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
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