An Endzeitgeist.com review
This huge expansion for the D20 Modern/Future-based massive Alterkine rules-cosmos/setting clocks in at a whopping 128 pages of content, 1 page editorial, 1 page SRD, 1 page list of thanks, 1 page ToC, 1 page blank, leaving us with 123 pages of content, so let's take a look!
Now, I assume familiarity with d20 modern/future as well as Alterkine's player's handbook in this review, so if a particular mechanic or reference seems opaque to you, kindly check my review for Alterkine's Player's Handbook. All right, so, I generally liked the occupation-system as provided in the Alterkine player's handbook and this time around, there are a LOT more of them to choose from: Whether as a trusty employee of L-Mart, as a girl/boy scout or as a bohemian (which was my profession of choice for quite some time) ...or as a scream queen or ranch hand - the occupations herein are diverse, interesting and superior to those presented in Alterkine's Player's Handbook by a long shot regarding the quality of their design: You see, while not perfectly aligned, they generally provide them same level of benefits; there are no truly superior occupations herein, with all of them providing generally balanced benefits that juggle bonus feats, wealth and reputation bonuses as well as skill bonuses (and even cap-increases for skills). Overall, this chapter shows some serious growth as a game-designer when compared to the base book.
After this rather refreshing chapter, we are introduced to 3 new 10-level base classes, the Charmer, the Investigator and the Trooper. The Charmer receives 1/2 BAB, Fort and Ref-save-progression, 1 d6 HD, 4+Int skills and 6+ 1/2 level action points as well as Simple Weapons Proficiency, defense bonus scaling up to +3 and reputation bonus scaling up to +5. Charmers alternate each level between getting a bonus feat and a talent. Talent-wise, charmers are obviously geared towards being party faces - with skill-enhancers and personal assistants, they are a pretty diverse lot. Additionally, talents are grouped by talent-trees that allow you to mix and match or poach in one to switch to the other: Whether crowd-pleasing crowd-control of counter-terrorists, an ambassador's information access, proper diplomatic training, social chameleons, nobles or journalists, the diverse array provided is pretty impressive.
Fret not if you're a fan of the original base-classes, mind you: Drifters, Mystics, Scavs, Warriors and Techs also receive expansions to the talents they get, some of which certainly are on the more impressive side regarding their concepts: Following the drifter's animalistic body talent tree provides not only boosts to physical attributes, but also a bite and even a regeneration-like healing factor, one that thankfully is not proper regeneration, avoiding that particular hornet's nest...Still, in conjunction with any HP-sharing mechanic, this one means infinite healing for the group. Slow, infinite healing, yes, but still - particularly in d20 modern/future, which values hit points higher than base d20 due to the relative scarcity of healing options in quite a few of the supported campaign styles, this is problematic. On the plus-side, quick wall crawling and further enhancing lycanthropic powers (including options for size large shapes) and wild shape - the number of options is significant and while there are minor issues like the one I mentioned before, overall, they are more concise and internally balanced than the ones provided in the original book.
Undead controlling cultist mystics, monk scavenging and exorcisms feel like natural fits, but I was particularly enamored with the lucid dreaming/dream -themed options for their huge narrative potential. Scavs with their duelist talent tree or the bardic knowledge-like explorer make sense...oh, and there are the illuminatus-themed talents, which focuses on reputation, deniability and deception.
If you're suffering from some sort of insanity, you can go for the lunatic's talent tree, which provides a truly devastating barbarian rage-transcending rampage - but, horribly, it cannot be stopped or willingly initiated, instead being triggered by stress o things the GM determines. While power-level wise brutal (+6s to attributes...), the lack of control on the player's side makes this one not only neat for GMs, but also for players and groups that enjoy story-driven aspects more than direct control. Still, a GM should handle this one's power with care. Techs may elect to specialize in fraud-related talents, data specializations...oh, and they may now build robots via pretty concise and easy to grasp rules! Further rage control for the warrior, a bodyguard's tricks and taunting specializations may look pretty neat, but compared to the at times downright inspiring talent trees other classes got, this one feels a bit more conservative in its concepts.
The Investigator gets 3/4 BAB-progression, 1/2 Ref- and Will-save progression, defense bonuses scaling up to +5 and reputation bonuses scaling up to +4 as well as d8 HD, 6+1/2 level action points, 4+Int skills and simple weapon proficiency. like the charmer, these guys alternate between talents and bonus feats gained each level. Talent-wise, we get the whole shebang we'd expect from a class of this name - from forensics specialists to detectives and brilliant medical examiner, we get detailed crime scene analysis and intuition-based talents for the profiling of adversaries. Story-telling wise, there is some serious potential here- enough to make an all-investigator TV-crime-procedural-style campaign, in fact.
The trooper gets full BAB-progression, 1/2 Ref- and Fort-save progression, defense bonuses scaling up to +7 and reputation bonuses scaling up to +2 as well as d10 HD, 6+1/2 level action points, 3+Int skills and personal firearms proficiency. Like the charmer, these guys alternate between talents and bonus feats gained each level, though the list of bonus feats is significantly more expansive. Unsurprisingly, trooper talents focus more on the...let's say, martial bent of things. However, the class does feature a talent tree that should have quite a few of you, my readers, grin: There actually is a Colonial Marine talent tree here, which boils down to being basically exactly the Starship troopers toolkit you'd expect. Similarly, dead shot sniping and really deadly sniper tricks as well as heavy weapon specializations can be found here, though I consider not all talents with similar requirements to be of equal value here.
The skills of Alterkine also receive some coverage, with suggested skill-uses/basic discussions being rather solid. Obviously, such a book also contains feats: A LOT of them. The pdf provides no less than 9 pages of them - though here, the general quality is somewhat less than in the material introduced so far: From bland "+2 to Acrobatics" to an unnecessary rename of "Greater Two-Weapon Fighting" to "Two-Weapon Mastery," there is some filler to be found here. On the other side, perfect memories and implanting a (too short-lived) doubt in foes are pretty cool concepts. Still, a mixed bag in my book.
Now, the book also sports spells, many of which take existing spells and tweak them for Alterkine's purposes - confusion, for example, has its casting duration lengthened. The spells herein mostly represent such minor tweaks, which, while not bad per se, do feel like they could have been done sans reprinting the spells - all in all, this is filler and would have been better served by a general conversion guideline.
The final section of this book is massive - and is all devoted to advanced classes, which obviously follow the 5 or 10-level formula. Since going into the mechanical details for each would bloat this review beyond belief, I'll cover them in broad strokes. The first one herein would be the assassin, who can use action points to deal Str-damage, gets better sneak...and is surprisingly bereft of actual assassination tricks. No insta-kill moves here. The Casanova is a brilliant master of seduction and information theft, while both chaplains and commanders represent different styles of the commanding fighter with authority trope, one spiritual and one worldly. Here would be as good a place as any to mention a particularly annoying formatting/layout-decision: The respective class tables lack the names of the classes they belong to and are at the bottom of the respective class entries, meaning you'll sometimes see a new advanced class and the table of an old one on the same page, with the new class's table following a page or two later - cosmetic, sure, but needlessly opaque. Note that this is not always the case, which makes getting the right table a tad bit more annoying.
The commando is a solid fighter-ish one that learns precise damage output control, while the con artist is a solid face for the party. The crusader can be pictured as the paladin-lite with action points, focused on a certain idea/religion, while fighter aces are exceedingly capable pilots, who, at high levels, may go down in devastating blaze of glory-style ramming actions. The goodfella is a nice mobster-themed class, while grifters are specialists in legal loopholes and the acquisition of items. Gun Dancers are pretty lame dual wielding of firearms-type of guys that get abilities they require when the character already has spent the feats - these guys should offer their benefits as a base class, not as an advanced class...oh, and only, the ability for the Third attack is called "Greater Two-Weapon fighting", making nomenclature inconsistent with the pdf's feat-redesign.
Similarly disappointing, the Gun-Fu Warrior takes until 5th level to gain a unique ability that actually represents Gun Fu...and does so in a pretty bland manner. Similarly, while I enjoyed the concept of the law dog, the sheriff-style enforcer, I consider the actual abilities to be none too exciting. The Martial Arts Master, with varied means of using ki, is more interesting, though I really wished more space was devoted to the concept - 5 techniques are a bit few for someone spoiled by the huge amount of options most contemporary designs offer.
The mastermind, surprisingly, is most about minion progression and reputation - which is good and all, but crazy prepared, contingencies or the like would have been thematically fitting. Ninjas are particularly lethal and agile in a solid representation of the concept, while high-level SpecOps emphasize survival and taking down targets silently at higher levels. Spellslingers can enhance their guns and imbue spells in the bullets they fire, while terrorists are just that - unpleasant bastards with a network and several disturbing tools of their trade...including the manufacture of bio weapons. The warmaster is all about pain and torture and the decidedly unheroic sides of warfare. Weapon Masters are weapon specialists that can maximize a damage of weapons a limited amount of times day. The advanced classes section ends with a relatively solid note pertaining the xenobiologist and her specialization of healing and using medicine.
The book closes with a handy index.
Editing and formatting are very good for a book of this size. Layout adheres to an easy-to-read 2-column b/w-standard and the pdf sports numerous unique, nice full-color artworks. The pdf comes fully bookmarked for your convenience with detailed, nested bookmarks.
Jeff Becker's expansion to Alterkine is superior in almost every way to the base book: The occupations and a huge amount of the options provided herein are simply more streamlined and feel more concise and often, simply more interesting, covering a diverse array of nice topics and character concepts. Similarly, the new base classes and their talent trees make them feel more diversified, more unique and interesting - the respective talents basically amount to free-form archetypes.
At the same time, the expansion does sport some unnecessary filler material that ranges from reprints and renamed feats to very minor tweaks that could have been covered more efficiently. Beyond that, the pdf offers a somewhat strange gap between base classes and advanced classes - where the base classes and their talents are now significantly more modular (particularly considering the material from the core book), the advanced classes feel very niche in a couple of cases, particularly since there is some overlap between the respective concepts: Assassin, ninja and SpecOps do similar things in similar niches, for example - making them more modular allowing for player choice would have been more elegant, particularly since e.g. the assassin is arguably weaker/less interesting than the ninja and specops operator.
More modularity among them and more pronounced advanced class abilities would have made this chapter nice - particularly since quite a few abilities offer relatively small benefits as opposed to truly new things to do. This, alongside the minor hiccups among the talents, ultimately remains the most pronounced flaw of this book.
That being said, at the same time, this is an expansion of Alterkine/D20 Modern/Future that definitely makes sense and feels like a significant step forward for the setting and its mechanics, with the increased design experience definitely showing. The classes, crunch, just about everything, is mroe interesting, more streamlined than in the first book. How to rate this, then? Ultimately, this book, to me, is pretty much a mixed bag, but one that remains on the positive side of things due to some of the truly awesome talents: The fact that this lets you play CSI, Criminal intent, Profiler, etc. with one class alone and retains the fact that all characters are different alone should probably make this worthwhile for quite a bunch of people out there. In the end, this may not be perfect, but it is a worthwhile purchase for those interested in modern/future gameplay. My final verdict of 3.5 stars will be rounded up to 4 for the purpose of this platform.
[4 of 5 Stars!]