top of page
Writer's pictureFrancois DesRochers

Scholar’s Review #78: Rifts Chaos Earth RPG


Written by: Kevin Siembieda

Release Date: 2003

Note: Special Hardcover August 2021

 

GENERAL

 

For any Rifts Player, there has always been a macabre fascination with the Apocalypse that led to the current dynamic the RPG presents. Well, this is the setting to scratch that itch. We have the world as it basks in the glory of the Golden Age of Humankind with technological wonders, including genetic augmentation and medical breakthroughs pushing the average life expectancy to near 200 years. And then the crash.


The events that we know would eventually lead to the eradication of huge swaths of Humanity and lead to demonic and monstrous creatures arriving and infesting Earth is upon us. How will the Players respond to these threats, and how will they stem the tide of alien and evil, when not everything is there by choice or looking to enslave / kill humans? It also benefits from some great hooks the GM can land in their Players to make for some impactful gaming. Let’s review the frighting era that is Chaos Earth.


Note: This is the review of the Special Hardcover edition. There have been reported differences between this and the softcover and PDF versions.

 

SECTIONS


Apocalyptic Earth. This is the epic story of Earth just before, during, and right after the apocalypse that brought about the scenario presented in the Rifts RPG. The Coalition States will not exist for another two centuries. The Players are the heroes, trying to fend off the hordes of the demonic and monstrous creatures surging through the gaps. The first segment of the book covers the ‘Calm before the storm,’ as Humanity experiences a high point in technological development. The stage is set, giving the overview of the world before all hell breaks loose. The North American Alliance, Northern Eagle Military Alliance (NEMA), and the vents that lead to the last days of the Golden Age.


The Great Cataclysm. A day by day, blow by blow overview of the first few days.

  • Day 1 (22 December 2098). Tens of millions of lives, snuffed out in minutes. The Eastern Seaboard and Western Coast are ravaged by tsunami. The carnage is worsened by multiple earthquakes, hurricanes, and flooding. The origins of the chaos are described.

  • Day 2 (23 December 2098). Devastation of biblical proportions ravage the Earth. Satellite and Moon Bases report massive, unidentifiable phenomenon. So widespread is the chaos that every country is overwhelmed (and ultimately on their own). The A.R.C.H.I.E. super computers are leveraged to try to manage the response. It’s been a really, really bad day. Then Yellowstone super-volcano erupts.

  • Day 3 (24 December 2098). The world is in panic mode. In the U.S. the West Coast succumbs to earthquakes, tidal waves and buried under 7 feet of ash. Estimates are that one-third of the world’s population are gone, with another 30-40% projected dead in six months.

  • Day 4 (25 December 2098). It’s Christmas, but you wouldn’t know it. The space colonist, helpless other than to witness the carnage and volcanic ash now clouding the atmosphere, lose contact with Earth.

  • Day 10 (31 December 2098). Nations, states, even cities struggle to maintain order; cutoff, isolated and alone. The western HALF of the U.S. and Canada are under 15 feet of ash; the rest of the world is affected as well. Temperatures drop 30-40 degrees Fahrenheit (16-22 degrees Celsius), vegetation starts to suffer as ash cloud the sky, the sun a pale dot behind a veil of grey, and worldwide communications ceases. Bedlam and terror reigns, and that isn't limited to folks who can't drive point A to point B without a GPS. Me-thinks Rand-McNally maps will be selling for a premium.


North America. NEMA has been mobilized, their forces are the beacon of hope to civilians. Chromium Guardsmen and Silver Eagle SAMAS are deployed in the thousands to try to regain control, or at least save as many people as they can. With the majority of the Eastern Seaboard and West Coast lost to tragedy, destruction, and terror, they begin the controlled retreat inward to the Midwest.

 

Hell on Earth (01 January 2099). Pandemonium, bedlam and chaos beset Humanity, and this is the best-case scenario. What has come to Earth is so much worse. There are heroes, and the Player Characters represent the best of them. The stage is set, the stakes are everything, and you have a neighbourhood to defend, neighbours to save. Monsters, once thought the nightmares of children left hidden under their beds, are real. The ones that come through the portals, these rifts, they make children nightmares look like stuffed animals.

 

NEMA. Probably the best chance at success, they are sorely overwhelmed. Thousands of isolated communities must be secured, or the people rescued, monsters put down. Trained for Disaster Response, Rescue and Recovery (DR3), this is their bread-and-butter; demons are just the jam. This elite police/para-military agency cuts across all North America, but the focus here is in the United States. They retain a command structure and military resources; after taking a massive hit to the chin, they are getting back to their feet. The Midwest is recognized as a defensible core. Imagine yourself, a member of NEMA, a civilian recruited or volunteering to help. You have your orders, go forth and save as many lives as you can.

  • Lieutenant-General Lindsay Sawyer. The one who found herself in charge of the NEMA forces, after losing contact with NORAD once the Yellowstone volcano erupted. Beginning her trek from Georgia, she has rallied the NEMA forces and urged survivors north, towards Illinois. A brilliant leader, she has the support of NEMA soldiers, the trust of the civilians her forces have saved.

Soap Box Moment: The books listed her as 35 years old; even 45 years old would have been a meteoric rise to that rank. For context, the youngest Col-Gen currently serving is a Colonel, aged 36. There is a BIG gap (I mean Grand Canyon huge) between a Colonel and Lieutenant-General. And someone explain to me the math of NINE attacks per melee. I get she’s a major character, but come-on…

  • Heroes in Chaos. General overview of the type of character composing the forces of NEMA, and some of the genetic tweaks/augmentation that typifies the Golden Age of Humanity.

 

NEMA O.C.C.s. The following are the key military and rescue Classes within NEMA. The exact composition of the “team” the Characters represent can be wide open, or more restricted, based on Player choice or GM direction. Are you a diverse team more concerned with DR3, or a strike force dealing raw firepower to beat back the horde?

  • Chromium Guardsman. The Chaos Earth version of a Glitter Boy. Literally a walking tank.

  • Silver Eagle Pilot. The Chaos Earth version of the SAMAS RPA Pilot.

  • Armoured Sentinels. Robot combat pilots.

  • Soldier/Peacekeeper. Front-line troops, the infantry/grunts/peacekeepers with a number of MOS choices.

  • Field Engineer. Specialist in mechanics, repairs and operation of equipment and machines. Often under combat conditions.

  • Fire & Rescue (“Roscoes”). Basically your combat fireman, they dive into burning buildings to save those still alive.

  • Intel-Agent. Espionage agents charged with gathering intelligence for the proper planning and execution of salvage and rescue operations, or seek and destroy missions.

  • Military Specialist. Much the same as the CS version, but with some MOS choices. The only class with the Command Robots skill.

  • Para-Arcane. Experts in the paranormal, these are laypersons recruited for their special fields of knowledge. Only a tiny fraction are clinically trained psychic investigators, while 6% are Native American, 25% scholars, 20% anthropologists, the remainder just well-learned advisors.

  • Demon and Witch Hunter. Some of these civilians are well-intentioned, others just misanthropes looking for a thrill. NEMA has recruited some to help single-minded crusaders to augment their forces with specialist abilities and arcane knowledge.

  • Volunteer Milita Fighter. Despite no formal military training, even civilians want to fight back. NEMA gives them some basic training and formed them into garrison security units.

  • Other O.C.C.s. Something I was very glad to see included, was the option to use classers from other Palladium Book games. A few standouts include those from Ninjas & Superspies and Beyond the Supernatural, as well as Heroes Unlimited and Systems Failure. One could easily consider using the Survivor Class for some variety and fun.

 

NEMA Weapons and Equipment. As one would expect from a Palladium Books product, we have copious entries for gear and weapons. A lot of familiar designs if you were to compare Coalition States weapons to those used by NEMA.

 

NEMA Vehicles. A number of vehicle entries for light personal rides to the NEMA APC.

 

Robots and Drones. Something akin to the Skelebots, the forces of NEMA make use of robotic systems to help fight back the terrors.

  • Combat Drone Soldier. NEMA version of the Skelebot, with several twists. Some interesting information about M.D.C. technology, even in the pre-Apocalypse era.

  • Combat Hound. A combat support unit, shaped like a massive canine with a dorsal weapon system. Basically, a walking gun.

  • Pup Scout. Another robot fashioned into canine form, this little guy is built more for reconnaissance or carrying emergency supplies into small crevices.

  • Spider Probe. A small, six-legged walking camera and optic system. Once again, a funny little not about knowing spiders have eight legs, not six. Perhaps an homage to the infamous Spider Skull Walker?

  • Flying Probe. Exactly what it sounds like. A small orb the size of a softball with hover system attached and packed with optics and sensors.

 

NEMA Robot Vehicles and Power Armor. As opposed to the robots from the previous section, these are the manned mecha of NEMA.

  • Bull Dog. Bristling with weapons and sensors, doubles as a combat/rescue unit. Typically deployed in pairs.

  • Mastiff. A heavy combat unit, this bruiser is a walking demolitions unit.

  • “Big Dog” Super Mastiff. Experimental, giant behemoth of a robot requiring a crew of three. Think a pre-Rifts Abolisher or Skull Smasher kind of beast.

  • Chromium Guardsman. Your Glitter Boy. You know it, you love it!

  • Gunbuster. Multi-purpose power armor with an array of weapon options.

  • Silver Eagle. Pre-cursor of the SAMAS. You know it, you love it!

 

The Game Mechanics. Like all Palladium Books game systems, we have the Character Generation rules, followed by Skills and Combat rules. One thing of note is the glaringly obvious change in font size to meet a pagination requirement. Irksome....

 

Adventure Ideas. A series of adventure ideas presented in something different than the typical Hook Line & Sinkler format. We get 9 Mission Objectives and Mission Parameters which provide the GM some very handy cues to present the Players. There is also a handy list of Assignments and Adventures the GM can leverage.

 

Blue Zone Lesser Demons. It wouldn’t be the apocalypse if there weren’t demons and monsters to fight. Of note, these are not offered in the PDF version of the original RPG.

  • Blue Zone Moths. Demonic predators and P.P.E. vampires chasing after ambient P.P.E. and magic users who resemble tasty treats.

  • Child Terrors. A malignant species of demon, they possess a dead child and reanimate the body.

  • Concrete Men. Stony humanoids that enjoy preying on mortals and attacking NEMA forces.

  • Demon Will O’ The Wisp. Low intelligence demons, they are used as shock troopers, with a nasty habit of self-destructing if not slinging magic or psionics.

  • Puddle Wraiths. Inhabiting stagnant and sewage water, which Chaos Earth is rather replete with. Just as likely to attach other demons as NEMA or humans.



Blue Zone Greater Demons. It wouldn’t be the apocalypse if there weren’t greater demons to boss around the lesser demons.

  • Bone Pigs. A humanoid pig proficient in Necromancy and death magic, they use it as a tool of terror, knowing the effect on humans.

  • Hollow Giants. Appearing as massive, grotesquely fat humanoids, the body is completely devoid of skeleton organs or muscle. Some have set themselves up as kings over slave demons and humans.

  • Mosquito Demons. By far the most powerful and rarest, they are on par with some Demon Lords; they would rather die than serve another. Appears as ebony bipedal humanoids.

 

The Army of Scorched Earth. As one would expect, sometimes the worst enemies and threats to humans are, well, other humans. This army is one in name only; realistically they are a rag-tag band of civilian miscreants and diabolical ex-Marines. Includes a U.S. Marine Corps Mechanized Infantry O.C.C., some Marine-specific arms, equipment and vehicles, ad adventure ideas.

 

IMPRESSIONS

 

Current Assessment (8/10). In terms of a standalone RPG, this game has everything going for it. A great and challenging backstory, a varied list of classes to choose from (including other Palladium Book games), a few demons and monsters to fight against, and some clear-cut missions the GM can start throwing sat the Players. It also benefits from the ability that any GM can literally use their backyard or nearby urban center as the setting for the apocalypse, providing a spectacular venue for immersive adventures. Players have a stake in stemming the tide and saving their neighbors. The mission package of adventure ideas gives the GM a multitude of choices; rescue civilians trapped in an apartment building; assist in a sweep and clear mission of a shopping center; rescue a scientist from a local commercial facility; seek and destroy a band of villainous humans; guard a key supply depot that is the object of demon attack and fight off the waves of monsters; I could go on.

 

The one element I find abjectly frustrating. For some unfathomable reason the Game Rules section was printed in a smaller font size than the remainder of the book. Look, I know it’s due to printing issues and they wanted to make it fit. This isn’t a very plausible or professional look. It’s distracting, and noticeable. If pagination is the issue, there are editing choices that could have been made. Honestly this would be an easy fix to make a 9/10.

 

The setting also provides a great set-piece for GMs to create alternate universes for Rifts or Chaos Earth characters to experience: imagine shifting Rifts characters back in time to the Apocalypse, or one where NEMA is successful, or perhaps NEMA is completely overrun, and demons have a hold over the continent. The artwork is another high-water mark. Supported by several great artists, there are several pieces worthy of note: the two-page Perez illustration across pages 16-17, and Breaux’s robot vehicles. Without any other books out at the time, this RPG faces the issue of lacking a variety of enemy demons to fight against; my PDF version has none, while the hardcopy has the Lesser/Greater Demons listed above. After a few adventures, these later offerings in the Hardcopy likely get stale. The base RPG has none, and a few more monsters would have easily earned another point. That said, a couple of Rifts products makes all the difference; it can be augmented with any number of Rifts Conversion or World Books to add to the “gribblies” the Players must face off with. In terms of a Rifts book, this setting provides all the right ingredients for some spectacular adventures. It’s a compelling combat/adventure TTRPG that fires on all cylinders, one I highly recommend to any fan of Rifts, or those looking to play out the Apocalypse.


Return to All Posts


Please LIKE and SUBSCRIBE



120 views0 comments

Comments


bottom of page