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Review of Chaositech


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A rule of nature for d20 role-players: If it’s printed by Malhavoc Press and has a purple cover, buy it! It’s going to be good. As example I put before you Mindscapes, an excellent psionic resource that fixes many of the problems with the original Psionic Handbook. Another is The Complete Book of Eldritch Might, an invaluable resource that no player should be without (see my prior review.) Now comes Chaositech with its beautiful purple cover and a unique take on equipment. The trend appears to continue. Purple = buy!

The problem with d20 fantasy right now is that it has been around for about 4 to 5 years??? Most of the core areas of interest have been done, over and over and over and over again. How many manuals of spells can there be? Oh look, there’s another book of arms and armor! Not again, I don’t need another book on dark elves!!!

Chaositech on the other hand is one of those rare products that is unique in and of itself, (that is until the other d20 publishers see it and decide to jump on the bandwagon.) At first glance Chaositech is nothing all that special. Just another resource of strange and unusual magical items, a couple of spells with a smattering of prestige classes and few monsters for good measure. When you bite into it however, there is so much more.

Chaositech explores an ancient form of “technology” named… you got it, Chaositech. You heard right, “technology.” Chaositech is not magical. Detect magic won’t see a thing. Identify will tell you squat. This is something new (well old actually), different and unexpected for characters to be challenged by. That’s what makes this supplement unique.

Although there are a couple of methods for introducing the Chaositech into a campaign, the basic idea is that Chaositech was originally created by a group of chaos worshiping demons who seek to return the world to chaos. They are called the Galchutt, and created Chaositech as a reward for their servants, but also as a means of controlling them. Chaositech, while powerful, comes at a price. Character’s wielding Chaositech may develop mutations or have their ideology change (i.e. alignment.) Additionally Chaositech is not finite. For the most part, Chaositech runs on a “battery” and when that “battery” runs out, its over. Hang it over the fireplace and tell your grandkids about your grant adventure against the cult of chaos.

The book is broken down into six chapters. The first deals with the history of Chaositech and options for introducing it to your campaign. It then moves on to discussing what this book means by chaos which is really chaotic evil, but the name Chaosieviltech just doesn’t have the same ring. From there the chapter gives a large number of chaos cults that can be introduced into a campaign as antagonists and methods of introducing Chaositech. Each cult has its own unique goals and motivations but will need to be fleshed out by a DM as they are only covered in basic detail. The end of the chapter presents a few new spells such as Detect Chaositech. Most of the spells presented deal with how Chaositech will affect a campaign from Siphon, which is used to re-power Chaositech items, to Resist Chaotic Contamination, which allows characters a bonus to resist mutation and ideology change.

Chapter two deals with non-intrinsic Chaositech. Actual physical items that can be worn, held, thrown, etc. There are weapons like the Gear Blade, which is essentially a sword like chainsaw, and the Sickening Rod that causes a creature touched to save or become sick. Chaositech has ranged weapons as well, the most common of which is the Emitter (in its many varieties), which functions more like a ray gun that a crossbow or sling. There are bombs that can damage, freeze or silence an enemy. There is armor that can wield a shield for you so you can keep both hands free. There are items such as Floating Packs that allows you to fly, Preservation Tanks that can keep a creature from dying, and the Targeting Array that is an eye patch, which works like a laser sight. Most non-intrinsic Chaositech items have to roll a d20 when used. When a 1 is rolled the battery is dead and unless you can recharge it with some Raw Chaos (another, very dangerous, item) it becomes a worthless lump of metal.

Chapter three, on the other hand deals with intrinsic devices. These are crazy and exotic items/life-forms that are literally implanted into a character’s body. Sometimes they even replace whole parts from arms, to legs, to eyes. Rather than running out of power as non-intrinsic devices do, many of these items get their power from the creature they are implanted into, dealing hp point or temporary ability damage every couple of days or weeks. You can implant everything from claws to a non-intrinsic emitter. You can have your bones laced to gain damage reduction, a headclamp implanted to better access some forms of non-intrinsic Chaositech (think cyberpunk genre), or even have a mind implant to increase your intelligence.

Just when you though it couldn’t get any more gruesome, Chapter 4 comes and explores Mutations. As noted before characters working with Chaositech have the chance to develop mutations. While many mutations come with benefits they almost always have a drawback. There are four types of mutations from incidental to major. Incidental and minor rarely have any sort of drawback, maybe something physically that is minor and does not have an immediate game effect. Moderate and major mutations can grant awesome powers such as Immunity to Poison or Shocking Touch. Others such as Spines have drawbacks like being covered in sharp spines. (Probably not going to get many dates with that kind of skin problem.) There are also just plain Drawbacks that many mutants gain from the Oversized Arm to Mute to Susceptible to Magic, etc. These provide no benefit, just a penalty.

Chapter five presents two prestige classes that deal with Chaositech. One of which is the Chaositechnician. In prior chapters, skills were introduced for crafting and implanting Chaositech and these guys are the masters. Also in chapter 5 is a smattering of templates you can add to creatures. My favorite has to be the Chaosamaton template that essentially turns any creature you can think of into a Chaositech constructed robot that has been built by some twisted Chaositechnician.

Chapter six give some epic level stats for the Galchutt, who are often worshiped by chaos cults. Most of these creatures are for higher-level characters although there are a couple of low CR monsters for the newbies.

The last couple pages of the book are dedicated to a massive price chart and index so that you can locate items without having to flip through the whole 100+ page supplement. Something I was very happy to see, and was definitely needed.

Chaositech is the perfect supplement to liven up your campaign. You want something new, different, out of the ordinary that will make your characters do a double take, then start reading. If you like your basic Tolkienesque fantasy, then this book probably will not appeal to you. If you’re sitting on the fence, give it a try. There are so many options and items to choose from that something is bound to appeal to you. And lastly, if nothing else, use the book as another magical item folio. Ignore the fact that Chaositech isn’t supposed to be magic and throw an Emitter into a dragon’s horde. It’s bound to be interesting watch what your characters end up doing with it.

As a side note, this book also has excellent applications for all you Cthulu fanatics out there, especially d20 Cthulu. Replace the Galchutt with Cthulu (or your other favorite unknowable) and its ready to go.

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