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Rifts World Book 15: Spirit West

Rifts World Book 15: Spirit West Capsule Review by John Stewart on 19/05/01
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
While difficult to include, this Rifts supplement has a lot to offer
Product: Rifts World Book 15: Spirit West
Author: Wayne Breaux and Kevin Siembieda
Category: RPG
Company/Publisher: Palladium Books
Line: RIFTS
Cost: 20.95
Page count: 224
Year published: 1997
ISBN: 1-57457-002-1
SKU:
Comp copy?: no
Capsule Review by John Stewart on 19/05/01
Genre tags: Fantasy Science Fiction Post-apocalyse
Rifts: Spirit West is a kind of odd-ball add-on to the game but could
play a massive role in any North American campaign.  The book is 
well-written and devoid of any typos (at least that I know of.)  At
first, I was impressed, then I was a little depressed when I realized
that in order for a campaign to include the stuff in the book, it had
to be almost exclusively from Spirit West.

My initial feelings about this stemmed from the main premis of the supplement. The magic of the Indians in Rifts Earth is dependent on following of their gods' rules of non-technology. Some of this even prevents Indian player characters from participating in other party members' activities (like riding in a modern vehicle.) Fortunately, I realized that there is a great opportunity for an incredibly epic adventure. I'll get to that later.

The book starts out telling the story of how before Columbus made it to America, a faction of the Native American pantheon hid away a number of their people in a sort of happy hunting ground dimension. There, they lived out their lives in their and maintained their culture, unimpeded by the white man's conquest. Generations later, they return to Rifts Earth, where they gather up their modernized decendants and reteach the ancient ways.

These ancient ways turn out to be quite powerful, as the details show. Every Traditionalist or Pure One character has a totem animal that gives him or her rather nice attribute, skill, and other bonuses. The replacement for technology and "white man's magic" is mostly in the form of fetishes. These are magically charged items that have a wide, wide range of effects.

There are some very useful character classes presented in the book, as well. There are several Warrior type classes that are quite balanced against each other and vary in skills, magical power, and psionic power. The book also contains a long list of shaman classes, which I found equally appealing, as well.

Some monsters and strange beings are given, though I was mostly unimpressed by them. In lieu of the critters, however, there is a massive section about the gods of the Indians. These were actually useful, as I used one of them in a campaign... twice! In this section, you learn that there sure are a lot of random spirits wandering the wilds of Rifts North America, but they could be very fun to include into a campaign, especially the Great Little Ones.

There is a minor section of the book devoted to the technology developed and dug up by the "Renegade" Indians, and it's mildly fascinating. While there were no Glitter Boy varients, there were two new SAMAS varients, only one of which is post-Rifts. The one piece of technology that I found amusing was the Laser Bow, a plunger powered by manual archery action that doesn't require an E-Clip. The weapon mostly sucks, but the concept was silly/amusing.

After some thought, there are three main ways that the book can be included into a multi-worldbook campaign. The first is the obvious, don't worry about the anti-tech stuff so much. Just restrict the character a little and find some reason that he or she would be assisting a bunch of low-life technological white people. Rather boring, but the range of character classes included makes this worth- while.

The second is blending Native American characters with some other anti-technology characters from other areas, like the New Empire of Japan or the Jungle Elves of South America. Put them somewhere and watch them get along. This could be amusing.

The third is part of a grand revelation that I had. After play-testing two generic level 1 Totem Warriors against a squad of six modernly equipped Coalition soldiers, I realized that the Indians could probably seriously hurt the Coalition States if they could put a hold on their in-fighting and move in for an attack. The two almost wiped out the whole squad. While they might have trouble with giant robots, the extreme guerilla tactics the Indians have could seriously dent the CS infrastructure.

I'd recommend this book to any Rifts game master interested in putting together a strong North American campaign.

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