EABA: The Age of Ruin

EABA: The Age of Ruin

From: Blacksburg Tactical Research Center

Reviewed by: Ron McClung

EABA: The Age of Ruin is a new EABA Role Playing Setting from Blacksburg Tactical Research Center.

One thing I can always depend on from Greg Porter is a unique approach to common ideas. The idea of a post-apocalypse setting is not original, of course, but Greg Porter’s approach is a fresh look at an old idea. For a review of the system, see my review of the EABA role playing system on Gaming Report. I do not see Greg Porter as just a game designer but also a gaming philosopher.

From page # 1.2: “’The plague took my home and my car. It took my books and my heirlooms. It took my husband, and my children, and then it took even their bodies. It took my clothing, and my hair, and my fingernails. But the plague did not take me, though I wish that it had. Bands of naked savages roam the ruined streets, armed with shards of glass and rocks, in search for the only thing left to eat. Other people. Why, God? Why?’

– found scratched upon a pane of glass”

The setting of Age of Ruin (AoR) is Earth after an apocalyptic event. In the year 2051, man became dependent on machines. As the development of nanotechnology revolutionized everything, it also became the undoing of everything. The history of AoR tells of a declining work of technological hubris run rampant. Man had colonized the moon and Mars, and Earth was a utopia.

But then a plague of nanites befell the world of man, eating everything metal, synthetic, petroleum-based and almost everything organic. Everything was eaten by eater-nanites–clothing, steal supports, computer networks, live stock and plant life. Over time, very little of the modern age was left. Surviving scientists hiding in the Cheyenne mountain complex found a cure but not until after the world had been devastated. In time, humanity returned to a new world, newly evolved to survive the harsh environment created by their forefathers. The world is now Darwin’s worst nightmare, as only the most fit survived. The protector nanites produced by the Cheyenne labs are the only reason man still exists and is thriving.

The population of the world is significantly reduced as its ability to produce the food the population needs is reduced. Agriculture and food storage are a challenge for everyone, but it is not impossible. This is exacerbated by the energy that is required to maintain the protector nanos, which increases the intake of any living thing. Food storage simply does not exist beyond more than a couple of days because of the eater nanos. Greg (the author) is quite clever in solving all the problems a society would have where wood, oil, metal, and cloth do not exist. The cultures of the Age of Ruin, from religion to technology are also quite imaginative. He is also pretty thorough in describing the world of Ruin and its ecosystem.

From page # 1.1: “When you get down to it, adventures and all good fiction is about exploring what we are as humans.”

The game actually gives you two options for play. You can either play in an era several generations after the Ruin (5th Generation age) or less than one generation after the ruin (1st Generation age). Characters are built with 80 attribute points and 40 skill points. For the Fifth Generation age (the primary focus of the game), the characters represent a member of a tribe and, within a tribe, a member of a clan. Game play takes place primarily on the east coast of what was the US, and the tribes originate from those regions. Tribes called Manhattan, Carolinas and Delmarva roam the ruins of the great east coast. The Mississippi River has widened too wide to cross, and the far north and south regions are now too cold to populate.

The e-book supplies the rules necessary to adapt EABA to this universe, including new skills and new traits for your characters. A lot of focus is spent on the Gifted Trait. The gifted trait linked with the character’s fate represents the character’s resistance against the eater nanites. With higher fate values, the character can gain paranormal abilities or mutations, like Armspikes, Bugeyes or Bearskin. These are significantly different from abilities gained from Shaping.

As mentioned there are two nanos in AoR. These are described in detail in Chapter 3, including the breaking down of the nanos to their subtypes – from the carbon-eaters that make clothing difficult and hair a lost concept to plastic and metal-eaters that make most technology difficult. Of course there are also the protector nanos that make life possible in the difficult Age of Ruin. Protector nanos are tailored for the life form they maintain. Admirably, the author attempts to explain the nanos in more realistic and plausible terms, rather than wave a wand and call it magic. This is characteristic-BTRC-Greg-Porter. Other interesting aspects of nanos are things called nodes – the ability for nanos to join together to form ‘multi-celled nanite organisms.’ These are explained in detail as well.

The Shaping is the supernatural powers of AoR. It is literally mind over matter, and a few gifted individuals can spend fate to change the form of matter. Shaping powers are categorized by Ways (Hearth, Warrior, Shaman, Totem, Demon, and Maker). Powers are described under each of these categories, but a player can create his own using the framework provided. Shaping powers are not so much supernatural as much they are simply extending ones ability to manipulate nanos, his body chemistry, and other organics. These shaping powers cost Fate. This can get dangerous as Fate is directly tied to a person’s ability to fend off eater nanos. Some of the descriptions of these powers can get downright stomach-turning (for example super-sweet sweat used as a sweetener as well as a catalyst for fire), but this speaks to the persistence the author has to realism.

The most valuable part of this book is the fifth chapter on adventuring. At first glance, I was concerned about the range of adventures one could have in this universe, but the author supplies many nugget-ideas in Chapter 5. He explains how one should approach the Age of Ruin and gives the basis for many adventures and campaigns. AoR is a lot more rich with adventure potential than I thought. The book closes with a general gear guide as well as some notes on 1st Generation play.

In traditional Greg Porter style, the writing is somewhat technical, but chock full of quippy phrases and solid game design. The layout is good and the art is great.

In conclusion, although not something I personally would want to run out and play, this game setting does have its attractiveness and inspiring aspects. In fact, I would be more tempted to integrate this world into something I am running now. It is definitely a game universe that has got me thinking.

For more details on Blacksburg Tactical Research Center and their new EABA Role Playing Setting “EABA: The Age of Ruin” check them out at their website http://www.btrc.net.

EABA: The Age of Ruin

From: Blacksburg Tactical Research Center

Type of Game: EABA Role Playing Setting

Written & Game Design by: Greg Porter

Developed by: Greg Porter

Cover Art by: Richard Mans

Additional Art by: Howard Finch

Number of Pages: 110

Game Components Included: Setting Book PDF

Game Components Not Included: Core EABA e-book

Retail Price: $ 8.00 (US)

Website: www.btrc.net

Reviewed by: Ron McClung