Warpstar!
is the sister game to Warlock!,
and much like Warlock!, it looks like just another Old School Renaissance
Retroclone—and it is, but not the sort you might be thinking of. Published by
Fire Ruby Designs —previously
best known for Golgotha,
the Science Fiction retroclone of far future dungeon scavenging in shattered
battleships—Warpstar!
makes its inspirations known on the back cover blurb which reads, “Warpstar is
a rules-light science fiction roleplaying game that aims to emulate the feeling
of old-school British tabletop games of wondrous and fantastical adventure in
the depths of space.” Now there is a slight disconnect here in that there are
no such ‘old-school British tabletop games of wondrous and fantastical
adventure in the depths of space.’—or at no such roleplaying game. In the case
of Warlock!, the inspiration is Warhammer Fantasy Roleplay and Maelstrom as well as the Fighting Fantasy solo adventure books which began with The
Warlock of Firetop Mountain. So what then is Warpstar! inspired by?
In
fact, the original inspirations for both Warlock! and Warpstar! are both
miniatures wargames. For Warlock! that inspiration is Warhammer Fantasy
Battles, and then the roleplaying game, Warhammer
Fantasy Roleplay, which would be derived from it. For Warpstar! that
inspiration is Warhammer 40,000: Rogue Trader, a miniatures wargame which
actually had strong roleplaying elements, but was not a roleplaying game.
Indeed, it would be another twenty-one years before the setting of Warhammer
40,000 would receive its own roleplaying game with the release of Dark Heresy
in 2008. So the claim that Warpstar! is a rules-light science fiction roleplaying
game that aims to emulate the feeling of old-school British tabletop games of
wondrous and fantastical adventure in the depths of space.” does feel slightly
disingenuous. However, if you instead see Warpstar! as a roleplaying game
inspired by a roleplaying game of grim and perilous adventure in the depths of
space and the very far future that never was (but which would have been the
Science Fiction equivalent of Warhammer Fantasy Roleplay and likely would have
been as popular) then Warpstar! feels as if it comes from something material rather
than the ineffable.
As
with its fantasy counterpart, Warpstar! is a Career and Skills driven game
rather than a Class and Level game. A Player Character has two attributes—Stamina
and Luck, but unlike in Warlock!, does not have a Community, such as Human,
Halfling, Elf, or Dwarf, which grants societal benefits rather than mechanical
ones. Instead, he has a Talent, an innate, biological, or mechanical ability
which provides an in-game benefit. For example, Natural Charm or Sleep
Anywhere. These can be used to model alien races along with whatever cosmetic
aspects that a player decides his character has, but despite this, the setting
for Warpstar!, the Chorus of Worlds, does not have any Player Characters races
detailed in the core rulebook. He also has thirty-two base skills, ranging from
Animal Handler, Appraise, and Astronav to Thrown, Warp Focus, and Zero G, and
all of which range in value from one to twenty. To create a character, a player
rolls dice for the two attributes, selects a Community, and sets ten skills at
a base level of six and another ten at level five. The rest are set at a base
level of four. The player then rolls four six-sided dice. These generate the four
choices he will have in terms of Basic Career for his character. Once selected,
a Career provides four things. First a quintet of skills which can be increased
during play whilst the Player Character remains in that Career and a maximum
level to which they can be improved, either ten or twelve. For example, the Ganger
receives Medicine 10, Sleight-of-Hand 10, Intimidate 12, Small Arms 12, and
Thrown 12. The player divides ten points
between these skills up to their maximum given values. Second, it provides a
sixth skill, named after the Career itself, the level for this Career skill
being the average of the other skills the Career grants. Third, it provides
some standard equipment, and fourth it gives a pair of background elements
specific to the Player Character’s time in that Career, both of which are
generated randomly. For example, a Ganger’s two die rolls would determine what
he did to earn him a criminal record and who hunts him. Lastly, a player picks
three personality traits for character.
Name:
Gottschalk Einstein
Community:
Human
Career:
Warp Touched
Past
Careers: —
STAMINA:
21 LUCK: 11
TALENT:
Sleep Anywhere
ADVENTURING
SKILLS
Animal
Handler 04, Appraise 06, Astronav 06, Athletics 05, Bargain 06, Blades 04, Blunt
04, Brawling 05, Command 04 (10), Diplomacy 05,
Disguise 04, Dodge 04, Endurance 05 (10), History 05, Intimidate 04 (12), Language
05, Lie 04, Medicine 05, Navigation 04, Persuasion 10 (12), Pilot 06, Repair 06,
Ship Gunner 06, Sleight-of-Hand 04, Small Arms 05, Spot 06, Stealth 04,
Streetwise 05, Survival 05, Thrown 04, Warp Focus 12 (12), Zero G 06
CAREER SKILLS
Warp
Touched 7
POSSESSIONS
Cloak
with mathematical emblems, metal staff affixed with an opening eye, several
books on warp theory, pills and tinctures to ease the pounding headaches.
GLYPHS
Burnout
TRAITS
Charming,
Faithful, Unfriendly
NOTES
Where
have you been? – The Fighting Maze of Fellus IV.
Where
have you seen? – Beautiful fractal patterns of the Warp?
Character
generation is for the most part straightforward, as is character progression. A
Player Character should receive one, two, or three advances per session. Each
advance will increase one of a Player Character’s Career skill by one level, up
to the maximum allowed by the Career. As a Player Character’s Career skills
rise, so will his Stamina, representing him becoming tougher and more
experienced. When a Player Character reaches the maximum skill level, he can
change Careers—this will cost him a total of five advances. Whilst this grants
him access to other skills, it will not increase the cap on the ones he already
has. For that, he needs to enter an Advanced Career, such as Assassin, Cult
Leader, Duellist, Lawbringer, or Warp Lord. This raises the maximum skill
levels to fourteen and sixteen rather than ten and twelve for Basic Careers.
There are thirteen Advanced Careers in Warpstar! and
twenty-four Basic Careers. In general, a Player Character will be undertaking
two or three Basic Careers before entering an Advanced Career—probably ten or
fifteen sessions of play or so, before a Player Character is in a position to
do that.
Mechanically, Warpstar! is simple. To undertake an action, a
player rolls a twenty-sided die, adds the value for appropriate skill or Career
and aims to roll twenty or higher. More difficult tasks may levy a penalty of
two or four upon the roll. Opposed rolls are a matter of rolling higher to beat
an opponent. Luck is also treated as a skill for purposes of rolling, and
rolled when a character finds himself in a dire or perilous situation where the
circumstances go in his favour or against him. Combat is equally simple,
consisting of opposed attack rolls—melee attacks versus melee attacks and
ranged attacks versus the target’s Dodge skill. Damage is rolled on one or two
six-sided dice depending upon the weapon, whilst mighty strikes, which inflict
double damage, are possible if an attacker rolls three times higher than the
defender. Armour reduces damage taken by a random amount.
Of
course, Warpstar! has to take into account Science Fiction weaponry, so there
are rules for slug-firing guns, laser weapons, pulse guns, needlers, and more.
They each have a code attached, such as ‘S1d6+1P’, which in turn indicates the
size of the weapon, the damage, and the type of damage. It looks a little
complicated and is at first, but once you get used to it, it is easy enough.
Damage is deducted from a defendant’s Stamina. When this is reduced to zero,
the defendant suffers a critical hit, necessitating a roll on a Critical Hit
table. Warpstar! has four, for slashing, piercing, crushing, and energy damage.
Of course, the precedents for Warpstar! had more, and more entries on them, but
for a stripped back game like Warpstar!, they are enough—and they are brutal.
Damage below a defendant’s Stamina acts as a modifier to the roll on the table,
so once dice are rolled on the critical damage tables, combat takes a nasty
turn.
For
example, Gottschalk Einstein is aboard a D-Class Charger, the Stolen Dodo, when
it is boarded by pirates and he is spotted trying to hide by two pirates—Wilmar
and Bruna. Both have clubs and slug pistols (S1d6+1P), and 14 Stamina, a Blunt
skill of 3, a Dodge of 4, and a Small Arms skill of 4. The two pirates are
under orders not to kill any of the passengers as they can be ransomed off, so
raising their slug pistols, they demand that Gottschalk Einstein surrender. The
Game Master assigns them an Intimidate skill of 4, and adds four to account for
the fact that there are two of them and they are pointing guns at Gottschalk
Einstein. His player will simply be adding Gottschalk’s Intimidate to the roll.
The Game Master rolls five and adds the eight to get a total of thirteen.
Gottschalk’s player rolls fourteen and adds Gottschalk’s Intimidate skill to
get a result of seventeen. He is not surrendering any time soon!
Combat
then ensues… Both sides roll Initiative. The Game Master rolls a four and
Gottschalk’s player rolls a three. Wilmer will act first, followed by
Gottschalk, and then Bruna. The Game Master will roll Wilmar’s Small Arms skill
and Gottschalk’s player his Dodge skill. The Game Master rolls three and adds
Wilmar’s skill of four to get a result of seven. Gottschalk’s player rolls
eight and adds his skill of four to get twelve—Gottschalk has clearly ducked
back into hiding. It is his turn though, and Gottschalk’s player will roll his
Small Arms skill versus Wilmar’s Dodge. Gottschalk’s player rolls seventeen and
adds his skill to get a result of twenty-two! The Game Master rolls just two
and adds Wilmar’s Small Arms skill to get a result of just six! This means that
Gottschalk’s result is three times more than Wilmar’s and counts as a Mighty
Strike. Which means that the damage from Gottschalk’s laser pistol (S1d6+2E) is
doubled. Gottschalk’s player rolls a total of eight—maximum damage, which is
doubled for an end result of sixteen damage! Fortunately, Wilmar is wearing
light armour, so the Game Master rolls a three-sided die and reduces the damage
by the result. She rolls one and Wilmar suffers fifteen damage! This reduces
his Stamina to minus one and counts as a critical hit. Gottschalk’s player
rolls two six-sided dice and adds the one negative Stamina as a bonus to get a
result on the ‘Critical — Energy’ table. The result is ten—which is ‘Skin and
bone seared, dead.’ Bruna looks around nervously as her colleague has been
blasted dead in front of her!
Being
a Science Fiction roleplaying game, Warpstar! has rules for spaceships, but in
keeping with the design, the rules are simple. Spaceships travel the Warp and
although heavily automated, including having an intelligent computer or Mind
aboard, which can perform many functions, the various positions aboard need to
be manned to be used effectively, quickly, or at critical moments. For example,
the Mind, which will always maintain contact with its crew if it can, can
initiate the Warp engine, it takes time. The positions aboard are Pilot,
Gunner, Scanners, and Astronavigation. Ships are rated for their
Manoeuvrability, Ship Gun (of which a ship only has the one), Anti-Personnel
Gun, Scan, and Astronav Computer—all of which provide a bonus or penalty to a
Player Character’s skill. Armour and Structure work like Armour and Stamina for
Player Characters, but at a ship’s scale, as do weapons, which of course have
their own weapon codes.
Numerous
example spaceships are detailed, many of which can be taken by a crew of Player
Characters, some only by NPCs, and once they get into spaceship combat, there
is a ‘Critical — Ship’ table. Vehicles are given a similar treatment.
Spaceship
travel involves travelling through the Warp and some, when exposed to the Warp,
learn how to channel it in their mind in certain patterns, known as Glyphs.
They are known as ‘Warp Touched’ and considered all but insane, though it is
possible for anyone to learn Glyphs through time and concentration. It costs
Stamina to cast a Glyph, whether it is successfully cast or not, and if a one
is rolled when a character manifests a Glyph, the Warp Touched suffers ‘Warp
Bleed’. Their manifestation is not only a failure, that failure is deadly. The
effects of which might be minor, such as the caster’s hands catching fire and
inflicting Stamina damage, but they might be a warp mutation—for which there
are tables—or being swallowed by the Warp! Some thirty-six Glyphs are listed,
their effects ranging from the minor to the major, such as ‘Burnout’, which
burns out small electronic devices, and ‘Stutter’, which stutters a target out
of reality and freezes them in place for several rounds.
The
setting for Warpstar! is drawn in broad strokes. Humanity has spread out across
the galaxy from the lost cradle of Earth in a rough sphere of space called the
Chorus of Worlds. It is ruled by the Autarch from the world of Jewel, from
which he creates and dispenses Cadence, the drug-like material which extends
life and enhances the senses. As the only source of Cadence, the Autarch’s
power is balanced against the Hegemony, the military might of the Chorus with
its deadly Nova Guard star marines, the Merchant Combine, the economic might of
the Chorus, and the Warp Consortium, its scientific might. Worlds are ruled by
lords and ladies as they see fit, who pay planetary tithes in return for
Cadence, whilst the individual worlds are home to billions upon billions.
In
addition to the description of the politics and structure of the Chorus of
Worlds, there is a discussion of its currencies and its technologies—robots,
weapons, armour, communication, and more. Only an overview is given of its
worlds and the Warp, more specific details being given for its various denizens
and how to design them. Examples include Anthromorphs—hybrid species based on
animal DNA from Old Earth, Fruiting Dead—undead humanoids infected with a
soporific fungal spore spread via the Warp, and Kronux—a species with acidic
blood which aggressively attempts infect other lifeforms with its DNA! Several
creatures from the Warp are listed also, including the Warp Dragon, Warp Entities,
and Warp Ticks.
For
the Game Master, there is decent advice about running Warpstar! from handling
the rules to establishing the tone of the game and setting. It discusses what
the Player Characters do, such as exploring the galaxy, fighting evil, solving
mysteries, and generally adventuring—essentially little different to almost any
Science Fiction roleplaying game, all the way back to Traveller!
The advice highlights the fact that Warpstar! is not a hard Science Fiction
setting and its technology should be interesting in terms of its storytelling
rather than its mechanical effect. Overall, the advice is decent enough, and
like Warlock!, what it comes down to is that Warpstar! is designed to be
hackable, and given how light the mechanics are, that is certainly the case.
Of
course, Warpstar! lacks a scenario, much like Warlock! Yet in some ways, Warpstar! has a huge library of adventures to draw from in terms of other Science
Fiction adventures, so many of which would be easy to adapt, whether that would
be mechanically or storywise. Traveller, for example, being Imperial Science
Fiction in tone and feel would be a ready source of adventures, but then so would
something like Star Frontiers. Even the publisher’s own Golgotha could serve as
inspiration for taking a starship crew of Player Characters far out beyond the
borders of the Chorus of Worlds. Plus, the simplicity of Warpstar! makes adapting
them easy.
Warpstar! is a buff little book, starkly laid out and illustrated in a suitably rough
style which feels suitably in keeping with the period inspiration. It is very
handy and especially combined with the lightness of its mechanics, makes it
easy to reference and to run from the book.
Warpstar!
brings the simplicity and tone of Warlock! and its inspirations—Warhammer
Fantasy Roleplay and Fighting Fantasy to a Science Fiction setting, a galaxy of
grim and perilous in the very far future. It is again lean and fast, often
brutal, but again with plenty of scope for the Game Master to easily develop
her own content. Overall, Warpstar! is easy to pick up and play, presenting a
quick and dirty Science Fiction roleplaying game that will tick many a gamer’s
sense of nostalgia.
—oOo—
Fire Ruby Designs will be at UK Games Expo which will take place between July 30th and August 2nd, 2021 at Birmingham NEC. This is the world’s fourth largest gaming convention and the biggest in the United Kingdom.