Written by: Kevin Siembieda
Release Date: November 2003
GENERAL
One of the biggest gaps from the outset of Chaos Earth was the lack of the magic for the setting, something this book does a great job in addressing. A series of classes presented, unique to the setting, hint at the ones found in the Rifts RPG; provides a basis for Players that want to play spell-slingers. It also gives a series of new spells to draw on. Magic is new and (very) chaotic, as are the Blue Zones and the ley lines that permeate Chaos Earth. While some see this phenomena as a new resource to be exploited, others see it as a threat to the very life they lost around Christmas of 2098.
SECTIONS
A Look Back. Another excerpt from the journal of Lt-Gen Lindsey Sawyer as she recounts the drive from Atlanta to the Chicago region. Provides a reader with a summary of the environment and gives Players something interesting to read, a GM (more importantly) a peek at the possible phrasing and imagery to use in creating an immersive apocalyptic game space. The entries take us from the initial push to 21 February 2099, where the Third Plague (Third Wave?) is the emergence of magic and psionics.
When Chaos Reigns. A new enemy has emerged, and they’ve been labelled Dimension Beings (D-Bees). Flooding the Earth, often against their will, the reaction of humans to this new vector is typically to shoot first and ask questions after; the D-Bees have learned to reciprocate. The real monsters though are the demons, dragons, and other horrors appearing from the Rifts and Blue Zones. While NEMA tries to create pockets of safety, there are those that are turned away or choose to go elsewhere with the apparent gift of magic. Not that it goes all the way in doing so, it gives a glimpse into the dynamic that one day supports some of the worldview for the Coalition States.
The Rise of Magic. What were once isolated incidents are now occurring more frequently. This new power creates its own set of problems; mages unknowingly rifting in new demons, or mages leading gangs of civilians with (often false) promises of safety. Virtually all these new mages have no clear idea of the powers they are utilizing, how it works, or their own limits and limitations; power-hungry bullies are increasingly common. Includes Random Blue Zone Dangers & Phenomena, a brilliant table the GM can use to add some diverse activities, environmental impacts, or even the occasional combat/non-combat encounter. Remember, the ley line activity was several orders of magnitude more active and dangerous than they are as presented in Rifts.
Chaos Earth Magic O.C.C.s. Bearing in mind that individuals from Chaos Earth all grew up in a world dominated by technology and provable theories based on scientific method, repeatable experiments proving theories and visible evidence ruled the day in the Golden Age. Those that were not proven in this manner were likely linked to a legitimate religious perspective or written off and scoffed at as tinfoil-hat wearing fringe theory/cult.
Blue Zone Wizard. The precursor to the Ley Line Wizard. Comes with a series of different benefits and penalties to their Rifts successors. The eponymous outfit and mask are a result of their reaction to the environment. That’s a long-standing fashion statement.
Chaos Wizard. A vast percentage (55%) are 9-16 years old, another chunk (30%) are 17-19 years old. Unfortunately, lack of maturity means they express their abilities in negative or selfish ways, often seeing themselves as a superhero. Provides an age modifier table to show the differences by age group, and an optional magic mayhem table. The Chaos Wizard also provides five different archetypes.
D-Shifter. Open-minded spell casters that draw on Blue Zone energy, internalizing the energy and using it to cast their spells. This provides a number of benefits and special abilities. Precursor to the Shifter?
Chaos Magic. Without putting too fine a point on it, it’s a section with pages of spells. Given the name of the book, the two preceding Classes, what were you expecting?
Servants of Evil & Darkness. Humans have a great capacity to tip over the edge and become truly ruthless and diabolical to each other; as the expression goes, “power tends to corrupt, and absolute power corrupts absolutely.” The following are all typically NPC villains.
Chaos Witch. Desperately, wicked and vengeful, they turn to a “higher power” to push them above the fray.
Death Mage. A necromancer class, so you’ll have get over the ethical boundary of raising the dead without jeopardizing other human lives.
Demonbringer. A person who has joined the rank and file with the demonic by opening themselves to a possessing spirit; turns them into a 7-8 foot armor-clad and sword-bearing demon.
Demon Caller. Think you can summon and control demons, entities, or creatures of magic? This is the class for you! Something of a precursor to the Shifter.
Demon Disciple. Demon worshipping sorcerers swearing allegiance to demons. In return the demon teaches them fundamentals of magic. Unlike the Witch, does not gain M.D.C.
Demon Worshippers. A bit of an odd Class, in that it is essentially just a Chaos Witch but with some specific verbiage for the Skills section.
Doomsayers. NPC villains, these are your sandwich board-laden, standing on the soapbox at the corner of the street types. Doom-and-gloom types.
IMPRESSIONS
Current Assessment (7/10). This is an unusually thin sourcebook and one I wish would have had more meat to it. The information therein is well presented and covers a corner of the game that the initial release did not. The influence of magic on the game thus far has been entirely on the side of the demonic and monstrous as they invade Earth. We now see that humanity has begun adapting, with some individuals trying to control the magical energies to suit their needs. There is a lot of artwork for such a small sourcebook, all of it doing a great job of rendering the look and feel of the Chaos Earth environment and the subject matter at hand. That Demon Caller image by Apollo Okamura is real stand-out for me though. Finally, the book hints at psionics as part of the adaptation, but apparently that’s for another publication.
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