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    Clement Sector

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    Average Rating:4.5 / 5
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    Clement Sector
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    Clement Sector
    Publisher: Independence Games
    by Robert J. [Verified Purchaser]
    Date Added: 09/17/2015 15:24:26

    I’ve bought this wonderful setting book several years back and it is the best ATU available in my mind. It details everything needed to run a campaign in the Clement Sector. This setting is very much tied to earth’s history and the author does an excellent job of detailing all the background. The systems in this setting were settled from earth through a wormhole that opened in 2200. The Sector is on the opposite side of the Milky Way from earth. The wormhole collapsed in 2331 so all the colonists are stranded and cut off from earth. What you get is a wonderfully detailed sector that’s populated by mostly independent systems spanning over half the sector set in 2342. There is an incredible amount of detail that will make you hunger for the subsector books available with this setting. The subsector books completely detail every system with system maps, planet maps and a complete background. Never have I seen a setting so rich in history and detail as this setting. There are plenty of unexplored areas and frontier worlds. You will also find well organized systems up to TL 12. The ships and the 21 Plot books that go with the setting (also available through DTRPG) make it a fantastic setting to run a campaign in and will save hours of fleshing out for the referee. The detail of the setting will impress you and the possibilities for adventure are endless. Look no further for an Alternate Traveller Universe.



    Rating:
    [5 of 5 Stars!]
    Clement Sector
    Publisher: Independence Games
    by Megan R. [Featured Reviewer]
    Date Added: 11/11/2014 08:00:21

    This book presents an 'alternate' Traveller Universe setting, the one in which Gypsy Knights Games's material is set. It's an area of space on the far side of the galaxy from Earth, reached at least initially via a worm hole. The year is 2342, which makes the setting somewhat closer to 2300AD than most conventional Traveller settings. One of the chief differences is that the people you encounter still often feel connections and trace their roots back to a particular part of Earth.

    There's a lot to take in, beginning with the history of the Sector starting with the middle of the 21st century and explaining how the peoples of Earth explored first their own solar system and then went further afield, spurred on by the development of the Zimm Drive, which is based on quantum entanglement. In a way this is a primitive 'Jump Drive', taking ships out of normal space for a period of time and reinserting them a considerable distance away, some 2 parsecs, and leading to the colonisation of several relatively local star systems... and eventually to the discovery of the worm hole that led to the worlds of the Clement Sector. Over the next couple of centuries the area began to be explored and colonies established on suitable planets... and then one day the worm hole collapsed. The people in Clement Sector were now on their own.

    This then leads into a detailed gazetteer of the entire sector, with charts and descriptions of every system, colonised or not. There's a lot of relatively unexplored real estate out there if exploration and colonisation interests you. For those areas which have been colonised, more copious details are found in the relevant sourcebook in this series, although there are brief notes here.

    Next comes a section on character generation. One thing to note is that, apart from one called the Hub Federation, there are no interstellar governments - so anyone wanting to have government employment (including military service) in their background needs to decide which government they worked for! Most of the regular Traveller careers are available in some form, however. It is useful to determine a homeworld, and there are tables to do this if you prefer it to be random rather by choice. Earth is included, as the worm hole did not collapse that long ago! This leads in to the allocation of background skills, including a range of survival skills depending on the sort of world the character grew up on.

    For those wishing to enter the service of the Hub Federation there are notes on careers in the Navy (more details of this and other Hub Federation-specific careers are in the relevant sourcebooks), and there is also the option of entering the Cascadia Colonisation Authority. Otherwise, you can use most anything in the main Traveller rulebook. Another option is the Colonist career. Background information is provided to set the scene for these new careers.

    Next come sections on technology and equipment, which are naturally somewhat different from standard Traveller although there is plenty of overlap and scope for using regular items in your game. Tech levels are generally around 10-11 with a cap at 12. This leads into starship design along with several specimens you can use, complete with illustrations, game statistics and plans.

    Once we have the ships, there follows a section on starship operation, looking at everything from making a landing planetside to travelling across the sector. The discussion is wide-ranging, dealing with matters such as time and currency on the worlds you might visit as well as the nuts and bolts of using the Zimm drive to get around. Refuelling and piracy are also covered.

    The next section looks at some of the larger and more significant corporations that may be encountered, names in the news, employers, suppliers, whatever interaction becomes necessary. There are plenty of plot seeds if you read the notes on each one carefully! Several organisations are given similar treatment (including a helpful bunch called the Gypsy Knights with a strangely familiar logo!).

    The book ends with discussions on politics, religion and aliens. The politics in particular is expanded upon in other sourcebooks but it is a useful overview, particularly for those of worlds other than the ones you come from or know well. Finally there are suggestions for the type(s) of campaign you may wish to run in the Clement Sector... there's wide scope here for whatever you might have in mind.

    This is a beautifully-constructed and fascinating corner of space which is well worth exploring!



    Rating:
    [5 of 5 Stars!]
    Clement Sector
    Publisher: Independence Games
    by Ron M. [Verified Purchaser]
    Date Added: 06/05/2013 06:09:57

    See our review on The Gamer's Codex

    http://thegamerscodex.com/index.php/core-setting-clement-sector/



    Rating:
    [5 of 5 Stars!]
    Clement Sector
    Publisher: Independence Games
    by Mysterious B. [Verified Purchaser]
    Date Added: 04/13/2013 11:36:44

    An excellent introduction, that can be best described as Traveller-lite, although one will still need the main Mongoose Rulebook or CT's LBB - this book introduces the Referee to the exciting worlds of this Alternate Traveller Universe. Essentially, providing sand for the sandbox play to come should they wish to invest in the further supplements that GKG produces. As such, it is a skeleton of a product but also carries with the muscle of the setting. So, for some this might be aberration or undead creature, but for others, it is logical continuity of an already fantastic line of products. Referees are encouraged to build their own games from the assumptions that flow from Traveller and this product - thus the sandbox. However, GKG has provided a rich backdrop that you will be wanting to learn more about this ATU - so, support them, and buy the other products of this fantastic company.



    Rating:
    [5 of 5 Stars!]
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