KMANT - Deadlands: Hell on Earth Children o' the Atom

Product Name
Deadlands: Hell on Earth
Children o' the Atom
Retailing at around
£11.99
Rating out of 10
8.7 / 10
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Product Blurb

Nuke 'em till they glow!

That's pretty much what happened to turn the Weird West into the Wasted West. Irradiated ghost-rock bombs flattened all the major cities on judgment day. That was 13 years ago, and places are still glowing with residual radiation (not to mention the howling souls of the damned that whirl all about.)

The rads killed a lot of people, and those who didn't die often wish they had instead of having to live out their lives as mutants in the wastelands. Some of these muties rose above the ordeal, though: strange radiation priests preaching the words of the Cult O' Doom. We call 'em Doomsayers.

Children o' the Atom draws back the leaded radshield to expose the secrets of the Doomsayers, both the original cultists led by the mad Silas Rasmussen and the enlightened Schismatics led by woman know only as Joan. It includes new gear, Edges, Hindrances and archetypes, descriptions of nearly 60 radpriest miracles, and a whole new school of Doomsayers known as the Hekants. Plus there's a full-length adventure featuring the Doomsayers' arch-enemies: the DoomBringers'!

So get out your radsuit, and pry open these covers, brainer - and get ready to tap the power of the Atom!

- From the Children o' the Atom Sourcebook -

Deadlands: Hell on Earth Children o' the Atom Review - By Martin Dye

In this sourcebook Pinnacle presents a more detailed picture of both Doomsayers and regular mutants. The book is presented in the usual style with a opening section written from the perspective of a H.O.E. character in this case a Doomsayer named Trevor Baines, then we get the rules for creating Doomsayers and mutants with new edges, hindrances, gear and archetypes. Then we get to the good part where all the new powers are hidden. Finally, the last part for Marshals' eyes only, which contains all the dirty secrets, ways to hurt your posse, a cool new mutation table (which is so weird) and a nice little adventure.

The opening section is written as an interrogation of a Schismatic Doomsayer by the name Trevor Baines. Here he tells a group of normies the history, the beliefs and the general philosophy of Doomsayers. The Doomsayers believe that mutants are the next evolution of the Homo Sapien genus; the Cult’s founder Silas Rasmussen in Las Vegas started this belief. Before the war Silas was a scientist working on the powers of the mind, his teacher believed that exposure to irradiated ghost rock could strengthen the latent powers of the mind.

After the bombs fell Silas became a mutant, he then carried on his mentors work, till he found out how to tap his mind, to do all the powers Doomsayers now take for granted. He then created a religion around the powers involved in his new magic. So the Cult O'Doom began, in the beginning he preached kindness to norms, which were infact all doomed but later after he heard of some normies attacking defenseless muties he declared war against all norms. When this happened a few of the rad-priests left the fold, it is from this group and it's later students that players can take their Doomsayers. We also get a description of a few major Doomsayers, some radiation prayers and other assorted stuff.

In the next chapter we get into the real good stuff, the bit you got the book for: new stuff so your character is now even harder than any one else. Here we get new edges and hindrances for players who want mutations but weren't that lucky, edges to get more strain to cast their miracles and other cool bits. And now the most important bit of gear all players have always wanted but could never afford, you're own REAL, NEVER BEFORE USED THERMO-NUCLEAR WEAPON!!!!! (Sorry it's really only an irradiated ghost rock bomb, but still gets the job done.) ALL THIS FOR THE COST OF A TWO, THAT'S RIGHT TWO PICK UP TRUCKS. One problem before all you pyromaniac players get carried away though, is that you need the Marshal's permission to get one. (All the best plans have flaws!)

In the final player section we get to the meat and bones of being a Doomsayer, the miracles. In here we have some really good powers, we got everything from healing ones to full in your face damn big explosive ones. Below we have some of my favorites, with some just for the budding actors you wish to star in remakes of several classic (?) films:-

Glow Stick- the power to create your own funky Lightsabre, from a common and garden nuclear control rod. This lets your hero do some real damage in hand-to-hand combat, but it will drain your hero of energy very fast. So just remember if you start saying "May the Force be with you" or "I got a bad feeling about this!" find help quickly because the Darkside is taking you over.

Ground Zero- the power to end the game both very quickly and with a very high body count. Ground Zero lets you blow your self up in a very big fashion, only to be tried when your Doomsayer has got very hard. My recommended uses: stopping party arguments/clearing the air after a very bad fart/removal of unwanted facial hair.

Viridian Goliath- For those of you don’t speak Spanish Green Giant. And we are not talking the ability to can fresh vegetables. No, we are talking Incredible Hulk "You wouldn't like me when I'm I angry!" style. Very good when you need to open that jammed jar of jam in the morning.

So that is all I can really mention, as the rest is for the Marshals eyes only. This book is worth the money but to be fair you need the other three Arcane Background sourcebooks. We get the usual well written background information full of plot hooks waiting for Marshals to use, along with a good dose of comedy. This comic element is what makes this whole system so good and it's not forgotten in this book.

There are a lot of very good Edges and Hindrances for players to use, to make your Doomsayer that little bit more unique. But by far the best two parts are the Miracles that give Doomsayer's the ability to act as a one-man army/supply depot/hospital. All this kept in check by the cost of using powers, but all H.O.E groups could do with a Doomsayer form this book. The other really good bits are in the Marshal section where we find out some very good information, which could lead to multiple story ideas with a little work.

Good sources of reference:

Return to the planet of the Apes - Here we see a group of people who worship a nuclear weapon, which is kind of how the Doomsayer’s work (only they’re usually less hairy)

Reviewed By Martin Dye