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Chaositech
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<blockquote data-quote="Keeper of Secrets" data-source="post: 2011676" data-attributes="member: 13836"><p>Perhaps one of the most remarkable and clever products for the d20 system that I have seen recently is Monte Cook’s <em>Chaositech</em>, published by Sword & Sorcery. It is 112 pages of creepy goodness that GMs will no doubt find fascinating at the very least. That being said, GMs should also be very careful about how they would want to introduce this into a campaign. <em>Chaositech </em> is definitely not for the weak of heart and definitely not for GMs who are uncertain they could handle the serious ramifications that <em>Chaositech</em> brings. Interested? Let me go on.</p><p></p><p>Ultimately, <em>Chaositech </em> is a product that describes how the dangerous and horrible forces of chaos can be harnessed into weapons, items and body modifications. Clearly inspired by <em>Warhammer Fantasy</em>, the film <em>Hellraiser</em>, and the works of Lovecraft, Moorcock, and H.R. Geiger, <em>Chaositech</em> promises (and delivers!) that it will change the face of the campaign. This is why my warning should be heeded. The unusual contraptions and modifications to the body are the result of weeks of research and ‘surgery.’ This results in weird swords created from flesh, axes that do extra damage but are tethered to the brain, extra spinal columns that can be grafted into the body, resulting in a more powerful character, etc. The down side (and of course there is a down side) is that the raw forces of chaos that the surgeon and the patient deal with eventually drive them mad, but usually not before horrible and debilitating mutations take form. As such, the technology becomes somewhat ‘self-policing’ in game terms. Assuming that the GM introduces this into his campaign (something that warrants careful consideration), the GM needs to think about the ramifications in the long run, especially gauging how their players will react. The GM should be sure that their players are not only mature enough to handle what <em>Chaositech</em> has to offer but also make sure this is right for them so it won’t take over the campaign. It is said that evil is seductive and attractive. <em>Chaositech</em> is certainly seductive, but attractive is a different matter.</p><p> </p><p>There are 6 chapters in the book, first covering theories on chaos, chaos items (swords, armor, etc.), chaos grafts (body modifications that require surgery and a patient), mutations from exposure to deranged items and modifications, the servants of chaos and finally a chapter dedicated to the chaos ‘gods’ (entities that are mysterious yet destructive with a heavy inspiration from the Lovecraftian Outer Gods).</p><p></p><p>For these reasons, <em>Chaositech</em> is a wonderfully exciting product. By flipping through the book the reader may think this is a power-gamer’s Holy Grail but upon a closer examination it will become apparent that these items are not only difficult to craft but they take a serious toll in the long run on PC sanity and health. The difficulty of creating these items combined with the dangerous ramifications they bring, make it unlikely that PCs will want much exposure to them. In fact, it is more likely that a GM will use the grisly and grotesque ideas from this book as plot devices, ways to create interesting and unique villains or as a dangerous force that is threatening the well-being of the world.</p><p></p><p>Monte Cook describes the origins of the chaos technology as the design of the Galchutt (dangerous entities that are not quite gods but are far more than mere mortals). The background is simple enough that a GM can easily integrate this into just about any campaign system, merely replacing the Galchutt with any chaotic (and deranged) deity or claiming that it is some kind alien technology such as something crafted by a race like the illithid. That being said, Monte Cook does take a somewhat casual approach when he suggests that integrating this material would not be very difficult. To the contrary, I believe that in order to do this material justice it so well deserves, the GM needs to introduce these concepts at the start of the campaign or to slowly introduce it. A good way might be to provide reports of once forgotten cults that are now returning with this technology. Perhaps the PCs can discover lost tomes and ancient codices that speak of blasphemous and dark secrets of this chaos technology.</p><p></p><p>Perhaps one of the things I enjoyed the most was the section that detailed a number of chaos-aligned cults. I was instantly reminded of the chaos gods in the <em>Warhammer</em> world and the maniacs that comprise them. There are 7 cults that get attention, each of them having a different approach in the way that they view society and chaos technology. These would make great villains for an extended campaign, instantly giving recurring adversaries with a theme. Further, there are some new chaos-related spells that are not too many in number but are certainly worth a look. A vast majority of the spells are tied with the various chaos cults but any GM who is looking for some devious bad guys should certainly give this section a deeper look.</p><p></p><p>The types of items that can be created and found are divided up into two classifications: intrinsic and non-intrinsic. The intrinsic items can be found in the <em>Betrayal of Flesh</em> chapter. These are the weird and unholy experiments that require complex surgery and can add body parts, replace limbs, lace bones with iron, etc. The non-intrinsic items are found in the chapter <em>Bones of Steel</em> and are items that do not require much other than experimenting with the objects. Honestly, the non-intrinsic items would be the more likely of two to introduce into a campaign if the GM is looking for a clean and easy way to do it. Both intrinsic and non-intrinsic items give the same benefits as magic items but as Cook frequently reminds us, these are anything but magic items.</p><p></p><p>Whereas some of the items and grafts seem somewhat unusual and a few even seem silly, for the most part they are clever and brilliant, working well within the context of the <em>Dungeons & Dragons</em> system. Since there are enough ‘stops’ to prevent characters from overusing these items I really see them as well balanced items. From my view I can’t see much of anything that’s broken or problematic, unless you consider the whole concept broken and suspect. But since I don’t, I offer it high marks for the numbers and balance.</p><p></p><p>Chapter 5, <em>The Slaves of Chaos</em>, gives the reader some interesting extras in the form of prestige classes, templates for Chaosomaton (those who have been touched too long by the powers of chaos) as well as the horrific surgically enhanced creatures. Honestly, I loved the prestige classes. They don’t seem very useful outside the realm of the <em>Chaositech</em> materials but they are perfect for the setting. The two prestige classes are the Chaositechnician and the Machine Mage, both of which beautifully combine the chaos technology with magic and skill. Both would make for exceptionally detailed and unique NPCs (whether they are a villain, an eerie ally or something in between). Most importantly, the fact that Monte Cook designed them is an added bonus as I feel confident in saying that he may be the modern master of the prestige class, making sure that they are balanced, work well and provide a memorable place in the <em>Dungeons & Dragons</em> pantheon.</p><p></p><p>Further, Chapter 5 gives the reader a good background on those who have been touched by chaos and the chaositechnicians: the horrific creatures and minions. These are great additions for a GM who would like to design a dungeon with monsters and adversaries that could confuse and spook the PCs. One of the things that most appealed to me about this chapter was the Aberration Template. This template, in game terms, allows a GM to fuse two creatures together, created by a chaositechnician. The rules are straightforward and instead of just telling a GM that it can happen, it provides a strict formula for an NPC (or even PC) to create these creatures. </p><p></p><p>Overall, I can’t speak highly enough of this product. The potential it has for excitement and interest in a campaign is phenomenal. Of course, like the chaositechnology, itself, it can be dangerous for the characters in the campaign as well as the GM who runs it if it is allowed to get out of hand, perverting and distorting the campaign as much as it perverts and distorts the characters who attempt to experiment with the technology. If the GM keeps a close eye on what is being introduced and how it is introduced, this product can add so much spice and story to a campaign. Just be careful.</p><p></p><p>Since this is one of the coolest products I have come across in quite some time I offer it a 4.5 out of 5. Enjoy. But remember that I warned you.</p></blockquote><p></p>
[QUOTE="Keeper of Secrets, post: 2011676, member: 13836"] Perhaps one of the most remarkable and clever products for the d20 system that I have seen recently is Monte Cook’s [I]Chaositech[/I], published by Sword & Sorcery. It is 112 pages of creepy goodness that GMs will no doubt find fascinating at the very least. That being said, GMs should also be very careful about how they would want to introduce this into a campaign. [I]Chaositech [/I] is definitely not for the weak of heart and definitely not for GMs who are uncertain they could handle the serious ramifications that [I]Chaositech[/I] brings. Interested? Let me go on. Ultimately, [I]Chaositech [/I] is a product that describes how the dangerous and horrible forces of chaos can be harnessed into weapons, items and body modifications. Clearly inspired by [I]Warhammer Fantasy[/I], the film [I]Hellraiser[/I], and the works of Lovecraft, Moorcock, and H.R. Geiger, [I]Chaositech[/I] promises (and delivers!) that it will change the face of the campaign. This is why my warning should be heeded. The unusual contraptions and modifications to the body are the result of weeks of research and ‘surgery.’ This results in weird swords created from flesh, axes that do extra damage but are tethered to the brain, extra spinal columns that can be grafted into the body, resulting in a more powerful character, etc. The down side (and of course there is a down side) is that the raw forces of chaos that the surgeon and the patient deal with eventually drive them mad, but usually not before horrible and debilitating mutations take form. As such, the technology becomes somewhat ‘self-policing’ in game terms. Assuming that the GM introduces this into his campaign (something that warrants careful consideration), the GM needs to think about the ramifications in the long run, especially gauging how their players will react. The GM should be sure that their players are not only mature enough to handle what [I]Chaositech[/I] has to offer but also make sure this is right for them so it won’t take over the campaign. It is said that evil is seductive and attractive. [I]Chaositech[/I] is certainly seductive, but attractive is a different matter. There are 6 chapters in the book, first covering theories on chaos, chaos items (swords, armor, etc.), chaos grafts (body modifications that require surgery and a patient), mutations from exposure to deranged items and modifications, the servants of chaos and finally a chapter dedicated to the chaos ‘gods’ (entities that are mysterious yet destructive with a heavy inspiration from the Lovecraftian Outer Gods). For these reasons, [I]Chaositech[/I] is a wonderfully exciting product. By flipping through the book the reader may think this is a power-gamer’s Holy Grail but upon a closer examination it will become apparent that these items are not only difficult to craft but they take a serious toll in the long run on PC sanity and health. The difficulty of creating these items combined with the dangerous ramifications they bring, make it unlikely that PCs will want much exposure to them. In fact, it is more likely that a GM will use the grisly and grotesque ideas from this book as plot devices, ways to create interesting and unique villains or as a dangerous force that is threatening the well-being of the world. Monte Cook describes the origins of the chaos technology as the design of the Galchutt (dangerous entities that are not quite gods but are far more than mere mortals). The background is simple enough that a GM can easily integrate this into just about any campaign system, merely replacing the Galchutt with any chaotic (and deranged) deity or claiming that it is some kind alien technology such as something crafted by a race like the illithid. That being said, Monte Cook does take a somewhat casual approach when he suggests that integrating this material would not be very difficult. To the contrary, I believe that in order to do this material justice it so well deserves, the GM needs to introduce these concepts at the start of the campaign or to slowly introduce it. A good way might be to provide reports of once forgotten cults that are now returning with this technology. Perhaps the PCs can discover lost tomes and ancient codices that speak of blasphemous and dark secrets of this chaos technology. Perhaps one of the things I enjoyed the most was the section that detailed a number of chaos-aligned cults. I was instantly reminded of the chaos gods in the [I]Warhammer[/I] world and the maniacs that comprise them. There are 7 cults that get attention, each of them having a different approach in the way that they view society and chaos technology. These would make great villains for an extended campaign, instantly giving recurring adversaries with a theme. Further, there are some new chaos-related spells that are not too many in number but are certainly worth a look. A vast majority of the spells are tied with the various chaos cults but any GM who is looking for some devious bad guys should certainly give this section a deeper look. The types of items that can be created and found are divided up into two classifications: intrinsic and non-intrinsic. The intrinsic items can be found in the [I]Betrayal of Flesh[/I] chapter. These are the weird and unholy experiments that require complex surgery and can add body parts, replace limbs, lace bones with iron, etc. The non-intrinsic items are found in the chapter [I]Bones of Steel[/I] and are items that do not require much other than experimenting with the objects. Honestly, the non-intrinsic items would be the more likely of two to introduce into a campaign if the GM is looking for a clean and easy way to do it. Both intrinsic and non-intrinsic items give the same benefits as magic items but as Cook frequently reminds us, these are anything but magic items. Whereas some of the items and grafts seem somewhat unusual and a few even seem silly, for the most part they are clever and brilliant, working well within the context of the [I]Dungeons & Dragons[/I] system. Since there are enough ‘stops’ to prevent characters from overusing these items I really see them as well balanced items. From my view I can’t see much of anything that’s broken or problematic, unless you consider the whole concept broken and suspect. But since I don’t, I offer it high marks for the numbers and balance. Chapter 5, [I]The Slaves of Chaos[/I], gives the reader some interesting extras in the form of prestige classes, templates for Chaosomaton (those who have been touched too long by the powers of chaos) as well as the horrific surgically enhanced creatures. Honestly, I loved the prestige classes. They don’t seem very useful outside the realm of the [I]Chaositech[/I] materials but they are perfect for the setting. The two prestige classes are the Chaositechnician and the Machine Mage, both of which beautifully combine the chaos technology with magic and skill. Both would make for exceptionally detailed and unique NPCs (whether they are a villain, an eerie ally or something in between). Most importantly, the fact that Monte Cook designed them is an added bonus as I feel confident in saying that he may be the modern master of the prestige class, making sure that they are balanced, work well and provide a memorable place in the [I]Dungeons & Dragons[/I] pantheon. Further, Chapter 5 gives the reader a good background on those who have been touched by chaos and the chaositechnicians: the horrific creatures and minions. These are great additions for a GM who would like to design a dungeon with monsters and adversaries that could confuse and spook the PCs. One of the things that most appealed to me about this chapter was the Aberration Template. This template, in game terms, allows a GM to fuse two creatures together, created by a chaositechnician. The rules are straightforward and instead of just telling a GM that it can happen, it provides a strict formula for an NPC (or even PC) to create these creatures. Overall, I can’t speak highly enough of this product. The potential it has for excitement and interest in a campaign is phenomenal. Of course, like the chaositechnology, itself, it can be dangerous for the characters in the campaign as well as the GM who runs it if it is allowed to get out of hand, perverting and distorting the campaign as much as it perverts and distorts the characters who attempt to experiment with the technology. If the GM keeps a close eye on what is being introduced and how it is introduced, this product can add so much spice and story to a campaign. Just be careful. Since this is one of the coolest products I have come across in quite some time I offer it a 4.5 out of 5. Enjoy. But remember that I warned you. [/QUOTE]
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