DriveThruRPG.com
Browse Categories
$ to $















Back
pixel_trans.gif
Other comments left by this customer:
You must be logged in to rate this
pixel_trans.gif
API Demon Codex: Spectrals 1st Edition
Publisher: Third Eye Games
by Steven L. [Verified Purchaser]
Date Added: 02/19/2011 12:45:16

Demon Codex Spectrals is the newest sourcebook for Third Eye Games’ Apocalypse Prevention, Inc. API is a modern setting in which the world is full of ‘demon’ races policed by the company, API. The setting ends up being a mixture of Men in Black and the World of Darkness. Demon Codex Spectrals is the second racial sourcebook in the API series. Spectrals are the ‘ghosts’ of the setting, and are a playable race.

The Book Itself

Spectrals is a 90 paged pdf, and soon to be softcover, book with a black and white interior. The cover uses the same theme as other API books with two exceptions. First, the usual burning cityscape is now a burning cemetery. Second, the cover has more color to it as it now sports three demons on the front in full color. Previous covers have only had black, white, and the oranges and reds of flame and blood. Hopefully future books from 3EGs will continue have show higher productions levels, especially with the artists their products feature.

Chapter Breakdown

Pre-Chapters (Pages 3-9)

The book begins with a three page fiction piece. This story focuses on a Spectral’s life, death, and re-birth into a new body. The story is an excellent piece in kick-starting the reader’s imagination on how Spectrals work and could become a part of API’s payroll. After the story is a title page and table of contents.

Chapter One: Life After Death (Pages 10-24)

Chapter one reads like the beginning of a documentary. It is the perfect first chapter in the way it sets the tone for Spectrals in the API setting. Spectrals are those humans, and occasional other Earth born demon races, which have died and for whatever reason not taken the Bright Lights to what lays beyond. An interesting reason the Spectral may still be around is that sometimes another Spectral steals their Bright Lights ‘door’ before the Spectral can pass through. This poses a lot of questions as to where it leads, what creates it, and if it can be used by any Spectral does this mean it is not created for a specific user?

For the most part Spectrals seem to follow the same idea as presented in the movie Ghost. Spectrals can learn to affect the corporeal world through certain abilities such as learning to touch things for a short time, become visible, or even to inhabit a new physical host. This chapter teaches that though Spectrals may seem invincible as well as intangible, they all have heightened fears of being utterly destroyed or fading away. Spectrals must also be wary of Exorcists, Necromancers, Spirit Eaters, a demon race known as The Radiants, and the newest enemy, technology. Okay, it is time I let the truth be known. Spectrals are my least favorite demon race in the entirety of the current API setting. It is not that the idea of the race is bad. It is that the race is very easily abused by players. In a game where lethal combat is a common occurrence allowing a player to be an intangible, invisible, and almost invincible race is a recipe for disaster. It requires a very mature player to handle without disrupting play. At least that’s what I think. But let me get back on track. Even though I feel this way about Spectrals, this first chapter is easily the best first (or any for that matter) chapter of any of the API books so far. I feel that I understand Spectrals much more than I did previously, and I can see the possibilities of playing a Spectral in API in a ‘brighter light.’

Chapter Two: Ghosts Are Good Company (Pages 25-38)

I find that chapter two could have easily been a continuation of the last one. It is not necessarily a bad thing it just seems odd to have broke it into two chapters. In this section we learn about how Spectrals are used within the company of API. The lowest are used in the mail room to run the repetitive work of moving packages and letters back and forth to their appropriate places. What may surprise many is that the Global CEO and head of the US branch of API is a Spectral who refuses to relinquish control. The chapter also has optional rules for Spectrals from demon races. I like the idea that Spectrals only come from those races born in the dimension natively.

Chapter Three: Who Ya Gonna Call? (Pages 26-52)

Chapter three presents us with a number of new groups and organizations within the API setting. These groups are:

The Caballistas - A group of voodoo priest, Catholic priests, and drug runners of the Caribbean. API’s agents assigned to infiltrate or oppose the Caballistas have either disappeared or been killed. API has resorted to sending more militant agents after them now.

King James Court - One of the, if not THE, most powerful groups of Spectrals on Earth. King James rules over this large group of Spectrals in Europe, and for some strange reason even Spirit Eaters are denied existence in the King’s territories. Too bad many of the Spectrals do not want to be a part of this ‘kingdom’, but they are powerless to leave the King’s influence.

Council of Paracelus - Four sects that each control over one of the elements. They consist of only Evolved Spectrals (think super Spectrals.) They leaders of the sects are known as Michael, Uriel, Gabriel, and Raphael.

The Upward Spiral - Spectrals who seek out the dredges of society in an attempt to steal their Bright Lights. Kellwood Forest - A forest that contains a Spectral turned Spirit Eater with a hunger for ghosts’ souls.

Spirit Stalkers - A ghost hunter whose last choice to prove their existence was to film his suicide. Now he has learned how to use his cameras to provide a Ghost Hunting show from beyond.

Chapter Four: You Can’t Take It With You (Pages 53-75)

This chapter includes ideas on how to role-play Spectrals, and is the chapter that gives us new rules, equipment, and new demon races. Rules-wise we are given a few more gifts and drawbacks along with a new path of magic known as the Path of Radiance used by the Radiant demon race. There is lots of new equipment all of which is geared towards API interacting with Spectrals. There are also new spirit evolutions for Spectrals to follow into such as the poltergeist and circuit jockey. These evolutions allow players to customize their PCs allowing for Spectrals to head in very different directions from each other. Antagonist write-ups are also provided for things such as Necromancers and Spirit Eaters. Finally, we are treated to some new demon races. The first are Walkers, or as most people would know them, Zombies. They are Spectrals who have refused to leave their bodies. Walkers are an exciting addition for me personally as they allow dead PCs without the fear of abuse from a player like with a normal Spectral. Next are the Radiants who eat souls and resemble humanoid spiders. I feel Radiants could use an entire sourcebook of their own. There is an interesting story here that I want to know more of. Last, we have Deathwishers which resemble scorpions that can latch onto a person’s chest and take control of his mind and body. The picture in the book for the Deathwishers looks like a poor man’s Venom from Spider-man!

Adventure: ‘Ghost Road’, Index, and Ads (76-90)

I don’t like going into too much detail when it comes to adventures in my reviews. I will say that Ghost Road is a quick adventure about a haunted stretch of highway in the Cumberland Gap. The players are sent there to investigate several mysterious deaths along the stretch. The adventure seems to be a good overview of ideas with lots of room for GM alteration. The book finishes with an index and several ads for 3EG’s products and some other RPGs.

Overall

Spectrals and Lochs were my least favorite demons from the core book and are so far the only two with sourcebooks. And while Spectrals may not have made me a huge fan of them the way DC Lochs did for me with Lochs, the book makes me like them infinitely more than I previously did. It makes me feel they have a much bigger role in the setting than I felt from the core book alone. The first chapter of this book is written in such a way as to make you feel as if an expert in all things Spectral is beginning his lecture on their existence.

Style I am giving a 4. There seems to be more art in this book, and 3EG’s has some truly remarkable talent. I am just waiting for the day I get to see these artists in a full color glossy paged book.

Substance is getting a 5. The book stands up to the usual 3EG standards in the amount of useful and fun information crammed into the book. 3EG’s has a habit of the more they write the more you want. Each sourcebook introduces new ideas that make the reader want more. I want a Radiant Dimension sourcebook!



Rating:
[5 of 5 Stars!]
API Demon Codex: Spectrals 1st Edition
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Wu Xing: The Ninja Crusade
Publisher: Third Eye Games
by Steven L. [Verified Purchaser]
Date Added: 07/09/2010 12:13:55

[originally posted on RPGnet]

Wu Xing: The Ninja Crusade is the second role-playing game made by Third Eye Games. Wu Xing takes much inspiration from anime such as Naruto and Avatar the Last Airbender and combines it with other Asian influences such as Chinese Kung-Fu. The setting’s end result turns out to feel a lot like Exalted blended with Legend of the Five Rings with a dose of Naruto thrown in.

The Book Itself

Currently, Wu Xing is only out in pdf form with the print form due out within the next few weeks. The pdf is 221 pages, and is bookmarked. The cover has a simple look with a white background behind a bamboo forest; the logo is over a splash of blood. The interior is black and white, and the artwork is of a high standard very fitting for the setting; I just wish there was more of it.

Chapter Breakdown

Introduction (Pages 3-7)

Wu Xing starts out with a brief synopsis of the game. Four years ago the Empire declared war on the ninja who were formerly their allies. The majority of ninja clans have banded together to form the Lotus Coalition to try to survive, stave off, or defeat the Empire in this latest war. However, even though the clans have unified for the most part against the Empire, this does not mean they are all fine with each other. Even while being hunted by the Empire the clans are still trying to gain the upper hand against each other.

Wu Xing has the usual “What is an RPG?” section that is simple and to the point. Wu Xing uses 3EG’s house system called the Dynamic Gaming System or the DGS. It is the same system used in 3EG’s first game, Apocalypse Prevention, Inc., with some minor alterations and lots of added options to fit the setting (more on the DGS later.)

Chapter One: Ninja VS. The Empire (Pages 8-36)

In Wu Xing’s history there have been 4 Great Ninja Wars (the fifth currently is taking place.) The first was known as the Orime Rebellion. During this time the Izou Empire was not yet in power and instead the Orime Dynasty was the top seat. When a large volcano erupted, causing mayhem all across the land, the people cried out to the Orime for help; the Orime laughed. The people began to ban together with seeds of rebellion growing. Eventually the people assassinated heads of government, generals in the army, and other leading noble families. They continued their hidden killings until the Orime Emperor himself was assassinated and the ninja were born into a world with new found freedom.

The Second Ninja War is also known as the Mercenary Wars. Due to the Orime Empire being fractured into several smaller nations, these nations started to grow suspicious of their neighbors and border fights began. The ninja became mercenaries for hire by powerful families and governments to protect what they considered their lands. After 10 years of this virtually all ninja were backed by a specific noble, whole clans were wiped out for not following this status quo. There is no real marker to the end of the Mercenary Wars; however, the traditions and structures created from it are still used.

The third war is the War of Withered Fangs. During this war a clan known as the Slithering Gods began to destroy and/or assimilate lots of the smaller and less powerful clans. The larger clans were arrogant and saw the smaller clans and ronin beneath them and let it happen. Before too long the Slithering Gods outnumbered all the other clans. Some of the larger clans decided to let the War be known by non-ninja and convinced many of the governments to help in the fight, to help the ninja to succeed against the Slithering Gods. Most nations helped for fear of losing the ninja (which a third of the clans were lost by war’s end) as their protectors from the unknown lands of the Five Kingdoms. The Slithering Gods did not stand a chance and conceded. The nations looked at their alliance and saw it was a wonderful thing; this was the birth of the Izou Empire.

The fourth war is known as the Expansion Wars. The Izou Empire now strong from victory set its eyes on more territory. The Empire began to expand and gain more control over lands owned by the Five Kingdoms. Using the ninja as their elite soldiers and assimilating more clans as they grew the Empire and its ninja became more prosperous than any other time in their history. But as the Empire grew, their need for ninja slackened and ninja became the target of the government and nobles. Ninja became hunted out and chi users were punished under new laws.

The fifth and current war is the Ninja Crusade. The Emperor has now called for the elimination of all ninja. The Empire has allied itself with parts of the Five Kingdoms to eliminate the ninja from the world. The ninja have formed the Lotus Coalition to fight the Empire.

I absolutely love the history here. It really sets up a great environment for play. It feels very much like Exalted to me not just in idea, but the description of the Empire and its surroundings. They both have a “bad guy” Empire surrounded by uncontrolled areas, and the main protagonists are hunted as Anathema, though they are not Godlike in Wu Xing they are powerful ninja. The book gives enough information about the locations to give a good sense of the setting, but lives lots of room for more detail from the GM or for future source books.

Chapter Two: Clans (Pages 37-69)

Wu Xing gives us the 10 most powerful clans in the Lotus Coalition. They are:

Bamboo Herbalists - The brewers were the first clan to realize chi’s potential for healing. They often ignore territorial warnings to hunt for ingredients to their brews. They are thrill seekers, and don’t mind getting into a little trouble for their thrills.

Blazing Dancers - The Blazing Dancers are not from the Empire, but originally from one of the Five Kingdoms. They are entertainers who hide their ninja ways behind the mask of performance.

Grasping Shadows - The Shadows are one of the oldest clans, and at one time were the trained assassins for the Emperor. Eventually the Shadows grew tired of being the Emperor’s dogs and turned against the Empire, using their powers over darkness against the Emperor.

Hidden Strands of Fate - The Strands are also an old clan whose history is full of inner conflict. They are fierce in their court play and masters of deception. Most of the Strands despise the rest of the clans, even going so far on occasion as to help the Empire with information that could hurt or destroy another clan.

Living Chronicle - These ninja are the scholars and historians of the ninja. After centuries of information was lost in a disaster, these ninja began to use tattoos and Wushu to record history on their very person.

Pack of the Black Moon - The pack began as small backwater people in small villages whose uncanny gifts with animals helped them to survive away from larger civilization. Then when the Grasping Shadows began burning their villages, the Pack became mentally bonded with their herd dogs, and turned the tide against the Shadows.

Recoiling Serpents - The largest clan, that lives in the jungles of the southwest. They are what remains of the Serpent Gods from the War of Withered Fangs so most clans do not like the Serpents.

Virtuous Body Gardeners - The Inks are one of the youngest clans of the ninja. They have learned to use Wushu through tattoos on their bodies. They can even assimilate small items into their tattoos for concealment and later use.

Wardens of Equilibrium - The Wardens are a clan created by several merchant families to try to hold on to peace at the end of the War of Withered Fangs. They are known to be the ultimate merchants with powers of persuasion that cannot be resisted.

Will of Iron - The Sheriffs are a clan that believes in protecting the innocent and making sure justice is served. They are known to have the world’s best swordsmen and smiths.

Ronin - Technically not a clan, but the clanless. The Ronin are those who outcasts or chi users who were never born into a clan.

These clans alongside the history known so far, makes me really want to play this game. Each clan as it is presented has my brain running with ideas for characters. Do I want to play a backwoods Pack of the Black Moon, lost in the cities, but powerful with his dog companion? Do I want to be the secretive Hidden Strands of Fate ninja who has plots unknown to others? Perhaps the aged and wizened Bamboo Herbalist knowledgeable in the ways of herbs and potions? The possibilities really roll around in my head with this setting.

Chapter Three: Character Building (Pages 70-119)

As said before Wu Xing uses the DGS as its system. Characters are made using a point buy system. The first step is to choose a concept and select your PC’s Passion. Their Passion can range from having a Code of Honor or greed to love or power. Next, the player decides what his Element Soul is, Earth, Fire, Metal, Water, or Wood. This decision determines a PC’s starting Chi, or how much permanent Yin and Yang they have. To finish the first step the player chooses their Clan. Their clan besides deciding their theme, also describes what Wushu, skills, and bonuses the player will have.

Step Two is to divide 30 points amongst the six attributes, which are Power, Agility, Vigor, Intellect, Insight, and Charm. These attributes are on a scale of 1-10 with 4-5 being average. Levels 1-8 cost 1 point per level and levels 9-10 costing 2 per level.

Step three is skills. All ninja start with some basic skills then get 30+IQ (Intellect) in skill points. There are 20 basic skills and then 11 fighting styles that are bought with skill points. Any skill not a clan skill is more expensive to buy. Fighting styles give bonuses for every level that add to things such as attack, parry, and dodge.

Step four is choosing your PC’s wushu or ninja powers. In total there are 20 different paths of wushu, half of them clan specific and half general ninja wushu. A ninja starts out with 5 levels in their favored wushu, Ronin start with 4 levels in any path. Ninja can buy levels in paths that are not favored by their clan later, but it costs more than favored paths.

Step five is spending bonus points on Gifts (and other areas) and gaining BPs through Drawbacks. Ninja start with 10 BPs and Ronin 12. These can be spent on attributes, skills, wushu, and gifts. The gifts/drawbacks are a basic advantage/disadvantage list that covers most things a player could want.

Step six is the final step and is calculating all sub-attributes which include Health, Initiative, and Stamina, as well as figuring all your bonuses to strike, parry or grapple.

Chapter Four: Wushu (Pages 120-153)

Wushu are the chi powers of a ninja. Each power is based either in Yin or Yang energy and therefore requires the expenditure of the appropriate type of chi points to activate. Wushu require an activiation roll to succeed which uses the base mechanic of the game except instead of an attribute the roll uses a PC’s permanent Yin or Yang chi. So a normal Wushu activation roll is 1d20+Perm. Yin/Yang Chi+Skill vs. a difficulty based on the wushu power’s level. Wushu also gains bonuses or negatives based on whether it is a signature clan Gift and when elements oppose each other. A ninja throwing a water wushu power at a wall of earth is -4 in his roll because of the opposing elements. The different paths of wushu are divided into 10 general wushu paths and 10 clan specific paths. The general paths are:

Way of Beasts Way of Earth Way of Fire Way of Metal Way of Movement Way of Survival Way of the Unseen Way of the Warrior Way of Water Way of Wood

The clan specific wushu are:

Way of Balanced Scales Way of Caring Hands Way of Ebony Clutches Way of Great Serpents Way of Heaven’s Judgement Way of Immaculate Show Way of Inked Skin Way of Kept Lore Way of Spun Threads Way of Twin Beasts

The chapter finishes with rules for creating your own wushu moves in play. Which is simple guidelines to keeping the wushu balanced with those given in the core book.

Chapter Five: Equipment And Combat (Pages 154-181)

The beginning of this chapter is lists and descriptions for the average items, weapons and armor one would see in the Wu Xing setting. This is then followed by the rules for combat. Wu Xing and the DGS’s main mechanics are 1d20+Attribute+Skill vs a difficulty number is not opposed and vs. the opponent’s roll if opposed. The DGS uses a sort of tick system in combat. Rounds are divided into 20 counts that equal 10 seconds all together. The winner of initiative begins the round on count 1 and then opponent’s start at a later count based on how much lower they rolled compared to the winner. Each action a player may choose has a speed which tells how many counts before the PC may take another action. Some of these actions are light, full and heavy strikes each increasing in speed and damage, aiming, grappling, using a wushu, etc… Players can gain bonuses and negatives in the next round if they had an action saved or if they over shoot their next available action into the next rounds counts. This type of combat adds a lot of exciting and tactical play in real life games; however I would find it a bit tedious to try to run online. The chapter ends with an example of combat a few pages long.

Chapter Six: Antagonists (Pages 182-198)

This chapter provides write-ups for the basic people and creatures player’s may encounter in the world of Wu Xing. There are basic animals such as bears and wolves, basic town folk and guards, stats for the Emprie’s soldiers, basic ninja stats, spirits and celestial animals, summoners and anthropomorphic races, and Oni demons. It seems to be a pretty good coverage and assortment of what a player would encounter.

Chapter Seven: Storytelling (Pages 199-220)

The final sections of the book are dedicated to the GM and give the usual basic advice on mood, themes, hooks, and types of stories. It is good advice, but nothing spectacular or out of the ordinary from most other games equivalent sections. The book finishes with a glossary of basic terms for Wu Xing both in and out of play terms. Next, is a two paged index which seems like a good listing, even though I never used it. There are charts for each fighting style and the bonuses they give each level, a combat count tracker, and character sheets. The last two pages are advertisements for Third Eye Games and for future source books for Wu Xing covering the clans and the Five Kingdoms (Yay!.)

Overall

I expected Wu Xing to be a great game due to my intense liking of Apocalypse Prevention, Inc.; however, I didn’t just get a great game, but one I think I already like even more than API. I really love the Exalted like setting with the L5R’s type of inner clan conflict. The ninja wushu powers bring out the best in Naruto style powers. The setting and clan descriptions hooked me, big time, and I find myself wanting more setting information just to read much less play or use in a game.

Ratings

Style is getting a 4. What is in the book is wonderful black and white art; there just needs to be more of it. I felt like there was less in this book than in API, but that could be wrong in an actual count. If there was more art, or if this wonderful art ever got the full color treatment it would easily be a 5.

Substance is getting a 5. 3EG’s has a track record now of giving you everything you need to play and really get the GMing and RPing gears a rolling while making you hungry for more source books to flesh it out more and more.



Rating:
[5 of 5 Stars!]
Wu Xing: The Ninja Crusade
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
API Demon Codex: Lochs 1st Edition
Publisher: Third Eye Games
by Steven L. [Verified Purchaser]
Date Added: 07/08/2009 22:46:46

Demon Codex Lochs is the second sourcebook for Third Eye Games’ Apocalypse Prevention, Inc. API is a modern setting that some, including myself have described as Joss Whedon’s “Men in Black”. Demon Codex Lochs is the first “racial” sourcebook and it covers the history, culture and home dimension of the fish people known as Lochs.

The Book Itself

Demon Codex Lochs is an 84 paged paperback printed in black and white. My copy is a POD version from lulu.com. I also have the pdf, which is identical. The cover still uses the theme as the first two books which is a black background with a blood spill, along with a burning city silhouette and a centered main theme pic, in this case a Loch. I still really like the covers and the continuing them, it catches my eye while not seeming flashy or going overboard. While having not counted this book seems to have more interior art, and better quality than Canada’s. It might actually be the better quality that makes me think it has more quantity.

Chapter Breakdown

Pre-Chapters (Pages 3-7) The book begins with a 3 page fiction piece that starts the story of Jonah the continuous Loch character through all or most of the fiction pieces in the book. It is a good mood setter for the content. After the short story is the title page and table of contents.

Chapter One: The Endless Ocean (Pages 8-19)

The first chapter is all about the history of the Lochs, known as the Sedrone in their home dimension. It tells the tale of the Lochs mighty Empire in its glory and its fall to oblivion. It describes how many different factors went into their downfall, from disgruntled slaves creating the Contagion to destroy their masters to the conquering of the Sedrone’s Empire by the foreign Voltics. The chapter really brings home a truly alien and foreign dimension when compared to Earth and starts to show a side of API many may have overlooked, that is to say that API can be played in other locales besides Earth. This really makes me happy as I had been rolling around the idea of running API as a Star gate Dimensional hopping squad game. And helping to go right along with my idea the chapter ends with references of API’s doings in the Lochs home world of Domainya. This includes the Agent in charge and a secret base of operations located in Domainya and the Sedrone’s plea to API in helping reclaim Domainya for themselves. The chapter leaves open the future of Domainya and who “wins” in the long run with options such as the slave rebels gaining control, the Sedrone reclaiming their lands, the Voltics retains their stronghold or some other player entirely.

Chapter Two: Mission to Earth (Pages 20-31)

This chapter deals with the races of Domainya and how they interact on Earth and with API. The Sedrone have asked API for their help in reclaiming their Empire’s original lands, as a result API has decided to help them and has made Lochs a legal race on Earth. Voltics have been deemed illegal and a threat due to their conquering ways and their soul stealing capabilities. API spends a good amount of time trying to learn how to stop, use and destroy the Contagion. There have also been many experiments done on the phenomena that Lochs can mate with humans, though the delivering parent is killed. Another problem for the Sedrone is the division in their own ranks. Older Sedrone that remember their home dimension well are very traditional and try to keep Sedrone culture and ways their norm, however the newer generations are becoming Earth otaku and are ditching their own culture for the fresh cool ways of Earth and humans. The more Earth-ized are more likely to respond to the term Loch, where as the older grognards try to keep the name Sedrone and despise the Earth term. The chapter continues with lots of information on the underwater locales of Earth such as API’s many underwater bases and the jealousy of the Ondine, who consider themselves Earth’s natural heirs to the oceans. The Ondine, also known a Sirens or Mermaids, have been on Earth for centuries and do not like the Sedrone and other Domainya races encroaching on their territory.

Chapter Three: Loch Collectives (Pages 32-44)

This chapter describes several groups directly linked to Lochs or Domainya and its races. These are: --The Aquatic Alchemists- Originally a form of magic used only by the Sedrone, Aquatic Alchemy is a powerful magic that has been mastered by the Scryers, one of the slave races of the Sedrone. Aquatic Alchemy allows the user to see the future or gain answers to questions by gutting a living creature and divining the answers from their organs. --Deep Green- Deep Green is a plastic corporation that dumps their toxic waste into the ocean this has caused the deaths of many aquatic races and started a guerrilla war between them. Most at Deep Green are clueless to the real enemy, but some of the high ups have reason to believe in the existence of non-human intelligent races from clues and bodies left from dumps and attacks. This is a good hook line and sinker for an adventure. --Forgotten Tribes- Many Lochs appeared in South America when travelling to Earth. And decided to create a village where they could die in peace, leaving behind much of the beliefs of the normal Sedrone population. And in Peace they lived for many years till a journalist killed their leader. This caused a split in the tribe between those who were weak and close to death and those who would hunt and kill all that got in their path. --Hooks- the Hooks are the Lochs equivalent to an Elite Police force that’s job is to hunt down criminals. With the Sedrone Empire no more they are now more of mercenaries and are often hired by API, especially in instances involving aquatic demons. The Hope Foundation- the Hope Foundation is run by Lochs and has the goal of repopulating the Sedrone race no matter what the costs. They will do anything to find a way to destroy or get around the contagion including some very questionable tests and experiments. --The Red Steps- the Red Steps are those Lochs that came to Earth and saw that humanity was the powerhouse, and decided they must destroy humans. Or at least to make them a slave race in Sedrone’s new Earth Empire. So far API is clueless that this group even exists. --Superior City- Superior City is a large Ondine city in the Great Lakes. Recently the Lochs have been going to battle with the Ondine and trying to take over parts of this area. Little does anyone know that the Ondine are protecting one of their most converted magical artifacts here, the Trident of Poseidon.

Chapter Four: Aquatic Tools (Pages 45-67)

This chapter has playing tips for Loch PCs and new rules for the API game. After the playing tips there is a new Passion, Redemption. This new Passion allows the characters goal to be redemption and it is good it was added as many Lochs would probably be trying to fulfill this goal. After this are new Gifts and Drawbacks for Lochs and other aquatic demons. Next is new aquatic equipment including cybernetics. Next is a list of Aquatic Alchemy items which are essentially magic items made from living creatures using Alchemy. Next is the Antagonists section giving stats for new creatures and races that may be encountered by the PCs. Last are the playable races they are: --The Linx- the Linx were a Sedrone slave race, in fact they made excellent slaves because a Linx inhabits four bodies instead of one. This makes them capable of doing many tasks at the same time. They do however suffer from small frames and stature.

--The Ondine- Original Earth Aquatic race, the Sirens do not like the other aquatic races coming into their territories. Ondine can grant other races to breathe underwater and have voices that are beautiful.

--Scryers- Scryers are another of the Sedrone’s slave races and self taught masters of Aquatic Alchemy. They have the ability of magical sight allowing them to see any magical creature or traces of recently used magic.

--Voltics- the Voltics are even more brutal in the conquering since than even the Lochs. Their ability to siphon the life out of creatures is too be feared and the major reason they are illegal by API’s standards.

--Half-Lochs- The last race are the Half-Lochs. A rare occurrence of the mating between a human and a Loch can result in a Half-Loch being born. They look closer to human with some Loch qualities like tougher skin or webbed fingers, but they gain an ability neither parent has, the ability to Chameleon.

Adventure One: Deep Run the Tunnels (Pages 68-73)

The first adventure takes the PCs into Domainya and API’s secret HQ there, the Box. It is a good introduction for the PCs to the world of Domainya and the foreign culture and alien ways of the world. The PCs will encounter the rebels and come face to face with the Voltics.

Adventure Two: Jaws snapping in the Dark (Pages 74-79)

The second adventure pits the PCs against a “mad” scientist and his experiments on Lochs. His horrible and vicious mutants start a trail of blood and murders that the PCs must investigate to find what and who is behind it all.

Index and 3 Advertisements (Pages 80-84)

The book finishes with a 2 page index and advertisements for Third Eye Games, 3EG’s T-shirts, and the next sourcebook API Worldwide Europe releasing in June.

Overall

I was expecting the racial books to end up like Vampire the Masquerade’s clan books, but have been very surprised that it has ended up being more of a race book and a dimension book. I had the original feeling from the core book and Canada book that the author expected play to always stick to Earth, but this book has shown me quite the opposite. Domainya is heavily detailed and the book makes for describing and conveying a very foreign world ripe for the PCs to explore.

Style I am giving a 4. The artwork was much better in this book than the previous sourcebook and there were no serious problems of the Black and White artwork not printing well such as had been in the other two books. The cover is eye catching as always.

Substance gets a 5. API has been a very exciting setting for me. I absolutely love the world and the more I get the more I like it. It has a lot of potential and is a type of setting I don’t feel has been beat to death. This book did a good job of bringing a lot more uniqueness to the setting and has me waiting for more.



Rating:
[5 of 5 Stars!]
API Demon Codex: Lochs 1st Edition
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
API Worldwide: Canada 1st Edition
Publisher: Third Eye Games
by Steven L. [Verified Purchaser]
Date Added: 03/28/2009 14:40:20

API Worldwide Canada is the first sourcebook for Third Eye Games’ Apocalypse Prevention, Inc. Apocalypse Prevention, Inc., known as API from now on in this review, is 3EG’s first setting. It has been floating around the internet as being “Men in Black” as if done by Joss Whedon, and I think that is an almost perfect description. While the corebook covered the United States in detail, API Worldwide Canada covers…well Canada.

The Book Itself API Worldwide Canada is an 84 paged paperback printed in black and white. My copy was a POD from lulu.com. I also have the pdf, which is identical. The book sticks to the same cover theme only instead of a world map of blood we now have a maple leaf design in blood. The cover is simple, but something about it still drags my attention towards it same as the corebook. The interior has just enough art as to not seem lacking and ranges from the average to a couple of really nice pieces. This book is crammed full of information and provides a lot of ideas and details for only 84 pages (2 of which are index and 3 are ads.)

Chapter Breakdown Pre-chapters The prologue is a 3 page short story that really helps set the mood for the book, the writing is done well and really helps convey the mood of the setting. Small paragraphs throughout the book add to the continuation of the prologue story. After the prologue is the title page and table of contents.

Chapter One: A Look at Canada (Pages 8-19) The first chapter is a brief overview of Canada. It delves into each province and talks about local customs, misconceptions about Canada, crime activity, and other important aspects of important cities and locations. I am by no means an expert on Canadian history, to be honest I am not even a novice, but this chapter helps me feel like I understand the basics of the country and its cities. The chapter gives the impression the author did a lot of research and an excellent job in choosing what was important in giving the reader a basic Canadian overview. There are tidbits of setting info also placed throughout this chapter to make real life Canada and the setting begin to blend.

Chapter Two: Inside the Company (Pages 20-31) This chapter goes into detail about API’s history in Canada. It explains how the Great Strategist of the Circle of Ten came into power over the Canadian branch of API. It goes into current events for API in Canada and explains how their procedures differ from API in America. There is a small sidebar adding some Canadian specific Elite techniques, for those who wish to play one of API’s Elite in Canada. In this chapter a quick mentioning of TUTI, The Thing Under the Ice, is mentioned and explained more later. The phenomenon known as the Aurora Borealis is given some detail and is possibly a magnet for demon’s souls who die to closely to it, Spectrals beware. Next is a description of the Canadian HQ. Virtually all mundane entrances and exits have been eliminated from the HQ and Mirror magic has become the main form of transport to and from the HQ. The HQ also houses a large prison know as the Pods for demons captured by API. Next is a description of how each race is represented in Canada, for example, Burners are rare due to the cold, but Wolf People and Taylari are more prominent. The chapter finishes with write-ups for important NPCs in the Canadian branch of API.

Chapter Three: Groups and Organizations (Pages 32-42) Chapter three goes has descriptions for some of the major groups in Canada. There are five total groups explained, the Alpha Pack, TUTI, The Ordo Cryos, Leylines.Org, and the Two Thousand Sleepers. The Alpha Pack is basically a term given to the strongest Wolf People civilization in Canada, if you can call it a civilization. It is basically a collection of the strongest clans working together (for the most part). They are very protective of their territories, but are on somewhat good terms with API. The Thing Under the Ice (TUTI) is basically a large cthulhu-type monster buried under the ice and land of Canada. TUTI sends its pawns to try to spend up its release from its icy prison and has various worshippers and minions to do its bidding. It is considered to be a major threat to API, but one wonders if they understand what they are up against. The Ordo Cryos, my personal favorite, is a group of scholars who studied magic to further cryogenics turned environmentalist. Their goal is to cool the climate of the entire world and stop global warming, all from behind the scenes. They try not to drag any attention their way, but their work goes directly against the cults of TUTI. Leylines.Org is an organization that specializes in the magic Paths of Mirrors and Portals to create a transportation business for Demons and in some cases API. While their main mission is claimed to be locating and helping explorers lost in the wild of Canada, API suspects them of many illegal activities such as smuggling contraband or illegal demons. Leylines.Org is about profit first. Last is the Two Thousand Sleepers, a group of Taylari who believe that the Taylari Mortus form is holy. They also consider the Long Night, the period of less sun in the northern area, as a Religious event for worshipping death and sacrifice others for group feedings. While many of the group’s activities would of course be against API law, most live completely legal lives and do not break API law.

Chapter Four: Canadian Toy Box (Pages 43-65) This chapter begins with rules for Snowfall, Avalanches, Frostbite, Snow Blindness and many other effects from cold weather. It has rules for combat in snowy or icy conditions including new techniques for those familiar with fighting in these conditions. Next is a list of equipment, including cybernetics specific to Canada or colder regions. The next section is descriptions for monsters and other antagonists for the area. These range from Fenris Wolves to minions of TUTI. After that are new Paths of Magic and their spells. The new Paths are the Path of Elements: Ice, the Path of Fractures (a Path specific to the Husks explained later), more spells for the Path of Mirrors, and the Path of Shadows. The last part of this chapter introduces 2 new legal demon races and 1 illegal demon. The first are the Husks. Husks are demons that resemble statues; they must crack parts of their bodies to form joints to be capable of movement, and can re-heal these cracks when stationary. They are capable of breaking parts of their bodies off and these parts can act independently from the rest. Wendigo are the second legal race and are a people who teeter on the break of berserking for fresh meat. Those who work for API have been neutered in a form to try to help them stave off their appetites. When a Wendigo does eat raw meat they transform into their Behemoth forms, becoming meat eating monsters of destruction. The illegal race is the Infected. They appear to be normal humans but are actually minions and spawn of TUTI. The spawn of a TUTI slug impregnating a human woman creates a child that must live on a diet of human hearts. These Infected exude an Aura of Infatuation, making many people follow, worship or simply care for the individual. This makes finding hearts easy and often ensures the Infected’s survival.

Adventure One: Danger at the Mine (Pages 66-71) I did not read the adventures into great detail, but did give them a quick once over. This adventure seems to be a good one shot that would give new players a good example of what a basic “adventure” for API in Canada might be. It fits well with the setting and good easily lead to a much longer campaign.

Adventure Two: Splinter (Pages 72-77) This adventure appears to deal quite a bit with magic and introduces the players to the Husks. It has a lot of magical travel and a “stop the super villain” type feel. It seems it would take longer than a one shot, most likely two or three sessions, but still seems it could be very fast paced. IT also fits the setting very well.

Epilogue (Page 78) This finishes the fiction began in the prologue and continued throughout the book.

Field Report Form (Page 79) A blank field report form to copy and print. This can be a tool to add some realism to your players. It can be used to make your players fill out reports to their superiors at API. This in and of itself could start adventure hooks.

Index (Pages 80-81)

Advertisements (Pages 82-84) The first ad is a general ad for Third Eye Games, the second is for API t-shirts from Ziraxia.com, and the last Is for the next sourcebook; Demon Codex: Lochs.

Overall This book is crammed full of ideas. There is no wasted space. Every page had me excited with a new idea, adventure hook, or just feelings of “wow”. It really did a good job of presenting API’s Canada setting while also giving a good rundown of Canada’s actual geography. It continues the Whedon’s MiB vibe and has me excited to run or play the game using this setting. 3EG’s has claimed they are working on a rigorous release schedule and plan to have 5 more sourcebooks out before the end of the year, if they all turn out equally as good as Canada I will be very happy. A couple bad things were there are a few typos, but still way below my annoyance level and way below some companies’ books I have. Again some of the art pieces look like they were originally wonderful but didn’t transition to black and white print as well as the artist and author might have thought.

Style I will give a 3.5(4). The cover is very nice and the inside art for the most part is wonderful. It gets a 3.5 because some of the artwork was too dark for the B&W print and appeared slightly bad when printed and because there is less art in it than the corebook. The layout is a very nice two column layout easily read and pretty to the eye. Again this book is crammed full of information and makes the less art “hit” not as bad.

Substance gets a 5. This book has a wonderful setting. That has had a lot of thought put into it. The book is crammed with so many good ideas and fun plot hooks that it should provide hours and hours of enjoyment.



Rating:
[5 of 5 Stars!]
API Worldwide: Canada 1st Edition
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Apocalypse Prevention, Inc. 1st Edition
Publisher: Third Eye Games
by Steven L. [Verified Purchaser]
Date Added: 02/20/2009 11:09:08

API: Apocalypse Prevention, INC. is the core book to Third Eye Games’ first setting. It provides all the rules needed to play. The Book Itself Apocalypse Prevention, INC. (known from now on as API in this review) is a 184 paged paperback printed in black and white. I received mine from lulu.com; it can also be bought at Studio2’s website as a print on demand. Both sites have the pdf for cheaper as does the usual pdf RPG sellers such as Drivethru. As of this review it can be ordered also on Amazon and should soon be available in FLGSs. The cover art drags my attention to it even though it seems simple. The interior art ranges from the average (some due to not translating as well to B&W) to some art being very good and reminding me of styles seen in Exalted and Shadowrun. Each page in the book contains a background imagine of a blood splatter, to some background imagines will bother them, but in my case it was not distracting and added a nicer “feel” to the books look to me.

Chapter Breakdown Pre-Chapters Before the actual chapters get started there are a few sections. First is an API In Brief section, giving a quick summary of what you are about to read. It includes summaries of the setting, mood of the game, a list of the playable races and a quick summary of the base mechanic for the Dynamic Gaming System (DGS). The base mechanic is 1d20 + Attribute + Skill vs. a Target Number of 10, 20, 30, or 40. Next is the usual “What is an RPG?” section including an example of play? And last is a Stock letter written to new API agents from the CEO of the US branch, helping set the mood for the setting contained within the book.

Chapter One: Character Creation Character creation is broke down into five steps. Step one: Concept, Passion, and Race Concept is coming up with the original idea for your character. Do you want to play the tough guy, or the smart scientist or something in between? Is your PC male or female? What kind of history do they have? Passion is what drives a character to be motivated. It is what moves their lives and makes them choose the decisions they make. These range from those obsessed with Death, to those in Love with another, to those who will do anything for power. Experience bonuses are given to those who play their Passions well during sessions. Passions can also alter do to events that happen to the character. Love may have driven the character, but when the object of his emotion was murdered, he may well have become obsessed with the death of those responsible. In API there are 10 races (anything not human is called a Demon, whether it alien, actual demon or dimensional hopper) to choose from: Humans- Us Burners- Fire demons from another dimension that escaped enslavement and are often now Earth patriots. Changelings- Shape shifters who are thought to have lived beside humans for centuries. Lochs- Large fish people who at one time were rulers over many creatures. They were almost made extinct by an act of bio-terrorism and now work with API for a solution or cure to their problem. Spectrals- Ghosts, spirits that did not enter the afterlife. They seem heavily influenced by the movie “Ghost”. Taylari- Living vampires that break the mold on what most games would call a vampire. Wolf People- Werewolves with an unknown past.

These first seven races are considered legal races to API, they can be granted citizenship of earth and often work with API as agents. These last three races are considered to be illegal.

Carriers- A race of demons that survive by eating disease. Oracles- Demons that can for see the future Tark- Huge juggernauts that are known to steal babies.

Step Two: Distribute Attributes

API uses six basic stats. Power (POW), Agility (AGY), Vigor (VIG), Intellect (IQ), Insight (INS), and Charm (CHM). Players use a point buy system to purchase their attributes. Which are on a scale of 1-10.

Step Three: Distribute Skill Points

Players then assign skill points to a list of 20 skills and 12 possible combat styles. The skill list seems to be a nice compact list of skills that when utilized with the specialty rules allow for all skills to be covered and characters to not step on each others’ toes in their preferred areas of knowledge. Combat skills include Fighting Styles and Weapons Styles which represent training in their perspective area. Fighting styles range from being a street fighter to an Aikido master. Weapon styles range from knifes to ranged weapons to swords. Each style gives bonuses to the characters sub-attributes and combat bonuses.

Step Four: Bonus Points

This step is where you spend additional “Bonus” points buying Gifts, raising skills or attributes. More bonus points can also be had by taking Drawbacks. API includes a pretty exhaustive list of Gifts and Drawbacks for the players to choose from.

Step Five: Calculate Sub-Attributes and Combat Bonuses

In this step you calculate Sub-Attributes: Health, Initiative, Movement, and Stamina and calculate Combat Bonuses: Strike, Parry, Dodge, Roll, and Grappling.

After step five fleshing out the PC and buying some equipment finishes out the character. In API equipment can range from normal everyday items to API issued Sonic Memory Scramblers to making your PC a cyborg. Cybernetics are very real in the world of API and some agents use them. There are also seedy “cyber-docs” who work underground giving people cybernetics of lesser quality.

Chapter Two: Combat

API uses a sort of tick type of system for combat. Each round has 20 “counts”. The winner of initiative rolls goes on count 1, which sets the base for everyone else. Each other player decides which count they start on by adding +1 count per 4 they rolled less than the winner. During combat each action has a speed total and a stamina cost. The speed determines how many counts must go by before they can take another action (as long as they have another action); an exception to this is magic. Magic actions do not occur until the speed time is up, instead of normal actions where the wait is after the action. And the stamina cost depletes from their stamina sub-attribute. Reactions such as dodging and parrying do not count towards a player’s actions per round. Reactions are the opposed rolls vs. a characters strikes, with the exception of Taking the Hit which means if the attacker rolls a hit, there is no opposed roll and the defender does not lose any counts due to the speed of a reaction.

The count system can at first look to be too complex or time consuming, but on a little thought and testing, I find that it is actually very quick to get use to and offers a very fun combat system with lots of strategy based on which actions to take. The action list is exhaustive and there are many things one can do in a count.

Damage comes in two rating Lethal and Non-Lethal. Armor also has two rating corresponding to the two damage types and how much they block of it.

Chapter Three: The World of Magic

This is one of my favorite aspects of API, Magic! Magic is broke down into Paths. Each Path is based on a type of magic or theme. Such as the Path of Health for healing and The Path of Blood for Taylari vampires blood magic. All Paths are further broke down into 3 “Circles” or levels. Level one is the novice levels while level 3 is the master. Magic costs Mana which is directly converted from a PC’s Stamina. The higher the Circle the magic user has unlocked, the better the conversion.

The best part of magic is that using bonus points, a player can purchase upgrades for their spells affectively making the spell unique to them in some way. Altering the speed, range, damage, etc… to customize the spell to their liking.

Also it seems unlike most games, magic and cybernetics can easily coexist within the same character.

Chapter Four: API Organization

This chapter is the setting. API is set within the modern world, but it is different than what we know. To the common citizen the world is the same as you or I know. But behind the scenes is the world of API. Demons from all sorts of dimensions and portals exist a lot living amongst us in the normal society. API are the law enforcers, the security, the lawyers, and the law that handles all of these demons. They investigate disturbances, they enforce API law upon all demons, they arrest or destroy those that are illegal or dangerous to society and keep it all hidden from the eyes of the general public. Think Men In Black meets Hellboy meets Stargate SG-1 and you’re started on the right path.

The API organization was started by the Circle of Ten with the same original principals of today’s API. There are 10 main headquarters around the world for API each headed by a descendent of a member of the original Circle of Ten. These headquarters are based in Capetown, Coloma (US), Kyoto, Lagos, London, Montreal (sourcebook is already out for Canada and I will review later), Moscow, Delhi, Rio di Janeiro, and Mongolia. There are also two smaller and secret HQs in China and Australia.

There is several pages on what being an agent means and how the organization works; it also gives rules on making an API Elite Agent. These are long time most decorated API veterans who can take their own type of fighting style called Elite. Elites are the best of the best humanity and API has to offer in the API cause.

Chapter Five: Demonology

This chapter goes into more detail of the races. It talks of their history, their cultures, why they are on Earth and what their roles often are in API society and normal society.

Chapter Six: Telling Stories For API

This chapter gives basic GM advice for how to run API and how to set different moods or run different types of games using API. It also includes stats for animals and antagonists. The three illegal demons rules are located here as well instead of being with the legal races in the first chapter. The book ends with a Random Demon making chart, a glossary of terms and an index.

Overall

This book is an amazing game. The DGS system is truly quick and easy, but yet has a combat system that adds lots of strategy and fun without a tremendous amount of complexity. The author seems to have taken a lot of ideas from his favorite systems and improved on them in his own way. The stats while looking like renamed DnD stats work in a much more freeform and different way because of the DGS’s base mechanic which resembles more of a Unisystem style. The skill list is kept more compact like modern games and with specialties reminds me of a Unisystem/Shadowrun mix. Combat Bonuses and Combat Styles would make Erick Wujcik proud were he still with us to read this game.

The setting and Action Horror with a twist of humor is not one often seen and after reading this book is a very welcomed sight in my collection. It takes flavor from lots of places. Men In Black, Hellboy, Stargate SG-1, Witchcraft and the World of Darkness. It steps on the toes of none of its influences and brings a whole new feel from the hybrid mix it seems to contain.

Third Eye Games has been very quick and friendly to respond to any questions or comments on API and with one sourcebook already out and more planned on a regular schedule this game and company I believe will grow to be a well known name in the RPG hobby. Not only will I run this game, I am already starting to convert other settings I have to the DGS rules.

Style I will give a 4. The cover is very nice and the inside art for the most part is wonderful. It gets a four because some of the artwork was too dark for the B&W print and appeared slightly bad when printed. The layout is a very nice two column layout easily read and pretty to the eye.

Substance gets a 5. This book has a wonderful setting. That has had a lot of thought put into it. This setting will provide hours of enjoyment and allows play in several styles and moods. The DGS system is simple yet strategic system that anyone can learn and have fun with. It allows for easy house ruling or conversion based on its point based system and ease of which all things integrate into the base mechanic.



Rating:
[5 of 5 Stars!]
Apocalypse Prevention, Inc. 1st Edition
Click to show product description

Add to DriveThruRPG.com Order

pixel_trans.gif
Displaying 1 to 5 (of 5 reviews) Result Pages:  1 
pixel_trans.gif
pixel_trans.gif Back pixel_trans.gif
0 items
 Gift Certificates