Interstellar Players

Interstellarplayers.jpg
Interstellar Players
Product information
Type Sourcebook
Development Herbert A. Beas II
Primary writing Herbert A. Beas II
Randall N. Bills
Warner Doles
Chris Hartford
Nick Marsala
David L. McCulloch
Ken Horner
Paul Sjardijn
Peter Smith
Christoffer Trossen
Andreas Zuber
Pages 137
Cover artwork Kevin McCann
Illustrations Dave Allsop
Klaus Scherwinski
Publication information
Publisher FanPro
Product code 35003
First published 2005
ISBN-10 1932564306
Content
Era Civil War era
Jihad era

Description[edit]

Interstellar Players examines secret organizations, some of which may or may not exist in the BattleTech universe. These organizations are mostly meant to give RPG gamemasters more tools. Each section contains background information, followed by game statistics that GMs can use to integrate these groups into their games. The rules addendum contains new traits, skills, equipment, and NPCs for use in RPGs, as well as additional rules for integrating Manei Domini and the Bounty Hunter into Classic BattleTech games.

From the back cover[edit]

In a universe spanning more than a thousand light years, the mighty House leaders and Clan Khans rule their star empires with absolute power... or at least they'd like to believe so.

Illuminati. Genecaste. Order of Cincinnatus. Irian Corporate Cabal. Behind the House thrones and Clan Halls, a hundred or more such secret organizations wield immense power. Insinuating their influence into every level of society and government, from the Magistracy of Canopus to the Clan homeworlds, these hidden power brokers can make life difficult for the average Joe, or shake the very foundations of the Inner Sphere.

Interstellar Players describes the most powerful and influential people, organizations an entities behind the scenes of the Classic BattleTech universe. Some are firmly established, but shown here in a way you've never seen them before; others have only recently come to light. Gamemasters and players can decide which of these power brokers are real and which are paranoid fantasies. Any of these shadowy groups, from this sourcebook or the gamemaster's imagination, can become the ultimate villain in any type of BattleTech campaign. Let your imaginations run wild!

Contents[edit]

  • "The Illusion of Power"
  • Introduction
  • Rules Addendum
  • Classic BattleTech RPG Rules
    • Traits
    • Skills and Fields
    • Personal Equipment
    • Roleplaying Addendum
    • Interstellar Player NPCs
  • Classic BattleTech Rules

References[edit]