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Review of Chi-Chian: the Roleplaying Game


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Introduction

The name's Davenport. I review games.

Or, more to the point: I reviewed games.

I quit.

I put up with the psycho game designers. I put up with the talkin' apes. I put up with the zombies. I even put up with that Anya dame.

But I'll be damned if I'll put up with 6' tall talkin' cockroaches.

The thing shows up at my office door the other day. Not havin' a jumbo can of bug spray handy, I just says, "Uh… You the guy from Aetherco?"

"Da!" it says. "Is to be bringing new game for review, Chi-Chian."

Oh, yeah – forgot to mention the thing's accent. Make that a 6' tall talkin' Commie cockroach.

Anyway, it was talkin' games with that accent, so my instincts took over. I wanted to know what sorta name "Chi-Chian" was. Some kinda Commie cockroach lingo, maybe?

But no, the thing says it's a licensed game based on a comic and an animated web series. I hadn't heard of either, but then, I was used to dealin' with games based on shows nobody's heard of.

So he starts describin' the game, and I gotta tell ya, it made talkin' to a giant cockroach seem pretty tame – a whacked-out sci-fi setting with living machines, giant robots, giant bugs, wormtrains, bizzaro mutations, and zombies with caterpillars in their noggins. (Again with the zombies…) Oh, and a swell dame in indestructible shape-shifting armor.

So okay, I was sold. I'm a sucker for weirdness. (Although that's pretty much a given in this biz.) And maybe I was too hasty about the quittin' thing, too. As cockroaches go, this guy really wasn't so bad.

But when the first zombie cockroach shows up, I'm outta here.



Content


Chapter One: The World of Chi-Chian

Where do you start describing a setting as weird and a license as obscure as this one? Well, the book starts with a fairly comprehensive summary of events in the comic series and the Sci Fi Channel's stop-motion animation web series on which the game is based, both by goth Renaissance man Voltaire. That was a necessary move, to be sure, but it tells the reader far more about Chi-Chian the character than it does about Chi-Chian the game setting.

The preceding links serve to describe Chi-Chian very well, but in summary: Chi-Chian is a beautiful and innocent young girl of mixed Japanese heritage in a 31st century Manhattan owned and governed by the Japanese – specifically, the Mimitsu Clan, and the company they control, Mimitsu Lines, Inc. – as a testing ground for such biotechnological wonders as giant earthworms serving as subway trains. Chi-Chian's father, the Patriarch of the Mimitsu Clan, dies when she is very young, turning her into a futuristic Cinderella with a cold clan Matriarch for an aunt and a sultry sadist for a cousin. Fortunately, Chi-Chian's father left her a special gift in the form of the last known BioLogic suit: a living, shapechanging, and apparently indestructible suit of armor that responds to her mental commands. The protection provided by her suit and the bizarre menagerie of allies earned by her kind heart enable the sweet, pacifistic girl to survive rampaging wormtrains, giant spiders, a giant robot, and the nefarious Patahn Paharr, a degenerate monastic order led by zombies with intelligent caterpillars nesting in their heads. (The suit also allows her to safely indulge in her favorite hobby: jumping off the tops of buildings.)

The next bit, an original Voltaire short story entitled "At the Crossroads of Manhattan," does a better job of actually conveying the setting. It relates the tale of a downtrodden Joe Average dealing with everyday life in 31st century Manhattan – specifically, the changes to the city wrought by the events of the comic and web series while he was spending two months in cyrostatis (a.k.a. suspended animation). Not only does he manage to Forrest Gump his way into encounters with various luminaries – including Chi-Chian herself – but his wanderings also introduce more nitty-gritty details of Chi-Chian's world than do the two story recaps, providing a good lead-in to the comprehensive world description to come in Chapter Three.

Finally, an amusing New York City "visitor's brochure" from the Mimitsu Lines Board of Tourism actually offers up a decent (if biased) mini-history lesson for the setting, while the transcript of an unauthorized broadcast by the mysterious "Siren" provides insights into the status quo.


Chapter Two: Game Systems

Character Creation

Chi-Chian uses a fairly straightforward point-buy system in character creation, with players receiving 120 "Chi points" to spend on Stats (of which there are eight), Status, Capabilities, and wealth. Unspent Chi Points go into the character's Chi Pool – more on that in a moment.

The eight stats are Mettle, Brains, Health, Guile, Virtue, Charm, Tech, and Willpower, each with a human range of 1-5. Considering the importance of intelligence, subterfuge, compassion, charisma, technical savvy, and determination in the setting, the overall list feels pretty right to me. However, I'm not as pleased with Mettle, a catchall combat stat, nor with Health, a holistic physical stat. As I've made clear in previous reviews, I dislike holistic physical stats in general – I just can't accept nimble characters being stronger by default, and vice versa. In a game named for a graceful but definitely non-buff heroine, the oddness of such a combination stands out even more. Stranger still, Mettle and Health together segregate all physical activities into combat and non-combat rather than, say, brute force and fine manipulation. Because Mettle covers such things as aiming and reaction time, I'm tempted to treat it as a dexterity/agility stat, leaving Health to cover strength and constitution.

Given a society stratified both literally and figuratively – see below – I heartily approve of a rating for Status. However, I do find it odd that Status is the only aspect of the character creation process serving in a "Drawback/Disadvantage" capacity when taken as a negative score, thus providing more Chi points to spend elsewhere. Characters must take at least two Tragic Flaws but get no points for doing so.

And now to the Capabilities, where things get freaky. Literally.

Capabilities are a bizarre conglomeration of skills, advantages, and Gamma World-style gonzo superpowers. Some of these – primarily the powers – are restricted to one or more sources: Natural (for the species, anyway), Mutation, Implant (like cybernetics), Prototype (unique equipment usable only by the creator), Freak (you're just… well, a freak), and Training. These have no real impact on game mechanics, save for Prototype – in that case, the Capability doesn't cost Chi points to improve so long as the character has the technical know-how and capability to improve it.

As for the scope of Capabilities… wow.

There are relatively few skills, giving the game a very strong bias toward Stats. Among these are the basics, like Martial Arts, Piloting, Streetwise, and Stealth… and the not-so-basic Sexpert. That's right: your character can be damn good in the sack. So good that he or she can get hopeful bedmates to do just about anything.

The weird power Capabilities take up the bulk of the section, and, like the supernatural powers in Angel, provide enough breadth to re-create a number of superheroes in ability, if not power level. Most of the "standard" powers are here, like Armor, Claws, Energy Projection, Flight, Invulnerability, Regeneration, and an array of psionic abilities. But then things get really weird. How would you like your character to constantly excrete a coating of slime, for example? Or exude bioluminescence, or a pheromone that makes him irresistible to the species and sex of his choice? And extra limbs are great, but how about extra heads?

Only one omission stuck out to me: while the selection does include Enhanced Strength to make the character stronger than the Health score would indicate, there's not a corresponding Enhanced Agility. (There's Enhanced Reflexes, but that's for initiative only.)

Playtest: If you want some idea of the kinds of character concepts that both the character creation system and the setting can accommodate, try this one on for size: one of my players wanted to know if he could play a squid. (Regulars at #rpgnet will, no doubt, have a pretty good idea of who said player might be.) The answer was an unequivocal "yes". And thus, after a bit of brainstorming, was born the SquidButler(TM) – an oversized genetically engineered land squid sporting the brain of a butler in an attached metal cylinder and floating about with its own mini-zeppelin. (The creature was a prototype, created before the company realized that nobody wanted a squid for a butler.)

Creating the thing with the available Capabilities proved to be relatively easy. The only annoyance was the way tentacles work in the game – a pretty key element in the character concept, obviously. Basically, appendages from the Extra Limbs power can either make the character faster, stronger, or – in the case of something like tentacles – both. In order to have tentacles that could actually let him do more than one thing at once, he'd have had to take the Extra Actions power. That got a little pricey, especially given the fact that taking low Status is the only way to earn extra Chi points.

The chapter includes basic "package deals" for playing robots and cockroaches. (There are intelligent human-sized bipedal Tommy gun-toting cockroaches living beneath the city, you see – generally peaceful creatures who all speak with Russian accents due to having learned English centuries ago from an English language instructional recording for Russian-speakers.) Surprisingly, the cockroach package is the far more expensive of the two, but this is only because robots have less in common with one another and have more room for customization.

On a related note, the game meets my personal definition of a "supers" game precisely because such packages aren't required for superhuman abilities. Sure, characters can have special abilities stemming from their species, but players are entirely capable of creating characters who are not just powered, but uniquely powered – in origin, if not in kind.

Gear

The chapter offers a respectable array of weaponry, from swords and bows on up to plasma weapons, throwing in oddities like the acid mine launcher and the pest control atomizer along the way. Vehicles are mostly limited to various models of small personal aircraft called pods, although stats for light and heavy "taximechs" – as the name implies, giant robots serving as taxis that literally fight over fares – appear as well.

And then there are the exxos: power armors that on the low end serve as protection from unhealthy environments – of which there are plenty in the city – and on the high end offer a variety of fancy gadgetry and weapons. I particularly like the Rabbit, Rat, Tiger, and Dragon exxos – examples of a line of armors based on the Chinese zodiac, each with thematic equipment and capabilities.

I also like the fact that both vehicles and exxos come with a list of options for purchase, and that both have a Style rating bonus in addition to their other stats. Naturally, being seen in the right model of pod or exxo in such a status-obsessed setting makes a person more attractive and desirable!

There's really not much in the way of non-weapon, non-vehicular equipment – only four examples, in fact. Two of them, the Com system and the datapad, are the future's equivalent of desktop and portable computers. The other two, the breaker box and the K-seg buffer, are pretty setting-specific, so I'll deal with them in just a moment.

Game Mechanics

As you can probably guess from the quantity of my reviews, I've tried out a whole lot of RPG systems. And in all honesty, this is one of the odder ones I've seen.

The game almost universally uses a roll of 2d10 vs. a target number. At first glance, you might think that the 2d10 roll adds to the Stat or Capability rating in question. Good guess, but nope. The only thing that ever gets added to the 2d10 roll is another 2d10 roll when the first roll comes up doubles. In that case, the roll continues to open-end so long as doubles keep coming up. Divide the roll by the difficulty – or, preferably, refer to the handy chart provided – to get the number of Success the roll generates.

Okay, so what effect do ability scores have? Well, here's where things start getting a little odd. If a character's score is higher than the difficulty, the difference between the character's score and the difficulty is the number of times the player gets to re-roll. Not roll-and-add, mind you – re-roll as in "try again," taking the best roll. For example, if your stat is 4 and the Difficulty is 2, you'd get to roll 2d10 two extra times and take the highest of the three rolls. So, higher ability scores don't directly translate into higher rolls; instead, they just make them more likely on average.

Players can also re-roll by spending as many Chi points as they like at a cost of one re-roll per point. That's a pretty weak "Drama Point" mechanic, especially considering that characters are unlikely to start the game with more than five of them. I would suggest allowing players to treat a spent Chi point like a doubles roll, thus ensuring that they get at least a little bang for their buck.

All of this means that players will have to keep track of multiple rolls, including any ones that happen to open-end due to rolling doubles. For actions with a wide margin between the ability score and the target number, that could be a serious pain. (The book actually includes an example of the GM having to do 376 re-rolls to calculate the damage from falling off a skyscraper – an extreme case, admittedly, but the very fact that such a situation is possible makes me shudder.)

So what about scores that are lower than the target number? In that case, the player makes one 2d10 roll, subtracting the difference between the target number and the ability score from the number of Successes. In other words, having a lower score than the Difficulty doesn't make your roll itself less likely to succeed, but rather reduces or eliminates the Successes that a successful roll generates.

Playtest: Going in, I had a pretty good idea that I wasn't going to like this core mechanic. I was right, but not so much for the reason I thought.

I figured that keeping track of the multiple rolls would be the big issue. As it turned out, the typical number of re-rolls was fairly low, and not having to worry about modifiers to the 2d10 roll actually kept results nicely transparent. Granted, I didn't run into a situation in which I'd have to make a lot of those rolls in quick succession.

No, the biggest annoyance I encountered was the fact that there is simply no way to hide a target number from a player – after all, the player has to know whether he'll be doing multiple rolls or if he'll be making one roll and subtracting from his Successes. Oh, sure, you could roll for the player and keep the results a secret, but then there's the matter of giving the player a chance to spend Chi points to get a better roll.

And speaking of spending Chi points, the mechanic can sucker players into needlessly blowing them on relatively unimportant rolls. Consider the ever-popular "spot hidden" roll, for example. In the included adventure, there's a chance for characters to find something valuable but not vital, and doing so has a pretty high target number. I had to tell the players the target number in order for them to roll, and the high number made the roll seem pretty important, tempting the players to fritter away their Chi points on re-rolls.

On the other hand, my players rarely saw much point in spending Chi points when faced with high target numbers. Doing so just seemed like buying more chances to fail.

Tech & Inventing

With a setting overflowing with weird science, it only makes sense for the rules to include mechanics for creating and repairing devices. It's pretty simple, really, with the equivalent Chi point cost of a new device to be created or the Tech rating of an existing device to be repaired serving as the Difficulty of the attempt, which in turn also determines the cost and creation/repair time involved. Assistants and good labs or workshops provide a boost to the relevant Capability (Scientist or Technician), and characters may choose to take longer in order to lower the Difficulty.

The mechanics allow for various components to be created separately and then assembled – a must when creating a robot or new life form. What I didn't understand was how to determine the Chi cost of things like basic human sight and hearing, which the book says are to be treated as separate components.

Combat

In terms of the overall mechanic, combat, like inventing, is relatively simple. The sum of a character's Mettle and Brains – the OOMF Rating ("Oo! Oo! Me First!") – adds to a roll of 1d10 to determine Initiative, an exception to the otherwise universal 2d10 roll. Both melee and ranged attacks pit Mettle rolls by the attacker against a Difficulty equal to the Mettle of the defender, with range penalties for the latter taking the form of reduced Successes.

Note that just as a character can be especially strong (via Enhanced Strength) but not especially nimble, a character can be especially skilled in melee combat (via the Martial Arts Capability) but not especially skilled at ranged combat. Why, I have no idea.

Given the number of rolls already involved, I was glad to see that combat doesn't require opposed rolls; however, I found it odd that it's impossible for a character to be especially good at dodging, either. Declaring a dodge simply involves forfeiting attacks in favor of imposing a two-Success penalty on the attacker, perpetuating the system's strange bias against agile characters.

The damage mechanic includes some disturbing (for me) echoes of the one found in Shadowrun's first edition. Base damage is the number of Successes of the attack. All weapons have an Attack Strength, which is the Difficulty for the defender's Health roll to reduce those Successes. (In other words, if an attacker gets three Successes using a weapon with an Attack Strength of 4, the defender must make a Health roll against a Difficulty of 4 to earn Successes to counter those of the attacker. If the defender gets three or more successes, the attack does no damage.) Some – but not all – weapons also have a Damage Bonus, which adds to the attacker's Successes before the Damage Reduction roll.

Characters can withstand ten Damage Levels before death, taking a one-Success penalty to all rolls for every two Damage Levels and falling unconscious at eight Damage Levels.

Playtest: The only fair way to judge a game is in terms of how well it succeeds at what it sets out to do. (Well, and in terms of whether what it sets out to do is worthwhile, I suppose, but this game's already on solid ground with me in that regard.) Chi-Chian starts out this chapter by saying that the rules "are meant to reflect the epic, heroic nature of the stories within its setting" and to "evoke the spirit of fairy tales, comic books, and pulp fiction." Well, based upon my experience with the game's combat system, I'd have to say that it fails in this regard.

First of all, the scale magnifies even minor differences in ability levels, and the steep death spiral from the damage mechanic only compounds the problem. The best fighter in our group had a Mettle score of 5, for example, and she got her clock cleaned by an opponent with a Mettle score of 6. And once again, Chi did little to alleviate the situation. Chi points can't directly counter damage – they can just allow re-rolls of Damage Reduction attempts. Furthermore, while the heavy influence of Successes on damage suits a swashbuckling action/adventure theme, the Attack Strength mechanic renders even devastating weaponry relatively feeble in the hands of low-Mettle characters. One of the characters in our game sported the powerful Dragon exxo, for example, which includes a flame projector: Attack Strength 6, Damage Bonus 0. Because she had a relatively low Mettle score as compared to her opponent, her hits with this theoretically deadly weapon ended up as little more than intense suntans. The Attack Strength helped hold her Successes, but she couldn't get that many of them in the first place.

Basically, a sense of hopelessness set in quickly – not a good thing in most games, but especially bad in a game wanting to simulate high-flying adventure in the face of heavy odds.

Fortunately, if you want to dump the mechanics, the game shares the same basic scale as several popular systems, including Storyteller and Unisystem. Heck, if you want to cut down on the dice rolling but keep the brutal death spiral, you could import Deep7's XPG or DEEP systems – reviewed by yours truly in Mean Streets and Arrowflight, respectively – again, with the same basic attribute scale. I really don't think the system would be all that hard to tweak to your satisfaction, either, although I wouldn't factor this in as a selling point. More work = less value.


Chapter Three: The Mimitsu Museum

Okay, so the rules could use some rethinking and retooling. Thankfully, the setting goes a long way in picking up the slack, as does its manner of presentation.

Rather than breaking down the setting by chapters, the book utilizes an encyclopedia format in this single chapter for everything other than GM secrets. Stats for the giant preying mantis that periodically attacks Manhattan, the history of genetic manipulation, the colonies throughout the Solar System, the all-purpose food known as "plunk" – it's all here, cross-referenced as needed. I've never seen this approach before in an RPG, but I like it. It also may make the game more attractive to non-gamer fans of Chi-Chian, serving as a comprehensive worldguide.

I do have to question the wisdom of putting creature stats in with their descriptions, however, only because the book describes this chapter as fair game for players to read.

Playtest: From a game play standpoint, however, I was glad to have as much information as possible compiled as efficiently as possible, stats included. The arrangement allowed me to access information very quickly during play with minimal page-flipping – a very good thing, considering both the outlandishness and the detail inherent in the setting. The format would have been even more useful if the majority of the cross-referencing hadn't left out the page numbers.

As to the nature of the setting itself, think in terms of a kind of trans-Transhuman Space era. Humanity long ago passed through a period of anything-goes genetic redesign, ending when fears that the species might become a conglomeration of sterile monstrosities led to the outlawing of the practice, the creation of a legal definition of "human," and the government-sanctioned extermination of genetic deviants. A period of ultra-conformity followed, with racial differences mostly eliminated in favor of one generic race, complete with one generic outlook. Then racial purity came back into fashion when Earth re-contacted its colonies, whose citizens hadn't taken the same path of genetic conformity. (The whole thing put me in mind of Dr. Seuss's "The Sneetches".) At the time of the game's setting, the prohibition against genetic alterations has lapsed, and while "freaks" may be at the lower end of the social spectrum, they aren't shot on sight anymore, at least.

The game keeps most of its focus on New York City, bought out by the Japanese after they used a tech-stopping bomb to save the seceding metropolis from an attack by arch-nemesis New Jersey involving hyper-realistic holograms and giant tentacle robots. Turned into a testing ground for biotechnology, the nature of the place owes much to the stunning brilliance and equally stunning naivetι of Chi-Chian's father. Finding himself ascending to the spiritual plane and mistakenly believing that this was happening to all of humanity, he put into place a whole series of society-shaping inventions to help the process along… most of which produced unpleasant consequences.

He divided NYC into four levels – Alpha, Beta, Gamma, and Delta – separated by barriers passable to those of progressively higher levels of spiritual enlightenment, with only the nicest people having access to Alpha, the most luxurious level. In theory, this would encourage people to attain higher levels of enlightenment in order to attain the tangible benefit of a better neighborhood. In practice, it encouraged a black market in K-seg buffers, devices that record "good" thoughts to foil the barriers. So, those corrupt and crafty enough to obtain and use the best K-seg buffers live in the best neighborhoods alongside the legitimately enlightened, while the poor live in a stinking, polluted hell deep in the bowels of the city that does anything but encourage spiritual growth.

He created XY Relax, a technology that allows women – and only women – to mentally control organic technology, knowing full well the social advantage this would give women but believing them to be the more enlightened sex. As a result, he turned the governance of New York from an oppressive, racist Japanese patriarchy into an oppressive, racist Japanese matriarchy – serving as one source of resentment driving the male-dominated Patahn Pahrr. (And also leading to the creation of black market "breaker boxes," which record a woman's mental commands for use by a man.)

And upon discovering the various intelligent insect races living beneath New York, he decided that they were to be the inheritors of the Earth after humanity's ascension into the Spirit World. Accordingly, he befriended the pacifistic Cockroaches, but he also inadvertently gave rise to the threat of the Caterpillars who nest in the brains of select Patahn Pahrr, turning them into almost unstoppable zombies. And his wormtrains weren't just meant to be a clean form of organic transportation – they were intended to ultimately go berserk and destroy all traces of human habitation to give the insect races a fresh start. Unfortunately, what with humans not ascending like they were supposed to do, they now have to deal with wormtrains that periodically derail and rampage.

Overall, the setting has the feel of goth-tinged cyberpunk by way of a really bad acid trip, complete with talking bugs and weirdo spirituality. The world shares with its fellow licensed game Red Dwarf a running theme of humanity's capacity for monumental stupidity colliding with ridiculously advanced technology – and, incidentally, a colonized solar system fleshed out in interesting ways far beyond what's revealed in the source material – but lacks that setting's comic nihilism, or the non-comic nihilism of cyberpunk, for that matter. In Chi-Chian, there's definite goodness beyond the grit, as personified by Chi-Chian herself. In time, PCs may even be able to ascend to the Spirit World after all.

One final minor note on the setting: I can't fathom why it is that in a world in which genetic engineering can create seemingly anything imaginable, trees are extinct and wood is the most valuable substance on Earth.


Chapter Four: Scrolls of the Sensei

The GM (a.k.a. "Sensei") chapter, this section of the book opens with some generic but useful GMing tips, followed by short but varied random encounter tables for the various levels of New York City.

The meat of the chapter picks up where the previous one left off, first delving deep into all the setting's evil schemes and dirty truths. Particularly enlightening are the organizational details and goals of Mimitsu Lines, Inc. and the Patahn Pahrr. One of my favorite aspects of the chapter, though, is the sidebar regarding the dreaded mind-controlling Caterpillar Moths – the creatures into which the intelligent Caterpillars eventually develop, if they don't happen to be nesting in a zombie's head. The book describes the Moths as cold, alien, almost Lovecraftian creatures, with malign motivations unknowable even to the Caterpillars themselves. (All the more reason that their stats shouldn't have appeared in the previous chapter, in theoretically plain view of the players.)

After some interesting essays regarding recent upheavals in Cockroach society, the various mind-control technologies of the day and their implications, and the nature of the Spirit World, the chapter moves on to full write-ups of the main characters in both the comic and the online series. The selection includes stats for Chi-Chian and her friends and enemies, along with the inscrutable Hanuman, the human-turned-monkey-god ruling a simultaneously mystical and genegineering-obsessed Siam.

Scenario: "The Malodorous Seven"

In spite of the many possibilities presented by the setting – or perhaps because of them – I was even more happy than usual to see an introductory adventure included in the book.

The adventure's hook depends heavily upon one PC being related to a specific NPC. Fortunately, one of the seven pre-gen PCs fills this niche, and the pre-gen PCs proved to be some of the most appealing I've ever come across. From the aforementioned related PC – a spoiled rich child of the Mimitsu Clan with a first-class Dragon exxo – to the fortune-telling TV psychic who really is psychic, just not precognitive, to the literally Siamese twins, to the obscure-proverb-spouting Arabic taximech driver, all of my players snapped them up without hesitation. (Aside from the player of the SquidButler(TM), of course.)

Highlight below for adventure spoilers…

The adventure itself isn't all that complicated. A PC's rich uncle asks her and her friends to track down a robot he sent to Gamma Plane to recover an artifact. The plot leaves little room for deviation. The players get a homing beacon that takes them right to the remains of the robot, which was ambushed outside of an ancient Chinese restaurant by the Patahn Pahrr after finding what it sought inside. Fortunately, the robot's hand kept a hold on the prize. Unfortunately, the hand crawls into the sewer. Before the PCs can follow, they have to talk their way past a couple of Mimitsu security officers and their combat robot backup. Then it's into the sewer, where they fight a skirmish with a group of Patahn Pahrr initiates and their goons. They get the hand and its prize, run into a larger group of Patahn Pahrr called in as backup, flee (always a dangerous assumption in adventure writing), run into the Mimitsu security officers and their robots again, help them against the Patahn Pahrr or leave them to their fate, and return to the uncle with the prize: wooden chopsticks, still in their paper wrapper!

Playtest: I don't have a huge problem with the adventure's brevity, nor with its simplicity – I'd rather not take on anything too complex while learning a new system anyway. Besides, the shorter adventure left more room to fully detail the setting. However, despite the brevity, I didn't make it all the way through this one.

Why? Well, each level of the city comes with its own random encounter table, and the adventure suggests making a roll on the one for Gamma Plane after the PCs enter the sewer. As it turns out, I rolled a giant arachnid. That was perfect, since one of the pregen PCs is an exterminator whose job it is to destroy just that sort of pest. Or so I thought. As it turns out, giant arachnids are really tough, and, as previously mentioned, it doesn't take much of a difference in ability level to make a combat really one-sided. In this case, the exterminator took a nearly terminal beating and the group seemed on its way to a "total party kill." I was able to wheedle an escape for the group, but the exterminator was so badly wounded that going on seemed like a lost cause. That was a moot point, however, since I had a couple of people drop out of the game at the same time.



Style

The art in the game comes almost entirely from the comic and the web series, with some original art provided by Voltaire as well. All of it looks great, although the comic's harsh, sketchy style clashes somewhat with the smoother, almost delicate look of the original art and the stills from the series. That's hardly the fault of the game itself, of course. In any event, the gorgeous front cover image, featuring a Tommy gun-toting Chi-Chian floating above New York City in all of its 31st century gothic glory, was a big reason for my interest in the game in the first place.

The text runs up very close to the margins, often giving the book a cluttered appearance. Considering the additional amount of information per page this makes possible, I'm willing to cut the layout some slack in that regard, but it does make reading a little hard on the eyes. (And it also makes the tiny footnotes extremely hard to spot in places.)

The writing, by contrast, displays a kind of casual, amusing style that proved very easy to digest. I didn't spot many typos beyond the aforementioned missing page references in Chapter 3, but given the extra utility they'd have given that otherwise excellent chapter, they're a pretty significant proofing blunder.

Also, I should mention that the writing, like the art, seems to run into a stylistic clash between the comic and the web series through no fault of its own. I haven't read the out-of-print comic; however, based on the comic's storyline and sample art appearing in the game, it looks much darker and more serious than the animated version. In any case, I have seen the web series, and it has a wacky side that can't make a direct translation into an RPG without turning the game into something resembling Toon – not unless you actually want villains using giant mousetraps and heroines wearing exxos that sprout tools like a Swiss army knife when they malfunction. The text never addresses these issues directly, although [MINOR ADVENTURE SPOILER] one of the Patahn Pahrr in the intro adventure does pack a wind-up boxing glove on a spring for a weapon.[/SPOILER]



Conclusion

I definitely cannot recommend this game based upon the core system. It simply didn't work for me, nor for any of my players. So, if the game mechanics are of paramount importance to you, drop the overall Substance rating to a 3. That said, it isn't an incomprehensible or "broken" system – just an awkward one. As always, I realize that my taste in game systems isn't the universal standard, and that any system may be tweaked or replaced.

The setting is another matter entirely. Chi-Chian's bizarre world overflows with possibilities and begs for exploration, and the game does an excellent job of compiling, presenting, and analyzing that world.

So, if you're a Chi-Chian fan wanting to learn more about the setting and don't mind paying for rules you won't use, by all means, get this book. Likewise, if you've never heard of Chi-Chian but are seeking a truly unique and darkly comic sci-fi setting, and if the system I've described sounds appealing, tweakable, or irrelevant to you, this could be the game for you. And if you fall into both categories, why are you still sitting there reading this? Flag down a taximech and get to the game store!


SUBSTANCE:

  • Setting
    • Quality = 5.0
    • Quantity = 5.0

  • Rules
    • Quality = 2.5
    • Quantity = 4.0

STYLE:

  • Artwork = 5.0

  • Layout/Readability = 3.0

  • Organization = 4.5

  • Writing = 4.0

  • Proofreading Penalty = <1.0>

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Post TitleAuthorDate
RE: Designer's ResponseRPGnet ReviewsApril 2, 2005 [ 08:27 pm ]
RE: Designer's ResponseRPGnet ReviewsApril 2, 2005 [ 06:37 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 23, 2005 [ 10:29 pm ]
RE: You've got an interesting talentRPGnet ReviewsFebruary 23, 2005 [ 10:21 am ]
You've got an interesting talentRPGnet ReviewsFebruary 21, 2005 [ 04:17 am ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 18, 2005 [ 01:55 am ]
RE: stuffRPGnet ReviewsFebruary 16, 2005 [ 09:11 am ]
RE: Designer's ResponseRPGnet ReviewsFebruary 16, 2005 [ 07:31 am ]
stuffRPGnet ReviewsFebruary 16, 2005 [ 04:19 am ]
Designer's ResponseRPGnet ReviewsFebruary 15, 2005 [ 10:54 pm ]
RE: Good review!RPGnet ReviewsFebruary 13, 2005 [ 08:36 am ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 08:07 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 06:59 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 04:10 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 01:38 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 12:01 pm ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 10:51 am ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 10:48 am ]
RE: The value of obscure licensesRPGnet ReviewsFebruary 12, 2005 [ 12:40 am ]

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