Product Review
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 |