James Spahn's sci-fi OSR game White
Star
(aff) is the first product which made me take the leap and create
original content for others to use. As the base system is easy and
licensed under the OGL the hurdle isn’t high.
While I’m proud of my little work (a new class, the Explorer), I’m by no
means the only one creating stuff for this game.
So, today I take a look at Outer Space Raiders! Volume 1: Classes
by Magic Pig
Media/Chuck
Thorin. Disclaimer: I received a free PDF copy for reviewing purposes.
What do you need to know?
Outer Space Raiders! Volume 1: Classes is a short PDF containing new classes for White Star, the Swords & Wizardry WhiteBox in space. It is available for USD $1.49 HERE (aff).
What’s in it?
For the small investment of less than 2 bucks you’ll get 6
classes.
Let’s take a gander.
Alien
It’s a generic Alien class which can be customized to your needs. White
Star uses race-as-class and the core rulebook has two Alien classes: the
Alien Brute (which is an Alien Mercenary (read: fighter)) and the Alien
Mystic (some kind of “cleric/magic-user”).
What if you want to play an Alien class that doesn’t fit into either
category? That’s where Chuck Thorin’s Alien comes into play. While the
class feels pretty universal and bland, the strength comes from
providing simple options like Natural Weapon or -1 [+1] to AC to
personalize the template for your needs and then flavor it with your
campaign notes.
This class is a nice catch-all for non-human races.
Astromancer
I must admit that I’m not familiar with its literary model. The class
looks pretty interesting. It’s a “magic-user” who uses Quantum
Formulae to bend reality. XP requirements for higher levels is pretty
high which is good for specialists classes.
Mechanics wise the Astromancer is a spellcaster. While some “spells” are
based on typical D&D stuff, they are nicely reworded to make sense in a
sci-fi setting. Plus, there are also new spells. The Quantum Formulae
list is tailored to this class and makes sense. I like “Analyze the
Possibilities” (Lvl 3) where you can peek into the future. The formulae
is scaled according to the number of questions you ask the GM and
there’s also a chance that you’ll get a wrong answer.
Engineer
This is some type of McGyver/Scotty-class: a technician who can create
gadgets out of bubblegum, tape and stuff he can scrape together.
The rules for gadgets are cleverly made. The Engineer has a daily limit
on how many gadgets he can make and there’s also a chance of gadget
burnout, meaning that the device will fail.
I like the interesting mechanics and the utility of this class. With
gadgets, the Engineer can heal, entangle (Goo Gun), repair equipment or
robots, put other beings to sleep etc.
I’m a bit unsure about the fixed list of available gadgets. While it
provides guidelines I’d probably handle it in a more freeform way.
Lost Worlder
The Lost Worlder is someone who comes from a planet with primitive
technology. Thus, he is able to wield primitive weapons like clubs and
swords but not high-tech weaponry like laser pistols. This class gets
some minor adjustments to the standard Mercenary like being good with
melee weapons, having animal instincts or being tough.
While the mechanics and the paint differ from the Mercenary, I feel that
this class is still too similar.
Scoundrel
The pirates, smugglers, and con-men. They remind me of thieves/halflings
because they are the lucky folk. Scoundrels also “know a guy”.
This class is a good representation of the scoundrel archetype with nice
abilities, mainly focussed on luck (re-rolling dice or having a bonus on
a roll).
Warp Ninja
The idea behind the Warp Ninjas is a bit zany: they move out of phase to
become invisible or teleport. They use the warp to surround themselves
with a shield. This is a bit ridiculous and I like it.
Other than that, they are good at unarmored attacks and can’t use
shields or Medium or Heavy Armor. The XP requirements are pretty high,
for example, level 10 requires 640.000 XP.
Look & Feel
The PDF comes at 20 pages (including 1 page for the cover & 1 for the
OGL, so 18 pages of pure content). It is not electronically
bookmarked.
The artwork differs in style very much because it is from different
artists. It feels a bit disjointed, but the quality is not bad. I would
have preferred a more cohesive look.
The layout is very simple and bare bones, something which everyone
should be able to cobble together in a word processor. That being said,
everything is good and easy to read and that’s the most important part
for me.
So, while Outer Space Raiders will not win the contest in the category
of prettiest PDF, it clearly suffices for this kind of small niche
product.
Summary
What do I like?
For USD $1.49 you get some interesting material for your White Star
game. Not everything might fit into your campaign world, but at least
some of the classes should be usable.
The Engineer is pretty ingenious and the Alien is a good “catch-all”
class.
All in all, these are mostly not simple re-skins of typical D&D
classes. The author has thought about what he wanted to achieve and then
used existing archetypes as a base and modified them with sci-fi flavor
and new mechanics. What would I’ve liked to see?
As stated above, I’d like to see a nicer layout and a more homogenous
artwork style. However, artwork can be expensive so I can understand
that the author took what he could get for this kind of product.
The Lost Worlder looks a bit weak to me as it fills the same niche as
the Mercenary albeit with a “primitive” paint. TL;DR
As White Star is a hack of S&W WhiteBox you already have quite some
classes when you take the core game of WS and the additional material of
WhiteBox and modify it.
So you’ll need to decide if you need more stuff. With Outer Space
Raiders! Volume 1: Classes you can’t go wrong as the new classes are
mostly interesting and the price point of USD $1.49 very reasonable.
Links:
- Outer Space Raiders! Volume 1: Classes (aff)
- White Star (aff)