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Alien Earth

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As we always knew it would be the fall of humankind was one of our own making, although not in the way any of us predicted.

It happened in an instant. The collective unconscious, the shared imagination of all humankind, cracked open like a dam and fantasy flooded reality. The boundaries between imaginary and real came tumbling down. Volcanoes gave birth to dragons, and the monsters under the bed were made flesh. Fictional towns appeared from nowhere, populated with people who had decades worth of memories. The symbols of humankind's greatest ambitions and the fevered nightmares of it's most monstrous abberations came to life all at once. All of human myth and fiction, all the gods and monsters spawned by the human imagination over the millenia of our existence came crawling from our minds and into the real world.

Things got interesting for a while.

Since the Fall, Earth has become a strange and alien place. Decades of neglect has stripped once-proud skyscrapers down to their bones, leaving only skeletal monuments to humankind's lost golden age. Entire metropolises were flooded, while others dried up and blew away. A planet once yoked by humanity has become untamed wilderness once more, teeming with monsters which in an earlier age would have been relegated to the realm of nightmares.

Humanity is diminished, but endures. Remaining human settlements tend towards the small. A few city states resonate with a dim echo of the power of the ancients, but most humans now live in petty kingdoms that must struggle constantly for their mere survival. Hard won advances, both social and scientific, teeter on the brink of being lost forever. Those few who retain enough historical context refer to this period of history as The Second Dark Age.

The remnants of humanity struggle to maintain their fragile rebuilt civilization on an Alien Earth.

This is the Core Rulebook, which contains all the rules you need to play. Alien Earth also requires several six-sided dice.

 
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Discussions (4)
Customer avatar
Kyle S December 16, 2016 4:36 am UTC
PURCHASER
Not bad. Can't help but notice that there aren't any page numbers though.
Customer avatar
Mamading C September 22, 2015 12:40 am UTC
PURCHASER
Hi Charles, I can't seem to find any information in the book about the costs of Super Mutations.

My guess is that they are on a par with Psychic Powers at a cost of 2 Weird Points each.

Is that the case?
Customer avatar
Caitlin F July 11, 2015 11:03 am UTC
PURCHASER
Why not run the text through a spellchecker first? There are several typos and misspellings, here's what I found just going through about one tenth of the text:
narritive
equalibrium
Shadow Parliment
their engiens.
Yout attributes
Each character recieves
recieve
stregnth
Reverand
heirarchical
heirarchies

There are a lot of instances where the next sentence begins right after a comma, leaving out the necessary space, but I think that's your DTP software's fault, because when copying the text, the space is there.

The file could benefit from some sort of size optimization, externally at the very least (zipping it shaves off more than half of it).
Customer avatar
Robert M June 30, 2015 7:27 pm UTC
PURCHASER
This looks like an interesting game and setting, but I have one big problem with it that I just can't ignore. What do the PCs do? I've skimmed through all of the text and no where can I find a mission statement or any instruction on what the PCs are suppose to do in this world. Are they suppose to be marauders, preservationists, explorers, politicians, accountants? Some of you may not think that it's important, and some may think that this is a "toolbox" system. That couldn't be farther from the truth. Look up BRP, Cortex, and True20. They are all toolbox systems, and they still state what kind of adventures the PCs could expect. It is vitally important to know what the intention of the game's author is, otherwise how do we know if the rules support the type of game that is proposed? I saw rules for exploring ruins; are the PCs explorers? I also saw rules for factions and combat; is this a tribal war game? If the author doesn't know what his game is about, then I certainly don't, and I can't convey...See more
Customer avatar
Charles S June 30, 2015 8:24 pm UTC
PUBLISHER
Well I suppose the "default" mission would be similar to that of D&D. The PCs would be wandering adventurers, which adds up to a polite term for mercenaries who specialize in grave robbing. There are a lot of choice graves in the setting too. The world of Alien Earth is fairly similar to a standard fantasy world but with guns and other madness.

This idea, as you correctly sussed out, is that groups can play whatever they want. I might conceivably write sourcebooks designed for specific styles of play, "missions" if you will, but there really truly isn't one by default. It's a sandbox that's designed to support "adventures" but defines the term very broadly.

That said, some campaign ideas:

* D&D style wandering murder hobos
* The heroes and leaders of a small tribe struggling to survive
* Champions chosen by newborn gods to herald a new era by defeating a cosmic evil
* Agents of Whitewater International Detective Agency,...See more
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Pages
136
File Size:
133.16 MB
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Original electronic
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File Last Updated:
June 06, 2015
This title was added to our catalog on June 29, 2015.
Publisher Info
Charles Smith Games
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