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Versions
Pg. 1
Nick: 
PDF Version
Publisher: 
Year: 2007
Electronic (PDF, DOC, eBook, HTML, etc.)
Product Code: FM 057
282 pages
Size: Letter
English
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Description Edit | History

Publisher's Blurb:

In Harm's Way: Wild Blue is a roleplaying game about modern mercenaries, the world they live in, and the things they do.
In Harm's Way: Wild Blue uses the StarCluster 2.5 System, with some significant differences:

  • Play Fighter, Strike, Slick, or Gunship pilots, or SpecOps, Infantry, Armored, or Brown Water Navy characters.
  • Play characters with Army, Marine, Air Force, or Naval backgrounds from anywhere in the world.
  • Troupe Play: Players play several characters, each type representing one aspect of the Mercenary Company, as well as Staff Characters to run your Company.
  • Honor/Practicality Mechanic: Adds to your chance of success due to your reputation.
  • Notice: You have to accumulate Notice - the approval of your superiors - to advance in rank. In order to get Notice, you have to burn with zeal and throw yourself headlong in harm's way.
  • Competitive Play: There can be only one Leader. One hero. Is it going to be you, or the guy sitting next to you?
  • Create your own Mercenary Company and shape it to do the things you want to do.
  • Create Contracts for your Company, and negotiate for what you want and need.
  • Dogfighting system adapted to modern jets from the IHW:Aces In Spades and IHW:Aces And Angels games.
  • New Beyond Visual Range missile combat system.
  • Surface combat system for Riverine/Littoral boats and ground vehicles adapted from the Dogfighting rules.
  • Personality Traits give your character bonuses in various situations.
  • Professional Edges give your character bonuses in other situations.
  • Specialty Schools make your character ultra-skilled and competent at a young age.
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