|
|||
Systems Failure | ||
Author: Bill Coffin
Category: game Company/Publisher: Palladium Books Inc. Line: Palladium Megaverse (???) Cost: US$12.95 Page count: 128 ISBN: not known SKU: 650 Capsule Review by Brad Fonseca on 09/10/99. Genre tags: Science_fiction Modern_day Post-apocalypse |
The year is 2009 and the world has been ravaged by giant insects invaders from another dimension. At first glance the role-playing game, "Systems Failure" by Palladium Books seems to be a campy 50's take on an alien invasion. Reading a bit further one sees the Y2K tie-ins that must have made the marketing department drool. However, what one finds in this game is a clever post-apocalyptic scenario with a neat twist.
Systems Failure presents a wide-open plot that allows both players and referees alike to customize the world presented to their own unique tastes without a lot of work. The Bugs(the main villains) are "intelligent, giant, evil locusts from another dimension" They have come to Earth during the end of 1999 cause havoc by knocking out most of the technological infrastructure of the planet. They do this via a special ability of turning themselves into energy, entering and taking over computers and other high tech equipment , such as military hardware. They can also use this "bio-energy" ability to travel along power or telephone lines, giving the Bugs the ability to instantly reach almost anywhere on the planet. The Bugs are energy-junkies, using power plants and other sources of power to get "high" To this end they have enslaved most of the human population of the world with a combination of mind-numbing gas and Silkworm grubs that burrow into the human brain, destroying the host's personality and taking over the body(everybody say, EEEEUUUU!!!) However, resistance is NOT futile! Despite overwhelming odds, humanity has not given up the ghost yet. The main resistance is based around NORAD (North American Aerospace Defense Command) in Colorado Springs, Colorado. The rest of the resistance is made up of various militias, bunker dwellers and other assorted wackos. Players and referees alike will find lots of places to use as origins of heroes and villains. Overall, Systems Failure has many commendable attributes. The campaign setting is very flexible. The Bugs can be a central menace in the game or can a threat on the horizon but not interfering with the day to day drama of survival in a destroyed world. Scenarios can range from "Mad Max" adventures fighting/being Splatterpunks along the highways of the western USA to being a NORAD Exterminator and joining in the "Great American Bug Hunt" The game mechanics are helpful to beginner players but not so simplistic as to lose realism. The game presents the Occupational Character Class (OCC) which represents a bundle of skills associated with a certain character "occupation". This can range from Splatterpunks to Sawbones(medic), Exterminators to Wackos, and Survivalists to GreaseMonkeys. There are even a couple special, superpowered OCC's called the NORAD Psychics and Splicers (anyone here familiar with "The Fly"?) The section on alignment rules is quite detailed and allows characters that can be principled to diabolical, with every shade in between. The section on psychic powers seems to be a bit out of place in this "realistic" game setting, without any explanation as to why they suddenly exist. Still, a wide range of different powers are presented, ranging from dime-store fortune-telling to pyrokinesis("Got a light?"). For those players who enjoy this aspect of the game, it allows for a lot of fun. The section of experience-gathering is also well thought out. It appears to be a hybrid of several other systems presented in other games. Characters still advance through "levels", achieving the next level after collecting a certain amount of experience points. In this way, Systems Failure is very much like AD&D. However, the experience is doled out based on clever problem-solving or good role-playing. Experience is not really given out for bashing "monsters" or for grabbing treasure. This does remind one of systems like Vampire, the Masquerade. Insanity is given its own section in Systems Failure. This detail allows for a lot of colour to added to characters. For the Wacko OCC, these rules can be quite useful but any of the character types can make use of them. Villains also can be made more menacing or colourful with the insanity rules. The rules cover the five W's quite well and the illnesses range from psychoses to obsessions("WHERE'S MY LUCKY CAN OF RAID?!?!") The combat system has a very action film feel to it. Characters are allowed multiple attacks or parries. Characters are given both hit points and Structural Damage Capacity (SDC). A character takes damage from his or her SDC first and it doesn't impair abilities. Once the SDC points are exhausted, the character then takes hitpoint damage which does impair his or her abilities. Armour Rating (AR) rules allows for more realistic combat results. Armour protects to a certain point but also takes damage itself. Eventually the armour's SDC is destroyed and it becomes useless. This sure beats the hell out of armour that takes punishment without any effect to it. The overall effect of the whole combat system is one of excitement. Players are encouraged to try different moves or their characters will get smeared. Overall, Systems Failure presents a very playable game for those who like post-apocalyptic campaigns. The game, for the most part, has a very realistic feel. It also gives referees lots of material to develop and lots of starting points to jump off from. The Bugs can be central to the plot or part of the background. All in all, Palladium has put out a very excellent product that many gamers will enjoy.
Style: 4 (Classy and well done)
| |
|
[ Read FAQ | Subscribe to RSS | Partner Sites | Contact Us | Advertise with Us ] |