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Striker Core Rulebook 2nd Edition

Game ID: GID0306855
Collection Status
Description

Second Edition of the TTRPG Far Off in Space and Time

In the vast and hostile colds of space are great opportunities, but also great dangers. Some of those dangers we brought with us, but some have been sleeping there for millions of years.

The year is 4400 AD, 1300 years after a savage inter-dimensional war, and 1800 years after humanity had first reached for the stars.

Amid the hulks of space, and the wreckage of Ozymandian empires, brave new adventurers, pirates, and prospectors find their fortunes. New empires, and some refurbished ones, try to build a new glory, even while their own centres turn into urban wastelands, filled with scum, villainy and the desperate.

Welcome to Striker, a no-holds-barred role-playing game set in the far future. It introduces the Striker Mechanic, combining the familiar basis of roll high d20 gaming, with a deep and satisfying skill system, Striker allows you to:

enter a fantastic space opera, exploring the known galaxy
fight for your survival, amid genetically and cyber-enhanced adversaries in a dark, dystopian city
cross dimensions into strange new realities, and the homes of the bizarre.
The Core Rulebook is completely self-contained, guides you through character generation for your character's:

sophont (like a race, or an artificial life form, or something that's able to be a character)
abilities and skills
background and profession (sort of like a class)
gene- and cyber- enhancements (if any)

It then explains how Striker's unique skill system works, how to use your enhancements, how to do nanobot conjugation.

It also details out equipment, armour, weapons, all the way up to the ultimate piece of adventuring equipment: the striker.

An Innovative New Mechanic Extending d20

The most important thing about the Striker Mechanic is its skills.

Not so much the variety of skills offered, but how you use skills in the game. Skills truly are its core. Almost everything is a skill: an attack roll is actually a skill check, for example. How you build your character is all about the combination of skills and their advancement.

Even the above does not do the Striker Mechanic's skill system justice. Rules on aspects, re-use and substitution bring an extraordinary versatility, giving you an opportunity to put your character at the centre of so many more events than most other RPGs allow. The Striker Mechanic is a truly unique advancement.

...and it makes a real difference to the science-fiction feel to the game: it helps to tell the story.

The Striker Mechanic scales, hardly needs a single lookup table, involves simple maths, easy to remember, and it tells a good sci fi story, even computer hacking makes sense.

From the DriveThru RPG description

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