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Chaos 6010 A.D. Core Rulebook $5.95
Average Rating:3.7 / 5
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Chaos 6010 A.D. Core Rulebook
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Chaos 6010 A.D. Core Rulebook
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.



Rating:
[5 of 5 Stars!]
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Chaos 6010 A.D. Core Rulebook
Publisher: Arcanum Syndicate
by Aaron H. [Verified Purchaser]
Date Added: 07/13/2012 15:12:50

The following review was originally posted at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=24257.

Chaos 6010 AD is a unique system and setting placing the characters in the midst of an alternate future of earth in the distant future of an apocalyptic event in 2206. The basics of the setting are that after this apocalyptic event, chaos consumed the planet and threw humanity into another dark age. The apocalyptic event, a massive asteroid that this the planet, created a link between Earth and other dimensions, allowing beings of chaos to pour out. Portals then opened allowing elf-like “cousins” into the world to hunt down the chaotic beings. From here, humanity’s “playground” opened up and a number of new galactic races have been encountered. However, Earth stills seem to be a shattered planet.

Chaos 6010 AD utilizes a roll-over system where the dice being used are dependent upon a character’s stat or attributes and comparing them to a somewhat static target number based on difficulty. Oddly enough, the character levels rise in number to the nth degree bringing the characters from lowly humans to dang-near supernatural levels. A bit much but can produce some epic campaigns.

OVERALL

Chaos 6010 AD is an interesting collection of mechanics and themes that can create a very unique experience. There is a lot of fantasy elements to mash with your sci-fi and throw this all into a dark version of Earth’s future producing a setting that requires a lot of survival skill. There are definitely a lot of options to keep your characters alive, but if they die, there are mechanics to continue their career. All in all, it’s a lot different than most settings available with mechanics that embrace epic game play.

RATINGS

Publication Quality: 5 out of 10 Chaos 6010 AD is a decent looking book but loses marks for some overwhelming visual issues. The art is pretty good with smattering of pieces that are really cool. However, the layout is inconsistent and at times very non-functional. Throughout the book the layout changes from 1-column, to 2-column, to 3- column and back and forth. Sometimes there’s 1-column with a large illustration next to what could be a 2-column format. Sometimes the illustrations are within the 2-column format but not always well-placed. Some of the headers look awkward and there’s even times when the charts are in such a small font that you can hardly read them. Inconsistencies like this really detract from the quality of the book but at least it’s backed by some good illustrations.

Mechanics: 7 out of 10 The mechanics for Chaos 6010 AD are pretty good, although I don’t understand the need to bring them to such a high level. I like systems that allow for character definition through bonuses (values) and penalties (flaws), although I typically prefer them to be simpler. At times the mechanics felt bloated such as the large number of skills which can easily be consolidated and a core rulebook with too many options. Core rulebooks should be designed with the necessities in mind to avoid overwhelming new players. There’s almost too many character races and classes along with too many types of magic. The system, however, seems to be designed for epic-style play such as you would see in a movie or comic book, and the mechanics really embrace that. From a theme stand-point, the mechanics appear to do what they intend to do.

Desire to Play: 7 out of 10 If you’re looking for some truly epic-styled playing in a sci-fi setting, then Chaos 6010 AD has a lot of great features. If you’re looking for something simple or a quick-start, Chaos 6010 AD will probably not do well. This game is made for those who like to play lengthy campaigns with characters that are given a ton of options for customization. The setting could use further fleshing out, but that can be easily remedied in future supplements.

Overall: 6 out of 10 Although the term “too much” could probably be used here, Chaos 6010 AD is all about long-term games and lots of character options. The higher you go, the more epic your game play will be. Chaos 6010 AD is a lot like epic fantasy in that the game-play is continually turned up through the levels and your characters become more and more epic as they go along. It’s a very cinematic style of sci-fi and if you’re in to that, then take a look at what Chaos 6010 AD can offer.



Rating:
[3 of 5 Stars!]
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Chaos 6010 A.D. Core Rulebook
Publisher: Arcanum Syndicate
by Michelle P. [Verified Purchaser]
Date Added: 06/02/2011 20:38:29

I was first introduced to the game through an offer to try it out online via virtual tabletop. Having an interest in game systems of all styles and play levels, I decided to give it a try using one of the pre-made characters. Needless to say, I was not disappointed.

In terms of mechanics, the gameplay felt familiar, but also had refreshing new elements too. Combat is fairly simple to understand; both parties roll to attack and add modifiers, with the higher number succeeding and ties going to defender. As expected, damage is then rolled and calculated, and combat moves on. It makes things go a little faster, and makes things a little more exciting, keeping the story going without having to worry about the circumstances too much, like with other games.

I also enjoyed how each class has its own special abilities, but also has similarities. For example, unlike most RPGs, there are no real restrictions on weapon and armor proficiencies, though each class has its specific default fighting style (martial arts, basic training with a melee weapon of choice, etc.) I found that this greatly helped my beginning mage, who I was thinking would not survive, given the common idea of the "squishy wizard." I also liked the fact that my character was given a healing spell as one of the starter spells, proving that arcane and divine magic sort of overlap.

Also, characters are given the opportunity to improve as they gain class levels, and as they gain the game's equivalent of experience, known as "cool points." These not only keep track of your character's level, but can also be spent to gain additional hit points, mana (for casting spells), chi (for martial artists), or improving/buying skills or improving combat training. As characters level, they're also given "reward rolls," which give additional minor improvements, such as increased energy resistance or a higher reputation or "spiritual influence," which reflects the higher powers' ability or willingness to help out players in a jam.

Despite my praises of the system, though, some things still are somewhat confusing. For example, some of the classes seemed a little too similar to me, such as the outlander and zone rat. Also, I was a little confused in terms of multiclassing. I had to re-read that section a few times to understand it, but I think I finally get it. With the abilities given to each class as levels advance, though, I haven't really felt the need to multiclass, since I'm curious to see and try out whatever comes next.

As for the book itself, I thought that the organization could use some help as well, as another reviewer has already noted, but eventually I've figured out where I need to go to find what I need to know. The artwork was pretty good, especially in the sections about character races, technology, equipment, and travel.

So, to sum up: The Good: easy-to-understand mechanics, multiple options for character customization, interesting take on dark future/science fiction and fantasy RPG The Bad: parts could use a little more organization, some concepts (like multiclassing and ability upgrades) need to be a little bit clearer



Rating:
[4 of 5 Stars!]
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Chaos 6010 A.D. Core Rulebook
Publisher: Arcanum Syndicate
by Dave C. [Verified Purchaser]
Date Added: 06/02/2011 15:39:53

Thought to throw in my 2 bits on this paper n pencil RPG system I and my gaming group got involved in a while back.. I’ve been lucky enough to be with RPG's and long term gamers since both D&D and Gamma World were first edition, and their evolutions since. I’ve branched out into others like GURPS, Traveler, Shadow Run, Alternity, Vampire the Masquerade, Serenity, and Star Wars. I own a number of other game materials and still keep them around, but mostly for varied plot hooks, npc bad guys to throw at the party, stuff like that. Chaos 6010…the first time I as a player came up against a ghoul armed with an UZI 6 sub machine gun, I was hooked and never looked back! This is a gaming system where “cover” IS YOUR FRIEND. Chaos 6010 is a game of a distant future, where high tech cities abound, but outside those walls, Earth is a burnt out wasteland, the galaxy teems with friendly and not so friendly alien life. Where magic exists, demons and undead thrive. Primitives, mutants, cybernetics, droids, star fighters…all of it nicely rolled into one inclusive, but surprisingly simple, game mechanics system. Most exciting element of Chaos 6010? Doesn’t matter what your character’s level is or how many hit points you have, couple o' good tags with a 12 gauge enforcer (shotgun)…and you’re plant food!! The game breaks down into a few basic archetypes, heavy hitters like Mercs, and Thugs, support classes like Tracers and Tekkers. A magic system waaaaay easy to understand with most offensive magic having a base dice roll multiplied by the pc’s level for spell damage. I can’t stress enough the simplistic design mechanics, yet down right fun of any RPG that I’ve had the pleasure of being involved with. Fully customizable versus any prior RPG I've played too! For example; if you want to hit the ground running start out with a merc, grab a bazooka as soon as you've got the credits for it and go to town!! Spellcaster your preference? No more wimpy 1st level mage, in this tech savvy environment use your first handful experience gained (called cool points) to buy a proficiency slot in sub machine guns then rake and unload on your enemies!! Provided you survive, there’s always time to study magic. Once your pc mage has gained those levels and learned a few more spells drop the training wheels and remind the bad guys why their terrified of spell casters!! Or if martial arts manga style is your scene just wait till you check out the monk! Awesome RPG system, thoroughly enjoyable. 5 of 5 stars.



Rating:
[5 of 5 Stars!]
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Chaos 6010 A.D. Core Rulebook
Publisher: Arcanum Syndicate
by Erathoniel W. [Featured Reviewer]
Date Added: 03/14/2011 23:06:05

I liked this product, but there were several problems with it.

Let's start off with the good. The writing made me chuckle at times (sorry, I don't get dark-setting-depressed much after SLA Industries). There was a lot of content, mostly original or at least not overused. The quotes at the beginning of each chapter help lighten the mood. There was a lot of skill and care shown in the product, and what I understood, I liked. I actually was enjoying myself while reading this, which is always a good starting point. The mechanics I was able to decipher felt good, if a little FASA-reminiscent, but being a FASA/Catalyst Game Labs fan, I'm not too ticked about that.

But, that's what I understood. There was a lot of stuff that was lost in somewhat obtuse writing and order. There was somewhat of a schizophrenic focus, with the game doing almost everything (not that it's bad, but I feel like it could have been encapsulated into a core game, then other stuff like hideouts could have been presented in a separate section). There was a dark, gritty, "woe is me" setting more on a telling than a showing basis. There's a lot of stuff, and it's decent, but it's hard to find just what you need, even with the glossaries in the back. Also, the art at times felt like it was made using a mix of low-res 3d renderings (which were actually not horrible), scanned line art, and Microsoft Paint (also not bad, since it demonstrated some skill), and in a few images multiple methods were used, resulting in parts that almost looked like censor boxes, though their shape clearly denoted a purpose in the composition. And, the most minor and pedantic gripe; it uses Comic Sans. Comic. Sans. Which, admittedly, is a bigger gripe when trying to stay focused for 300 pages, versus a 4 page "Thank you for the cookies" letter from the neighbors, but still pretty pedantic. And since I'm being pedantic, on page 3 there's text with a grayscale image behind it that is the sort of typesetting owie that makes me cringe. Still, it's good that most of my gripes are pedantic pet-peeves, rather than actual flaws, though I would like to see a version with a larger focus on clearness and some of the more advanced, less necessary bits moved out of the central rules and encapsulated in their own sections.

All-in-all, I give it a four for what's in there. To be honest, I'd probably normally give it a three, but it felt like it had the spirit and, frankly, the balls to be a great product. I'd like to see some things changed, but I love it.



Rating:
[4 of 5 Stars!]
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