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Space Master: Privateers Cover


Product Line: Spacemaster
Product Edition: SPAM
Product Name: Space Master: Privateers
Product Type: RPG Game
Author: ICE, Robert J. Defendi
Stock #: 4500
ISBN: 1-55806-562-8
Publisher: ICE
Page Count: 272
Release Date: 2000
Language: English

Format Cover Price Released
Softcover $30.00 2000
PDF $15.00 24-Jun-04
Hardcover $40.00 11-May-07
Cloth Bound $271.00 11-May-07
PDF $20.00 12-Aug-2012

Purchase:
Space Master: Privateers at RPGNow
Space Master: Privateers at Noble Knight Games (Used)
Cover/Jacket Text:
The panel exploded in a glowing crash of sparks. Mrralff cursed violently, waiting for the diagnostics to flicker across his screen. He breathed a sigh of relief. Nothing was damaged that did not have a redundant system.
Their relative velocities had carried Mrralff and his enemy far apart. It would take a
moment for the Jeronan to pull his craft back into a firing position. but only a moment. The computer was still fighting to orient after the torpedo impact. His father, when training him to fly, had been very clear on the matter “Recover the tumble within 3 seconds or I’ll beat you until you’re unconscious.” His ISC flight instructor had been more helpful. “When your gimbals are out and you dont ‘t have time to tackle roll, pitch and yawl one at a time, just pick a point in the sky fly toward it. Easier said than done.

Spacemaster Privateers is the perfect way to start your adventures with the ultimate science fiction role playing system. In the dynamic Privateers setting. you and your players play a part in the last, desperate gamble to win a war against an evil driven
by insanity.
Everything you need to play combat– character creation, a complete setting, starships. and even psychic powers can be found in the pages of this one book!
Once you’re up and running. other Spacemaster support books add even more flavor, detail, and action to your game.
The wonders of the future can be yours today!

Table of Contents:

How to Use Spacemaster ... 6
Key Concepts and Mechanisms........ 6
Calculation Conventions .................. 8
Dice Rolling Conventions ................. 8
Definitions ........................................ 8
Other Products ............................... 11
PART II
THE PRIVATEERS
1.0 A Brief History of
Intelligent Life. .............. 13
1.1 In the Beginning .................... 13
1.2 The Architects ...................... 14
1.3 The Rise of Civilization .......... 14
1.4 Born in Blood ........................ 14
1.5 The Inter-Species
Commission ...................... 15
1.6 Birth of a Confederation ........ 15
1.7 The Cold War ........................ 15
1.8 War and Rumors of War ........ 16
2.0 The War. .............................. 16
2.1 Pre-War Skirmishes .............. 16
2.2 The Night of the
Long Knives ...................... 16
2.3 The Tulgaran Situation .......... 17
2.4 The Kagoth Situation ............ 17
2.5 The Wave.............................. 17
2.6 Early Counter-Attacks .......... 17
2.7 The Privateer Laws ................ 17
2.8 Military Build-Up ................... 18
2.9 The Tide Slows ..................... 18
2.10 The Rise of Paraxis .............. 18
2.11 A Timeline .......................... 19
Table of
Contents
3.0 The State of the Universe. . 20
4.0 The Architects. .................. 21
4.1 The Nature of The Architects 21
4.2 Architect Evidence ................ 21
4.3 Architect Artifacts ................. 21
4.4 The Great Experiment ........... 21
5.0 The Jeronan Empire. ........ 22
5.1 Political Structure .................. 22
5.2 Social Structure .................... 22
5.3 Economic Structure .............. 22
5.4 Legal Structure ..................... 23
5.5 Military Structure .................. 23
5.6 Lifestyle ................................ 23
6.0 The ISC. ............................... 23
6.1 Political Structure .................. 24
6.2 Social Structure .................... 24
6.3 Economic Structure .............. 24
6.4 Legal Structure ..................... 24
6.5 Military Structure .................. 24
6.6 Lifestyle ................................ 24
6.7 Cultures ................................ 25
6.8 Tech Levels........................... 25
7.0 Travel. .................................. 25
8.0 Communication. ................ 26
9.0 Sensors. .............................. 26
10.0 Computers. ....................... 27
11.0 Artificial Life. ................... 28
12.0 Virtual Humans. .............. 28
13.0 Laws and
Law Enforcement. ........ 29
14.0 Power. ................................ 29
15.0 Medicine. ........................... 29
PART III
YOUR
CHARACTER
16.0 Character Concept. ........ 32
17.0 The Initial Choices. ......... 33
18.0 Stats. ................................. 36
19.0 Adolescence
Skill Development. ....... 38
20.0 Background Options. ..... 40
21.0 Apprenticeship
Skill Development. ....... 42
21.1 Standard DP Costs .............. 42
21.2 Variable DP Costs ............... 42
21.3 Training Packages .............. 44
21.4 Extra Stat Gain Rolls ........... 45
21.5 The Skills and
Skill Categories ................. 46
22.0 Your Character’s Role. .. 48
23.0 Final Character
Preparation. ................... 50
23.1 Totaling the Bonuses .......... 50
23.2 Level, Experience Points,
and Age ............................. 52
23.3 Outfitting ............................. 52
23.4 Miscellaneous Factors ......... 53
24.0 Experience &
Advancing Levels. ........ 55

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