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Iridium System Core Reference
by John S. [Verified Purchaser] Date Added: 11/09/2009 20:51:09
It was just not what I've been looking fore. Nothing special here.

Rating:
[2 of 5 Stars!]
Iridium System Core Reference
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Iridium Lite Core System Reference
by Tony T. [Verified Purchaser] Date Added: 08/12/2009 01:56:34
This is a fun simple game. Possibly the best squirrel based rpg game around. the squirrels rule

Rating:
[5 of 5 Stars!]
Iridium Lite Core System Reference
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Squirrels In Space: The Squirrel Cage
by Megan R. [Featured Reviewer] Date Added: 01/03/2009 11:04:18
Just in case the cover design didn't give it away, this is a delightful spoof/homage to the original Star Trek series. Designed to be played in a single night, you'll need the core Squirrel Attack! rulebook. You can use the characters from there, updated objectives are provided for them or you can use some of the odder denizens of the starship instead, for whom full character sheets are provided.

The concept is simple, although the starship boldly going is crewed by human beings - er, well, somewhat strange and mutated beings including dogs, rabbits and other squirrels as well as humans, some sentient squirrels are - unbeknownst to the rightful owners - also aboard. They have an unwitting ally in the shape of a lowly security ensign who, in classic 'red shirt' mode is about to be sent on an away mission. So the squirrels decide to go along to make sure that the supply of left-over food this disorganised ensign tends to leave around won't dry up!

If the set-up is a bit confusing, don't despair. The opposition draws on several of the better - or is that zanier - of the original series' enemies and monsters. While simple, the adventure can prove a fair challenge and the squirrels will have to think their way through various problems to survive.

All in all, a merry jape; a short and humerous game that ought to play out in a single evening when you are in search of some light relief rather than serious role-playing. Jolly good fun!

Rating:
[4 of 5 Stars!]
Squirrels In Space: The Squirrel Cage
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Roma Imperious
by Terence C. [Verified Purchaser] Date Added: 10/26/2008 03:34:22
Excellent alternate history RPG on a magical and longer lasting Roman Empire. Great stuff, great system. Great setting.

Rating:
[5 of 5 Stars!]
Roma Imperious
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Squirrel Attack! Operation: Get Mr. Jones' Nuts
by milosz c. [Verified Purchaser] Date Added: 09/07/2008 06:22:18
It's fun. There are many different types of squirrels, including communist, vampire, monk and knight, and everyone has another objectives. It's untypical. The idea of creating game in which PCs are squirrels is really interesting. It's a good game, but nothing else.

The plot of scenario "O:GMJN" is kind of typical dungeon crawl, but there is big house and garden exept dungeon. The Irydium System is not something that fits to squirrels and all game - while almost everything looks fun, it's too serious and boring.

But it's good game and if you're looking for something untypical, buy it and have fun.

Rating:
[3 of 5 Stars!]
Squirrel Attack! Operation: Get Mr. Jones' Nuts
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Roma Imperious True20
by Zack H. [Verified Purchaser] Date Added: 01/24/2008 22:27:00
Roma Imperious is brought into the True20 fold with this excellent conversion by HinterWelt. For those that enjoyed the original flavor of Roma Imperious, Roma True20 maintains that while adding in the simplicity and elegance of True 20. Roles and feats are exhaustively addressed, and appear to be an excellent port of HinterWelt's character ideas in this extension of an Eternal, long-lasting Roman Empire. Some folks might find the magic system feels to be a bit of an add-on and perhaps not as streamlined as it could be, but all in all, this is a very good entry, and hopefully a prophet for more great settings finding True20 to be a fantastic conversion basis. An all-around excellent offering.

Rating:
[5 of 5 Stars!]
Roma Imperious True20
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Squirrel Attack! Operation: Get Mr. Jones' Nuts
by Michael N. [Verified Purchaser] Date Added: 11/22/2007 17:35:57
Grab your nuts, pull up a chair, and get ready for the fun. Squirrel Attack is a great diversion if you need a break from a long campaign or a quick pick-up game when not everyone in the group shows up. Squirrel Attack could also be used as a great introduction to role-playing for young or new gamers. Hinterwelt does a bang-up job of creating the fanciful game-world of Nuttopia - a world of tribal rodents, oblivious hateful farmers, and watchful crafty canines, cats, and hawks. Using Hinterwelts Iridium Lite game system, Squirrel Attack is easy to pick-up, crack open, and dive into the meat of the action. . . no complex systems or a steep learning curve here, just nutty goodness. Players first select from colorful pre-gen denizens of Nuttopia. Each character is unique coming from the variety of tribal squirrel-kin scurrying around Nuttopia and with their own individualized skill sets and goals. Goals are vital to Squirrel Attack as characters are awarded points for completion of these tasks. . . unlike standard RPGs, Squirrel Attack is a game to be won. . . I know, don't get your tail in a knot - there can only be one . . .winner. So as a GM how do you keep a bunch of walnut-brained squirrel-kin from running wily-nilly around Nuttopia? - you really don't, you let the goals handle things; some characters gain points for protecting other squirrel-kin or preventing death, others for finding specific items, or stuffing your puffy cheeks full, etc.

Hinterwelt is up front that Squirrel Attack is a one shot - and this is due to balancing characters goals that are unique to the story yet provide flexibility for game action and a framework of party cooperation. Although Squirrel Attack is a one-shot, Hinterwelt provides such a rich and cohesive game setting one could easily run a Nuttopia campaign. Rules are present for character creation if one does not find a character to their liking - but this means a little extra work as the GM and player would have to establish game balancing goals.

pros: easy to grab and go, game setting, character goals
cons: may be a little squirrelly for GM's needing a structured story-line and unaccustomed to running "setting style"

Rating:
[5 of 5 Stars!]
Squirrel Attack! Operation: Get Mr. Jones' Nuts
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Nebuleon Revised
by Michael N. [Verified Purchaser] Date Added: 10/26/2007 12:51:18
If you're tired of logical fellows with pointy ears or the war in your stars has kinda burned out - then you need to check out Nebuleon. Hinterwelt does an excellent job of presenting a rich background to play in, while allowing the gm and players the flexibility to create their own niche of the universe. Both the Iridium system and the Nebuleon backdrop allow you to play the type of sci-fi game you want to play. Want your sci-fi served up crunchy? Take a peek. Like a more military feel? You got it. Desire a sweeping space opera? The fat lady is singing. . . everything you need to play in one book. The Nebuleon is well presented in an organized fashion and boasts both a lexicon and a detailed "functional" index. A nice bonus is the Hinterwelt's website - they do a great job of supporting the game: on-line character gen, quick responses to questions, a good forum for discussion - just check it out.

I have both the hard cover and the e-copy, and for an Indie, Nebuleon is top-notch. I can only think of two negatives - some of the artwork is "old school," but I would much rather have that than clipart - it at least shows that Hinterwelt is trying to do something original and fresh. The other negative - well I can't remember what I was going to say so it must not have been that big of a deal. . . so lock and load and grab a Mog ( love these guys, Mogs) and prepare to have some fun.

Rating:
[5 of 5 Stars!]
Nebuleon Revised
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Supers Inc.
by Max A. [Verified Purchaser] Date Added: 08/30/2007 01:09:38
First the good parts: The part that I liked perhaps the most about the book was the very nice way the book was scanned into the computer and the very nice color layout and maps for the scenario provided. The maps perhaps could have had a little more detail within them, (the maps don't show bodies for example) but thats me being somewhat picky. The other thing that was very well executed was the description of the whole worldview and the basic concept which is pretty original. However the main issue is that they basically condense what should be basically a corebook of well over 100 pages (in my opinion) into 50. This means that the powers which in a superhero game are kinda central, are left to a very vague description which frustrated me along with one generic weakness that doesnt always make sense considering the power that could be gained, the other problem was that they mention that side effects from gaining powers might happen, such as insanity and then say, but those arent going to have an effect here. I should empathize though that the combat and general system are pretty nicely done and they allow for adjustments to that part of the game. I would reccomend this though for many reasons, it's fairly reasonably priced, very nice graphics and the file will not take up a large amount on the harddrive, finally the basic idea is one that could easily be used for other games and the setting is very well done. I can't give half a star or it would be 3.5 stars so i'm rounding down to three.

Rating:
[3 of 5 Stars!]
Supers Inc.
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Rehendi Prison: The Grave
by Mark A. [Verified Purchaser] Date Added: 01/02/2007 00:00:00
Excellently written adventure, useful for any rpg system.

QUALITY: Excellent

VALUE: Very Satisfied


Rating:
[5 of 5 Stars!]
Rehendi Prison: The Grave
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Rehendi Prison: The Grave
by JD S. [Verified Purchaser] Date Added: 05/06/2006 00:00:00
The maps are very basic, and the effort to set tone was limited to createing place & tribe names of odd complexity.

The scenario plot was interesting, if rather linear.

An important note is there is little if any application in the scenario for other settings or systems.


LIKED: Some good ideas.

DISLIKED: Very basic maps.

QUALITY: Acceptable

VALUE: Disappointed


Rating:
[2 of 5 Stars!]
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Publisher Reply:
This is Linda, the CEO & editor at HWE. I'm sorry to hear that you found Rehendi to be a disappointment. I was rather pleased with the maps, as were our play testers, but I respect your opinion. I want to address your comment "...there is little if any application in the scenario for other settings or systems." We purposely left the setting as generic as possible, so that the ideas could be used in any setting, for any system. I'd like to hear in more detail why you feel Rehendi is non-transportable cross system. If you'd like your money back for this product, please contact bilbo@hinterwelt.com.
Rehendi Prison: The Grave
by Jonathan G. [Featured Reviewer] Date Added: 05/05/2006 00:00:00
A Little Background

Rehendi Prison ? The Grave is a supplement for HinterWelt?s space opera RPG ?Nebuleon?. For those who are unfamiliar with the system, it?s not dissimilar to D20 involving as it does those old friends ?character classes? and of course ?character level? although in a much simpler manner. It is peculiar in that while the player uses a D20 for making attack rolls in combat, all non-combat orientated skill rolls are made using a combination of percentile dice and tables. Copious amounts of tables. Hit locations are involved. No, it?s definitely not a system that will appeal to those who prefer a quick-and-easy resolution, but it does make a refreshing change for a simulationist who has grown tired of D20 and the background information is original and absorbing.

Back on Track

So that?s Nebuleon, but what of this supplement? The PDF weighs in at a petite 32 pages for the core of the information, with a four-page map of the eponymous prison complex and a likewise four-page PDF of the world that it orbits in separate files for a total of 40 pages. Let?s start with the maps. The first thing you?ll notice about them is that although they are (for the most part) quite competently drawn, the detail is very small and their resolution is very low. This makes them rather difficult to read. I also found that in some cases they were inadequately labelled. Certain of the maps are cluttered up with all manner of hi-tech set dressing with no clear function and there is no key beyond scale markings. Likewise I have no idea as to how the two maps of Mine 212 connect up and can only presume that one represents the surface portion and the other is underground. There are several areas of the underground section that could correspond to the ?mine entrance? on the above ground section, but since none of the underground is labelled at all I can?t tell which it really is.

The world map is one of those height elevation maps that anyone who has seen the Nebuleon core rulebook will be familiar with. Different shades of colour correspond to different heights of terrain with a handy little chart that gauges the precise height. It?s not particularly attractive but it gives you the information you need to know, which in this case boils down to being the location of the various mines on the planet?s surface. There is also a system map showing the other planets orbiting the same sun, although this map is of negligible use and takes up an entire page to itself, most of which is white space.

Layout Issues

Although two separate map PDF?s are provided for the convenience of printing, most of the maps are also featured in the 32-page main pdf. Since in places these maps bridge across the middle of a two page spread it?s easy to see why the clearer version was included, but I can?t help wondering why they weren?t simply given their own pages rather than being splashed across the centrefold as they are, forcing the text to be scrunched up into narrow bands around them. This lack of attention to text wrapping makes for pretty ugly and unreadable pages in places, particularly on page four where a tiny amount of text no more than three or four lines high appears directly underneath a large flow-chart diagram that dominates most of the page. It doesn?t help that the font used seems to be rather large, I?m guessing around 11 or 12 point. It seems a shame that these basic problems with layout weren?t addressed since otherwise the product is quite nicely arranged.

There are one or two pictures included in the PDF that aren?t maps, one in particular of which is very nice indeed but I can?t shake off the feeling that I?ve seen it in another Nebuleon book somewhere before. Mark Brooks has definitely done a sterling job on that front. The artwork does raise the question ?why is this PDF called ?RahendiB&W.pdf? when several pages are in full colour?? A printer-friendly version would have been a useful addition, but at least the pretty pictures are there in colour for those who want them in colour. Nevertheless what non-map art there is, is of a high quality and while it lacks a little in action it does at least illustrate the text adequately.

The Text

Spelling and grammar is scrappy in places, and quite a few sentences feel a little clumsily structured. The author doesn?t seem to have been able to make up his mind on how to spell Rahendi (Rehendi?) and both spellings are used in the product. The adventure included is also rather higgledy-piggledy and has a tendency to get ahead of itself and leave out important details. The actual adventure itself is mostly scattered through the sections that detail each area of the station and what players are likely to encounter when they arrive there. Once you sort out which parts go where it?s actually quite a nice little scenario, but it could have been organised so much better. Apart from the adventure the pdf also details a race of aliens, the Trigannitaroes (who are mercifully referred to as ?Trigs? for pretty much all of the document). There is a pleasant little discourse on this desert culture including a few notable characters, although these would have been greatly improved in value with a few more game statistics. It would have been nice if the Trigs had been presented as possible playable aliens rather than pure NPC fodder, especially since it would have taken very little to include a strip of statistic modifiers. Then again it wouldn?t take much for a fan of the system to convert the Trigs into a fully-blown PC race, so maybe this isn?t such a terrible omission. The book finishes off with a selection of NPC?s, and thankfully these are fully statted-up and ready to run with. A little more personal information would have been nice, but that is a minor niggle. The important thing is that the numbers are there.

A Prime Example of how PDF can make Reading Easier

As PDF?s go, the product has a comprehensive index that makes full use of the bookmarking capability of the format. Quick bookmarks are provided both in the text and in the bookmarks tab making it a breeze to find any little snippets of information that you might have lost. If a note says ?see comment X on page Y? you can be pretty certain that all you?ll need to do is click and Acrobat will take you straight to the appropriate page. This in particular is a feature I?d like to see more PDF authors making use of.

*UPDATE*

Since this review was written, HinterWelt have made some important changes to the document. First and foremost the maps are now fully labelled and 100% more useful. Some aesthetic changes have also been made to the system map which now looks a lot prettier. Certain layout issues have also been addressed, namely pictures that were in the middle of a two-page spread forcing text to wrap around uncomfortably are now on a single page making the document far easier to read all round. There is extended game information on the Trigs as well who are now fully statted out (a major boon for the GM in a hurry). I am leaving the original review in place for the reasons of comparison. It's nice to know that there are companies out there who are willing to make such drastic changes in the name of quality. All in all I think the alterations made fully warrant the extra star on the rating. Well done HinterWelt for not dropping the ball in the after-sales service department.

LIKED: Good use of NPC?s, background detail on the prison itself and the Trigs is interesting if brief, excellent use of PDF format, excellent incidental art, intelligently priced.

DISLIKED: Still a few minor issues with layout but nothing sinfully bad any more, still not too fond of that big font but that's mostly my own personal preference I guess.

QUALITY: Very Good

VALUE: Satisfied

[THIS REVIEW WAS EDITED]


Rating:
[4 of 5 Stars!]
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Publisher Reply:
Hello, Thank you for the thorough and complete review. We have taken many of your issues and addressed them in a new version of Rehendi Prison: The Grave. We have sent out revised copies to those customers who have their accounts set to receive product updates. If anyone had problems with the update and would like a replacement copy, please contact Bill Corrie at bilbo@hinterwelt.com. Again, thank you for your time and bringing these points to our attention. Bill Corrie HinterWelt Enterprises Chief Designer
Roma Imperious
by Joseph Q. [Verified Purchaser] Date Added: 03/29/2006 00:00:00
Simply wonderful! A source book which provides a smooth combination of historical information with an arcane twist. The contents are easily transferable to alternate gaming rule systems and the Iridium System itself is easy to use and clearly defined. I bought this as an alternate source for d20 Gaming and have decided to run an Iridium campaign as soon as my current gaming schedule allows.


LIKED: Clarity, consistency, transferability.

DISLIKED: Absolutely nothing wrong with this... other than it has left me anxiously waiting for more product in this line!

QUALITY: Excellent

VALUE: Very Satisfied


Rating:
[5 of 5 Stars!]
Roma Imperious
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Nebuleon Revised
by Michael C. [Verified Purchaser] Date Added: 02/14/2006 00:00:00
Nebuleon is Hinterwelt Enterprises's setting rich sci-fi RPG . The setting is full of possibilities with numerous organizations, cultures, and governments that could be the seeds of many campaigns. Whether it is a campaign to free Dremin slaves from their Haga masters or political and/or military conflict between trade organizations its all there for the picking. Nebuleon, as is the case with all of Hinterwelt's core books, is a complete game and features eight playable races, twenty classes, lengthy equipment section, and a respectable friends & foes section. Hinterwelt uses their house rules, the Iridium System to power Nebuleon. The Iridium System is a solid moderate complexity rules set that uses a d20 to resolve attacks and stat checks and percentile dice to determine results for skills.

While Nebuleon has many good qualities there are a couple areas that may not appeal to player depending on their taste in RPGs. The art & layout are not what I would call bad, but it is certainly not top notch. Now that I have given a brief overview of the game and its strengths and weaknesses I will explain my points in more detail.

Setting:
Nebuleon's focused on a small section of a galaxy called the Nebuleos. The name was given to this area of space by the first space faring race to arrive via sleeper ships, an insectoid race called the Thri-T'Kree. The arrival of the Thri-T'Kree marks the beginning of the first millennium and during the next 1000 years they discover that the Nebuleos has several planets occupied by sentient beings. Near the end of the first millennium the Thri-T'Kree begin to suffer from a disease that kills many of them weakening their dominance over the other races. The other races over throw the last Thri-T'Kree colony which marks the end of the first millennium. The beginning of the second millennium starts with the development of faster than light drives by the Andromedaens. The availability of FTL sparks exploration and expansion among the races which sparked the many wars that plagued the second millennium. The Third millennium begins with the founding of the Gren's Grou-Lynn Imperial Navy. The Gren use their influence to establish peace in the Nebuloes by forming the Republic of Free Worlds (RFW) which somewhat similar to our United Nations. Gren along with rest of the RFW formed the Interstellar Trade Organization (ITO) to regulate trade. The ITO is often at odds with Andromedaen Conglomerate of Guilds (ACG) and their aggressive trade practices. The Nebuleon core rules assume that you will be playing in the third millennium, but there is also plenty of information included if you want to play in the second millennium.

Baleks: are a humanoid people who are descendents swamp dwelling quadrupeds. They look something like small, hairless apes with webbed feet and a head that reminds me of a bat's. Personality wise they come across somewhat like the Ferengi from Star Trek. Given that comparison you can imagine that they are known for their trading practices.

Dremin: If you like giant lizards the Dremin are the race for you. They are by far the biggest, toughest, and most feared in battle of all the races in the Nebuleos. The Haga have enslaved the Dremin for most of their existence, but most of the Dremin escaped when they revolted against the Haga.

Gren: are a race of cat people who in the third millennium are the most powerful race in the Nebuleos. There are 5 subspecies of Gren Emperor, Kezzeren, Tessreck, Chemise, and the Shea T'Kar.

Humans: I like the twist in Nebuleon puts on the Human race. Like in many other RPGs that I have played humans do not get any statistical bonuses or penalties. The twist is that Humans in this setting are considered to be on the same level of a cockroach to most of the other races. The human home world no longer exists. Every time they find a new planet and start to settle another race with better technology comes along and exterminates the colony and take the planet from them.

J'Hat Itar: The J' Hat Itar are an interesting race, being a combination of horse like beings (Itar) and a highly intelligent parasite (J'Hat). When the first J'Hat took to and Itar they found out that symbiosis worked to the advantage of both of them and have lived that way ever since.

Kiran: The Kiran evolved from forest dwelling creatures and are humanoids with a broad, powerful build. They have a long mane that they are proud of that runs from the top of their head and down their back. They are barbaric in many ways and military strength is of the most importance. Their society runs on feudal system that rewards good warriors with land grants.

Mog: A race that is descendants of arboreal sloth, the Mog are not known for their physical prowess. They make up for their physical short comings by being very intelligence and their natural ability to heal themselves and others.

Toaffi: A race of desert running people who are very skilled in the technology and the first to create artificial intelligence. They also lost their home planet in the AI wars.

The Next Three races are NPC only races.

Andromedaens: Xenophobic race that is very manipulative and shrewd. Andromedaens were the first to develop faster than light drives. They also have a very powerful military (Andromedaen Marine Crop) composed mostly of soldiers of other races. They will not admit any other race into their trading guild the Andromedaen Conglomerate of Guilds (ACG), but it is ok if other races die defending their interests.

Dras: are large jellyfish looking beings that can only live on gas planets or in specially set atmosphere on a ship. This race could have used much more description.

Haga: a lizard like race of religious fanatics whose mission is to wipe the galaxy clean of sinful creatures (every other race) and dominate space. They claim that the gods gave them domain over the Dremin much in the same way a person has control over a dog. So imagine what they thought when the Dremin revolted!

All of the races, except the Dras, are very well covered and their descriptions give a lot of ideas for role-playing them whether you are a player or the GM.

The governments and organizations in Nebuleon add a lot of hooks for the aspiring GM to run with. There are so many of them that I will not be able to cover them all in this review. In all there are five governments, ten organizations (The ITO, ACG, and RFW for example), and ten Megacorps. Most races have some sort of industry that they specialize in such as the Dremin's Omega Star megacorp. The Megacorps are each races largest economic contributor and are connected through the different trade organizations.

Now I know those reading so far are asking "how about ships & combat?!" In Nebuleon ship to ship combat is fairly rare. Ships are armed with weapons such as matter-antimatter (MAM), plasma, proton, and fusion weapons. Ships are not something that are owned by the everyday person. Most ships are under the control of governments & organizations, but there are a good number of free traders who own ships as a part of their business. There are no cloaking devices or transporters.


Mechanics:

Skills: The Iridium system is a skill based system. Characters rely on their skills and raw talent more in the Iridium System than they do on special abilities. There are not many special abilities and most are related to the characters races. Skills are used by rolling under your skill value on percentile dice (plus or minus GM bonuses or penalties). If the role is 5% or less it is a critical failure and you roll again and subtract then consult the critical failure table. The more you fail by the worse the accident. If you roll 96% or higher you roll again and add it to the previous role, then consult the critical success table.

Skills are bought during character creation or through XP advancement. During character creation skill ranks are bought on a one to one basis. The number of ranks in a skill determines the percentage your skills are at to start. The starting percentage can be modified depending on class, race, and stat scores. XP advancement is done similarly to the way it is done during character creation except that advancement costs more. New skills cost four and to advance a skill costs a number of XP equal to the rank desired plus any ranks in between your current rank and the desired rank. For example if you want to go from 1 rank to 3 ranks it would cost 5 (2 for rank 2 + 3 for rank 3 = 5). Players can also purchase extra attacks, bonuses to hit and damage, and extra dice for damage rolls.

Combat: in the iridium system good mix of realism and playability. Basic combat involves rolling a d20 for each attack you have with the weapon you are using (a starting character will have from 1-4 attacks) and add your to hit bonus to each role. If your total is higher than the targets defense (which is derived from strength, agility, and constitution) you hit. If you roll a natural twenty then you have possible critical hit. To determine if it is a true critical roll against your critical chance percentage (which is based on the characters class and is between 2-5% to start) if your roll is under the critical percentage you have struck with an incredibly powerful or otherwise deadly blow. Once you have scored a critical hit you consult the critical hit table to see how bad you injured the target. Since true critical hits are very rare at low levels the use of tables does not slow down the game. Damage is rolled depending on the weapons stats and you add your damage bonus from your strength stat. The Iridium system uses hit locations numbered 1 through 10. Without a targeting skill you will randomly strike location 1through 10, but if you have a targeting skill you can make skill check and if you pass you get to choose what area is hit. If the character has armor the damage is taken of the armor points in the area hit. If the character has no armor or if the armor is depleted then the damage is subtracted directly from the fortitude points (derived from str, con, and will and dependant on location) in the area hit. A typical character will only have 10-15 fortitude points in area 1 (head) and even an average blaster shot will kill and unarmored character. The ship combat rules are very similar to the regular combat rules except for the use of hull points.

There are several classes that cover most any archetype you could find in a sci-fi game. In the Iridium System classes are starting point that gives you the skills that are the most important for that class. From there you can buy and skill of any type to take your character in another direction. There are no penalties for taking skills that are not normal for that class. Because of the lack of penalties there is no use for multiclassing in the Iridium System. If you are playing a soldier and you want your soldier to have some tech skills just in case you need to repair a busted control panel, you can , just buy the skill with your next lot of XP. Nebuleon also has rules for free form psionics and rules for playing AI characters. There is also a friends & foes section that stats out several adversaries for your players, anything from AI to humanoids and monstrous beings.


Art & Layout:
The cover shows three ships in combat and gets the message across that this is a sci-fi game but at the same time is not eye catching. Inside it is 236 pages, black & white, and has a mix of line and pencil drawings. The drawings done by Mark Brooks are quite good while the line art (mostly in the friends & foes section) give the book and old school feel that doesn't quite capture the feel of Nebuleon.

The layout is good. The PDF has corrected most of the layout issue present in the print version. The chapters are now sequenced correctly for easier character generation. Also some of the art in the section detailing some of the planets has new art in color.

Conclusion:
If you are looking for a new SFRPG where players have a lot of flexibility for their characters, I highly recommend Nebuleon. It has a rich setting that I have found in my games to be among the best SFRPG settings. The Iridium system is a fairly quick playing system despite the hit locations and occasional use of tables. Nebuleon is a complete & well written, role playing game well worth the money



LIKED: Detailed setting with tons of adveture ideas built in to it. Wide range of organizations and governments. Different take on Sci-FI that is somewhere between hard sci-fi and space opera.

DISLIKED: Aside from some art that doesn't quite fit the feel of the setting and a few editing errors, none.

QUALITY: Very Good

VALUE: Very Satisfied


Rating:
[4 of 5 Stars!]
Nebuleon Revised
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Roma Imperious
by Don R. [Featured Reviewer] Date Added: 02/04/2006 00:00:00
Roma Imperious by Hinterwelt Enterprises is an alternate history fantasy campaign setting running on the Iridium System. It is set in an alternate history of ancient Rome where the Empire never fell but rather embraced the practice of magic and survived.

In real history, Constantine won a decisive battle under the sign of the cross and so legalized Christianity, embracing it politically if not personally and causing the religion to grow in power and popularity. After his death, the Empire collapsed due to plague, barbarian invasion, and a number of other factors. In Roma Imperious history, Constantine won a decisive battle using magic, and it was made legal and encouraged throughout the Empire for its usefulness, creating a whole new social class, the magi.

The world is set approximately 400 years after Constantine?s victory, and the empire still stands strong thanks to its use of magic. Many other factions exist over the rest of the Eastern Hemisphere, which is nicely mapped out early on. There?s the Jade Empire of the Far East, the Skandian Kingdoms of the Far North, kingdoms in Africa, India, and North Asia, as well as barbarian tribes that are sort of part of Roma but also somewhat autonomous, like the druids, from whom Constantine got his magic. Everyone has their own brand of magic in this world.

Roma Imperious also gives the reader an in-depth look at the politics and economics of the Empire, from the general structures to the specific NPCs that run them. More than a handful of new Iridium classes are offered, and more can be made easily due to the flexibility of the Iridium System. The setting also contains rules for era- and setting-specific items, as well as some pretty sweet monsters pulled from the pages of world mythology.

The setting is remarkably complete. A large chunk of the book is dedicated to fleshing out just the setting. The writing can be amateurish at times and there are more than a few typos, but these are easily forgiven as one gets sucked into the mythology being weaved.

After the setting is laid out, the Iridium Core System rules are given. Now, theses can also be downloaded as a standalone supplement, but they?re here for convenience. Here, as everywhere, the Iridium System offers flexibility at the expense of complication. Iridium allows you to do almost anything you can think of and it is also more realistic than most rulesets, but only if you can down the complications and the often vague or disorganized nature of the rules.



LIKED: Awesome, well-developed setting built from an interesting premise. Very thorough with politics, social structure, history, timelines, and specific bios. The fiction draws you into its world and makes you want to play. Generally good art. Nice long lists of classes, skills, and spells.

DISLIKED: The writing comes of as just plain weak at parts, with strange wording and awkward phrasing, as well as many punctuation problems. The Iridium System is almost as obtuse as it is flexible. The sheer length of this setting may put some off.

QUALITY: Very Good

VALUE: Very Satisfied


Rating:
[4 of 5 Stars!]
Roma Imperious
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