Old School Renaissance – Stars Without Number – Relics of the Lost: A Treasure Trove of Ancient Tech for Your RPG Campaign

Publisher: Sine Nomine Publishing

Stars Without Number – Relics of the Lost is a supplement book for the Stars Without Number game system, a science fiction roleplaying game inspired by old-school classics. The book contains a collection of ancient technology and artifacts that can be used to enrich the exploration of pre-Scream ruins and lost Mandate orbitals. In this review, I will examine the content, presentation, and utility of the book, and give my overall opinion on its value for fans of the game.

Content

The book consists of 100 pages, divided into six chapters. The first chapter introduces the concept of relics, which are powerful and mysterious items that date back to the golden age of humanity before the Scream, a psychic cataclysm that shattered interstellar civilization. Relics are not just ordinary equipment; they have special abilities and drawbacks that make them unpredictable and dangerous to use. The chapter also provides guidelines on how to create and customize relics, as well as how to integrate them into the game world.

The second chapter presents 40 different relics, ranging from weapons and armor to stims and robots. Each relic has a detailed description, a history, a game statistic block, and a list of possible complications that may arise from using it. Some examples of relics are:

  • The Black Star: A handheld device that can create miniature black holes, but also risks destroying the user and everything around them.
  • The Dreaming Helm: A helmet that allows the wearer to enter the dreams of other creatures, but also exposes them to their nightmares and secrets.
  • The Godmind: A massive artificial intelligence that controls an entire planet, but also demands worship and obedience from its inhabitants.
  • The Starbreaker: A sword that can cut through anything, but also drains the life force of the wielder.

The third chapter focuses on devices, which are less powerful and more common than relics, but still have some unique features and functions. Devices are divided into four categories: cyberware, bioware, nanoware, and psychoware. Each category has 10 examples of devices, along with their descriptions and statistics. Some examples of devices are:

  • Cybernetic Eye: A replacement eye that grants enhanced vision, but also makes the user more susceptible to hacking and EMP attacks.
  • Bioware Skin: A synthetic skin that adapts to different environments, but also causes allergic reactions and rejection in some cases.
  • Nanoware Swarm: A cloud of microscopic machines that can perform various tasks, but also malfunction or go rogue if not controlled properly.
  • Psychoware Amplifier: A device that boosts psychic abilities, but also increases the risk of psychic backlash and corruption.

The fourth chapter covers robots, which are mechanical constructs that can serve as allies or enemies for the characters. Robots are classified into three types: drones, mechs, and synthetics. Each type has 10 examples of robots, along with their descriptions and statistics. Some examples of robots are:

  • Drone Scout: A small flying robot that can scout ahead and relay information, but also attracts attention and interference from enemies.
  • Mech Walker: A large bipedal robot that can carry heavy weapons and armor, but also consumes a lot of power and maintenance.
  • Synthetic Assassin: A humanoid robot that can infiltrate and eliminate targets, but also suffers from identity issues and glitches.

The fifth chapter deals with artifacts, which are rare and mysterious items that have unknown origins and purposes. Artifacts are not meant to be used by the characters; they are more like plot devices or macguffins that drive the story forward. The chapter provides 10 examples of artifacts, along with their descriptions and possible effects. Some examples of artifacts are:

  • The Ark: A massive spaceship that contains a sample of every living species in the galaxy, but also harbors a deadly secret within.
  • The Eye: A giant orb that orbits a star and emits strange signals, but also attracts the attention of hostile forces.
  • The Gate: A portal that leads to another dimension or reality, but also unleashes horrors and anomalies upon activation.

The sixth and final chapter offers some advice on how to use relics, devices, robots, and artifacts in the game. It gives some tips on how to balance their power level, how to create interesting scenarios involving them, how to reward or punish the characters for using them, and how to handle their consequences.

Presentation

The book is well-written and well-edited, with clear and concise language that conveys the information effectively. The tone is engaging and informative, with occasional hints of humor and sarcasm. The book uses a lot of references and homages to various science fiction works, such as Star Wars, Dune, Terminator, The Matrix, etc., which adds to its appeal for fans of the genre.

The book is also well-designed and well-illustrated, with a sleek and futuristic layout that matches the theme of the game. The book uses a lot of color and contrast to highlight the different sections and elements, making it easy to navigate and read. The book also features a lot of artwork, mostly in the form of sketches and diagrams, that depict the various relics, devices, robots, and artifacts. The artwork is detailed and imaginative, giving a vivid impression of the items and their functions.

Utility

The book is a valuable resource for any Stars Without Number game master or player who wants to add some flavor and variety to their sci-fi adventures. The book offers a lot of options and ideas for creating and using ancient technology and artifacts, which can enhance the exploration, combat, and roleplaying aspects of the game. The book also provides some inspiration and guidance on how to create engaging stories and scenarios involving these items, which can enrich the game world and the characters.

The book is compatible with the core Stars Without Number rules, as well as with other supplements and expansions. The book is also adaptable to other science fiction game systems, with some minor adjustments and conversions. The book is suitable for any level of experience and preference, as it allows the game master to customize the power and availability of the items according to their needs and desires.

Conclusion

Stars Without Number – Relics of the Lost is a great supplement for anyone who enjoys science fiction roleplaying games, especially those who like old-school classics. The book offers a wealth of ancient technology and artifacts that can spice up any sci-fi adventure, as well as some tips and advice on how to use them effectively. The book is well-written, well-designed, and well-illustrated, making it a pleasure to read and use. I highly recommend this book to anyone who wants to rediscover the past in their Stars Without Number game.

Stars Without Number – Relics of the Lost on DrivethruRpg