YELLOW DAWN - The Age of Hastur
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Printed: 316 pages, 8.5" x 11", perfect binding, black and white interior ink Description:The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began... YELLOW DAWN: This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger. FEATURES: High-tech and Low-tech weaponry, equipment and armour. Zombie surges. Computer hacking and drug abuse. Non-human characters. Scavenging Dead Cities for resources and raw components to build whatever you need. Enhancements through cyberware and bioware. Complex political, corporate and quasi-religious tensions. Schools of Elemental Magick, occultism, demonology, many NEW alien horrors of the Outer Chaos - the Cthulhu Mythos. Keywords:Listed in: |
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Theres a great scope for adventure genres - everything from Wild West to Hi-tech espionage, and has a number of interesting game system additions. Two of my favourites are the use of resources - where you can literally build anything with enough materials and the right skills, and character generation.
Character generation is, I'd say, possibly one of the most interesting parts of Yellow Dawn, as it allows a large amount of character customisation and an ongoing series of options for improving your characters from the start.
It also introduces some great character ideas (first contact for example, that gives a numerical "score" to your characters personality and how well they act in situations without putting you in a straight-jacket).
The system itself is based on the d100% roll, and is easy to follow and is very intuitive.
Theres also a great way of generating quick adventures called "Dead city runs" which can be set up and ran in an evening without any preparation - kind of like very involved encounters or mini dungeon crawls.
My only gripe is that some minor bits of information aren't where you'd expect them - for example the price of boat hire is covered under travel and not costs, but this is not usually an issue, and I understand has been re-organised in version 2 (I have a copy of version 1), so may not even be an issue anymore.
All in all, a very good and well put together game world and system.
I highly recomend this book for all chutchu players as well all players who have grown bored of other RPG game types.
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