The aim of Terminal Space, supplement for the Original Edition role-playing game, is to add a new ruleset to help transfer the game to an entire new dimension which space exploration is. Any additional materials were created with a thought on settings heavily based in Science Fiction and Science Fantasy genres than most of the materials created for the game so far. Even though this data is not complete I hope that somebody will find them useful.
Game download is available for free, also you can buy printed version (without art) on Lulu. latest available version is 1.4.
Contact: necro_cyber [at] o2 [dot] pl

Terminal Space is out now!


As you can see, Terminal Space is now available for download.
Enjoy :-)

14 comments:

  1. Thanks for this. I'll note it on my blog.

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  2. DAMN you have put a lot of work into this!

    I am going to have a read through...I think I will be HEAVILY borrowing from this for X-Plorers, thanks so much!

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  3. I might just be dumb, but where is the actual download link?

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  4. I'm not seeing the link either. I turned off my Flash blocker and ad blocker and refreshed the page, and I'm still not seeing anything. I'm on a Mac, so I don't know if this makes a difference with the box widget that loads up blank on my machines

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  5. http://www.box.net/shared/yep4cxa8aj

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  6. The download widget does not appear in Firefox. I only saw it in Opera when I set it to User mode.

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  7. Just did the download, and can't wait to check it out on my lunchbreak.

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  8. Very cool! I'll be sure to pimp this on my Saturday news post.

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  9. Thanks for this!
    Downloading it now!!

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  10. Shouldn't a scientist's PR be Int, not Dex?

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  11. Cross Posted form the Original D&D Discussion Board:

    OK, I've made a more complete reading and I am surprised at how little buzz this seems to be generating on this board. This is a really cool project. I love how seamlessly TS could fit into a OD&D game. I can definitely see using it to bridge Blackmoore, Carcosa, Athanor, or maybe even Barsoom.

    There are a lot of places in the book that I am reminded of Battle Tech, and particularly the Explorer Corps, and Periphery books. Were these sources of inspiration, or am I just projecting my favorite space setting game into TS terms?

    The Men and Magic section is simply inspiring. The tech attribute is a brilliant idea I wish I had had. I like how the skills are not the domain of a particular class (even if they are a bit difficult to use for other classes.) The equipement list is pretty extensive, and I apreciate how the rules for the advanced rules are given as ideas rather then rules, making them as unobtrusive as the DM wants them to be. Exploration XP is a nice touch as well. Great job.


    The artifact section is probably my favorite part of the book. Most of the items were right up my ally. I can see dropping nearly any of these into a game. I also loved the treasure chart. It looks much easier to use then the standard one, and might just replace it in my games. As for the monster descriptions, they look adequate.

    I can see hours of gaming resulting from the underworld section. I've gotten some good adventures out of similar tables in my Mechwarrior games for years. I am very happy to see these in OD&D.

    The Shipyard section looks a bit complex for my tastes, but very serviceable. The only thing I would have liked added was maybe a few prebuilt ships.

    Questions:
    What saving throws do the new classes use?

    Are all of the new classes supposed to have Dex as their Prime Requisite? I can see the Pilot, but Int or Wis seems more appropriate for Scientists and Technicians.

    Why do Fighting Men have such low Weapons? I would think that FM's used to represent marine types would be more skilled at targeting. The Weapons System scores seem pretty low as is.


    I definitely plan to print this one off and bind it for my collection if that's Ok with you.

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  12. Oh, I forgot to change Prime requisites of Tech and Scientist after CTRL-V?
    Damn, I must upload an errata or new file version...

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