting a pitched battle. Accomplished rulers start to acquire Leader levels after they reach a certain point in their heroic progression, their earned XP now raising their level in this parallel class.  As they grow in the arts of rulership, they acquire new abilities to aid their hard-pressed dominion or become more fearsome in the roil of a bloody battlefield. Behold a mighty fighter carve a red path through enemy legions, a master thief cut a general’s throat in the midst of his personal guard, or a dwarven clanmaster marshal his people to fashion wealth beyond the dreaming of less artful breeds. These levels can also be used to reflect the talents of less heroic rulers who yet retain a genius for battlefield command or the ordering of a state; the elderly general may have long since retired to his country estates and be hard-pressed to defend himself against a younger warrior, but put him in command of an army and may the gods have mercy on any foe that dares defy him.

Much of An Echo Resounding is finished, but the mechanical systems yet require the good sharp shaking that comes of careful playtesting. With luck, you’ll hear its onrushing hooves by the end of January.

At the request of a player, here’s the Stars Without Number character sheet separated out into a lone PDF. I’ll also take the opportunity to plug once more the excellent character sheets for SWN made by John Harper.

Discover Sights of Woe

Rain-slick streets beneath an alien sky. Untraceable mail on a private terminal. A man in a shabby coat who is always watching. Poison in a glistening needle. From the distant ages of humanity’s dawn to the far end of the Silence, espionage changes only its tools. A useful lie is eternal.

With this book, GMs and players are equipped with everything they need to run campaigns of interstellar intrigue and covert action. New backgrounds, training packages and equipment options will kit out your starfaring spies, and the history and context of interstellar espionage will help you plan your adventures in a cosmos in dire need.

GMs are given special help in assembling an espionage campaign, with tools for the cooperative creation of enigmatic intelligence agencies and long-hidden Perimeter outposts. You’ll also find concrete, step-by-step techniques for building complex spy adventures and sinister plots, complete with detailed support material to keep your focus on the fun.

Look inside to find…

  • The history of interstellar spying in the Stars Without Number universe.
  • Details of the hideous maltech cults that threaten the very future of humanity.
  • A system for cooperatively creating intelligence agencies for your campaign and handling exploits against their nefarious rivals.
  • 36 new tags for flavoring your cults, all of which can be used as world tags as well.
  • Over 200 new adventure seeds, each one keyed to a different aspect of an espionage agency.
  • NPC, scheme, and method tables for fleshing out conspiracies and dark plots.

Get it now at DriveThruRPG!

Now that Darkness Visible has been entrusted to the tender hands of Lightning Source and I have another week or so to wait for the printed proofs, I can start work on the next project.

An Echo, Resounding will provide the tools and resources to help a GM run princely domains and sweeping mass combats under Labyrinth Lord rules. While specifically set in the devil-haunted world of the Red Tide, the tools in this book are applicable to almost any old-school game or retroclone. An initial chapter helps the GM build a sandbox region that both provides immediate outlets for adventure and embeds the necessary framework for future political machinations. Rather than having to suddenly retrofit everything in as soon as the PCs start to show an interest in influencing the local powers, these tools let the GM build those elements right into the sandbox. PCs that want to lead a village to victory over its oppressors or who are suddenly placed at the head of a city-state’s ragged militia can now effortlessly step into place without forcing a sudden rush of ad-hoc judgment calls and improvisations by the GM.

Many old-school domain management systems focus on simulating the strict details of a fantasy fief- gold income, population, peasant morale, food supplies, and other specifics. While this is a perfectly natural approach, An Echo, Resounding instead abstracts the fundamental elements of a domain into Military, Wealth, and Social values. These totals rise and fall depending on the types of locations held by the domain and the sort of special resources or advantages the PCs can bring to their homes. These totals are then used to support Assets, which reflect the military units, unique traditions, temples, schools, and other specific resources the domain has at its disposal. Outside threats and conflicts between domains then become focused on these Assets and the locations that support them. Struggles become specific, and every clash or sudden peril from the wilderness becomes a ready-made adventure hook for the redoubtable rulers. In addition to these domain rules, a mass combat system is provided that can flex to accommodate heroic PCs, massed troops, and special monstrous foes all on the same battlefield.

An Echo, Resounding is going to require extensive playtesting on the appropriate balance of location values and asset costs, so keep an eye on this space for playtest invitations over the course of the next month. And fear not, Stars Without Number fans; the lessons and playtesting data drawn from An Echo, Resounding are going to be directly useful for the project to follow; Other Dust, the standalone SWN-compatible game covering the post-apocalyptic savagery of Terra in the wake of Scream’s horrific devastation.

The sinister secrets of interstellar espionage are set to be revealed at the end of the month, as Darkness Visible makes its PDF and print debut on DriveThruRPG. Guidelines and tools are provided for forging your own campaign of star-spanning intrigue and trans-solar spies, complete with specific mechanics for generating both the agencies that employ these daring covert operatives and the vicious cabals that threaten all they hold dear.

In the customary Sine Nomine style, it is not counted satisfactory to simply give you dozens of pages of practical advice and specific pointers for emulating dashing interstellar agents. No, it is not enough. Darkness Visible provides page after page of specific, focused tools to produce concrete results for your game, along with step-by-step instructions for using them to generate the content you need.

You need a spy agency for your players? Follow these steps to build one. Your players want to break into a maximum-security prison satellite to kidnap an alien framed for war crimes? Take this template and fill it in from these tables. You need to dish up an adventure full of double-dealing and hidden actors but have no idea how to support the players’ investigation attempts? Use this adventure structure, lift the challenge rules from this chapter, and prepare these things for the session. Darkness Visible gives you the direct, specific guidance you need to get the job done.

Darkness Visible is written for the Stars Without Number role-playing game, but the guides and tools it uses are system-neutral and compatible with a vast swath of science-fiction settings. Expect it by the end of October.

Stars Without Number fan N. Harrison Ripps has produced an admirably handy online sector generator. One simple click produces a fully-mapped sector for Stars Without Number, complete with generated name lists for corporations, NPCs, political parties, aliens, and a list of different types of religion to be found as well. You can also download the sector as a TiddlyWiki file for offline use, where you can look at individually-generated world statistics and tags for each of the planets in the sector.

Give it a click here!

Just when I thought it was safe to relax, a sharp-eyed reader has pointed out a pair of dropped tables in the Core Edition, covering the evolutions of monarchies and oligarchies in the Societies chapter. The omission was entirely my error, Mongoose having faithfully printed all that I gave them, and so I offer here the missing Monarchy and Oligarchy tables.

The whirling presses of Mongoose Publishing now swiftly usher Stars Without Number to friendly local gaming stores throughout the globe. This new Core Edition provides a typo-cleaned copy of the current free PDF, but in consideration to the loyal fans, over forty pages of fresh new content has been added to the book, material exclusive to the Core Edition. These piping-hot additions include…

  • Rules and historical information on AIs and robots, including AI player characters. Assemble your artificial heroes with a point-buy character creation system and an array of armature hulls for them to use. Included information covers non-sentient guard bots and expert systems as well!
  • Rules and the historical context for mechs ranging from almost human-sized powered suits to hulking heavy assault mechs to the enigmatic psychic war machines that were the ancient psimechs. Strap in for those special occasions that call for the really big guns. Nine sample mechs are included, along with a design system for creating your own.
  • Society creation guidelines and generation tables to help GMs flesh out their worlds with vibrant, living cultures and their ages-old conflicts. Every culture comes with built-in struggles to fuel adventures on that world and give GMs a quick and easy hook for pulling in the players

For those GMs and players who prefer the electronic simplicity of a PDF, Sine Nomine is making available an electronic version of the book at DriveThruRPG. Grab it now, and revel in that new PDF smell.

An Iron Ghost from a Dead Age…

The Bruxelles-class battlecruiser was one of the mainstays of the ancient Terran Mandate, a regular sentinel along the ragged borders of the core and the deep colonial wilderness of the frontier. Its fearsome guns brought peace to squabbling worlds and rebuked raiders and alien interlopers with radioactive fire. When the Scream washed over the human empire, countless Bruxelles-class ships were left lost and isolated on the fringes of human space. Many died in vain attempts to get back to Old Terra, but a few such corpses still linger in the dark between worlds, waiting for some reckless soul to drag them back to a bright and terrible life.

This free Mandate Archive gives you the details on the Bruxelles class of battlecruiser- its history, function, standard crew complements, and statistics. A half-dozen plot seeds are also provided, each one revolving around this ancient engine of war. Finally, several examples of pretech ship weaponry are given with which to terrify the feeble heirs of the Mandate’s lost glory. Grab it now at DriveThruRPG!

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