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Chaos 6010 A.D. Core Rulebook $15.00 $5.95
Publisher: Arcanum Syndicate
by Steven N. [Verified Purchaser] Date Added: 04/20/2015 09:15:43

Chaos 6010 AD is a marvelous little system. It's set in the far future of earth after multiple apocalyptic events. Society has rebuilt and has reached for the stars. There's space travel, a crap ton of alien races, cybernetics, magic, demons, undead, megacorps, and a whole universe to explore. It's a system that can honestly be anything you want, from cyberpunk to space hopping to epic adventure.

In terms of mechanics the mechanics of Chaos are rather intuitive once you get past initial understanding. The dice you roll for skill checks are determined by a combination of your stats and skill ranks. As you go up in rank in a skill/stat your dice type goes up and you get more dice to roll. On top of that this system has exploding dice, so when you roll maximum on a die you get to roll it again and add the result. The DC for skill checks have a static number which makes the increasing dice types and increasing dice pools actually useful when making skill checks and makes it easy for GMs to know how to set a difficulty. When combat rolls around however we switch over to a much simpler system. You roll a d20, add any skill bonuses, enemy rolls a d20 and adds defense modifier. That's it. Simple and smooth and quick. The system has a combination level up and point buy system for advancement. You spend XP on improving skills, health, mana pool, chi pool, and stats. However once your total XP hits certain amounts you go up in level at which point you get random perks from an advancement table roll and special class abilities. It has a very proper sort of balance between control and random surprises.

Now why do I really like this system? It's a toolbox system. It's got everything you could want for a sci fi campaign of any sort you could want. It even has rules for playing in the afterlife if your party gets wiped on a mission. The book strongly encourages you to worldbuild and make your own planets and worlds to play around in. They give you some fluff more as prompts than as something you should rigidly stick to. Furthermore everything in this system is quick, smooth, and relatively intuitive once you get past the initial understanding hump. However this system's potential really requires some dedication to game. As you go up in level you start unlocking abilities and getting new spells, new equipment, new talents which are like super special perks, and you really start having options as to what you can do and how you can approach things. Everything just feels really good. Overall, 5/5 would play again.



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Chaos 6010 A.D. Core Rulebook
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