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API Worldwide: Canada 1st Edition
 

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Average Rating:4.3 / 5
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API Worldwide: Canada 1st Edition
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API Worldwide: Canada 1st Edition
Publisher: Third Eye Games
by Aaron H. [Verified Purchaser]
Date Added: 04/10/2012 15:12:14

The following review was originally published at Roleplayers Chronicle and can be read in its entirety at http://roleplayerschronicle.com/?p=19996.

Worldwide: Canada is a sourcebook for Apocalypse Prevention, Inc. (API) detailing, of course, Canada. But don’t think of this is a geographical reference book as everything inside is geared toward expanding the API setting to the frigid north (in regards to the US of course). If you think about it, Canada is a natural choice for oddities within the API world with its general size and large areas of wilderness. Demons, as they are called in API, can thrive in a land where humans rarely travel. To add to this natural value, the book is filled with great new options including applicable organizations, locations of interest, new races, and two detailed adventures. Even if you don’t want to run a game in Canada, this book is filled with lots of great content that can be incorporated elsewhere.

OVERALL

If you want to confine your Apocalypse Prevention, Inc. games to the borders of the United States, then Worldwide: Canada won’t do you too much good. However, a crafty GM can easily find a way to pull some of the organizations and adversaries in Canada into the northern fringes of the United States. So what does this mean? It means the book is a must have for adventures in Canada and a should have for those near the border. Everything else and it’s just another great addition to your library.

RATINGS

Publication Quality: 9 out of 10 Worldwide: Canada is a well-put together book with a high quality layout and format. There are many minor editing errors, but none that stand out so much they broke the flow of the content. The book follows the same clean, simple layout as with other Third Eye Games’ books and a smattering of great-looking art supports the content. Third Eye Games has a tendency to stick with simple layouts that are efficient and effective, and look great.

Mechanics: 10 out of 10 Only about 1/3 of the book contains mechanics, but what is there, really adds value to the system (especially the setting). The new mechanics include character races, equipment, adversaries, paths, elite techniques, and mechanics for fighting in the frozen north. These alone are enough to add plenty of value to the sourcebook, but Third Eye Games includes plenty of content to tie all the mechanics to the setting and create a 3-dimensional description of API’s involvement in Canada.

Value Add: 9 out of 10 Worldwide: Canada is a great value for any API Game Master or player. The only drawback, albeit a small one, is that much of the mechanics are tied directly to the Canadian setting making them a little more difficult to adapt elsewhere. Granted, the intent of the publication is to create mechanics that embrace the Canadian setting, but that also means that if you don’t plan on running any adventures in Canada, then much of the content is lost. While this does not make the product less valuable as it is extremely valuable for those running adventures in Canada, it does mean that its use is very specific and not everyone will find it necessary.

Overall: 9 out of 10 Worldwide: Canada is a great addition to anyone’s API library should they want to branch off their adventures into Canada or even just to run adventures that occur within northern regions (or southern regions in the Southern Hemisphere) similar to that of Canada. Players will find new options for creating characters and outfitting them and Game Masters will find a wealth of new organizations and adversaries to throw at those players. It’s an extremely well-rounded product.



Rating:
[5 of 5 Stars!]
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API Worldwide: Canada 1st Edition
Publisher: Third Eye Games
by Thomas B. [Featured Reviewer]
Date Added: 08/24/2010 15:24:22

The Good: Most everything. This is like a "how-to" on adding new and compelling material to a game setting through supplements. All of it is truly optional, but just loaded with amazing plot seeds and character options.

The Bad: Er...it's not in full color, I guess? Seriously, if you like API, this is a no-brainer.

For my full review, please go to: http://mostunreadblogever.blogspot.com/2010/08/tommys-take-on-api-worldwide-canada.html



Rating:
[5 of 5 Stars!]
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API Worldwide: Canada 1st Edition
Publisher: Third Eye Games
by Anthony C. [Verified Purchaser]
Date Added: 01/30/2010 21:56:26

You can find my full review for this product at www.flamesrising.com



Rating:
[4 of 5 Stars!]
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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!]
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