An Endzeitgeist.com review
This huge tome clocks in at 382 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 1 page SRD, 1 page ToC, 1 page "thank you," a massive 10-page index (which helps navigation immensely) and 1 page back cover, leaving us with a gigantic 365 pages of content, so let's take a look!
So what is Alterkine? The simple tl;dr-answer for those of you particularly time-starved individuals would be that Alterkine represents basically a riff/expansion on d20 modern/future-rules.
If you require more precise guidance, let me enlighten you: Intended as a core-book, this massive book is pretty newbie-friendly, providing explanation on multiplication handling, dice-notation and the like in the beginning. Progress levels, swearing allegiance to entities, organizations and the like is covered and, unlike quite a few variants of d20-based games, the pdf provides an occupation-system, which generally modifies the skill-selection and provides in some cases bonus feats. At the same time, occupations sport modifications on the wealth and reputation-ratings of the character...which is generally a pretty cool thing. However, both GMs and players should well be aware of the fact that the respective occupations are NOT properly balanced among themselves: Being a student, for example, is significantly less useful than being a celebrity or being an academic prodigy, with powers ranging quite significantly between the less powerful and more powerful occupations - while this is only realistic, the discrepancy between power-levels still is something I'm not a fan of; particularly since no clear guidelines for the ramifications of changing occupations is provided.
As mentioned, there are fame/infamy-based reputation rules, which pretty much are solid and simple modifiers for relevant Cha-based d20-checks, whether skill-based or pure reputation. Wealth is not handled by direct currency, but rather via the abstract wealth-modifiers. Starting Wealth bonus equal 2d4 and can never drop below 0 - purchasing things can be achieved via wealth-checks, which are d20s plus the wealth rating. Wealth decreases whenever the character purchases an object with a rating beyond the character's wealth rating. Instead of traditional AC, Alterkine has a defense rating of 10 + Dex mod +class bonus + equipment bonus + size modifiers. 3.X's action points are also a part of the system, retaining the +1d6-modification, though some class features also sport this as a kind of resource.
Alterkine retains the classic injury and death-rules regarding fixed negative hit point-thresholds (-10 = death) and massive damage. Conditions, temporary hit points and environmental hazards, from poisons to diseases, lava, drowning, etc. all are explained in relatively simple and easy to grasp terms. Alterkine sporst several races, though going through them in detail would bloat the review unduly, so I'll instead provide basics, all right? The first would be the small, slightly pineapple-shape-headed Aasliy - premium entertainers that also sport a strict emphasis on trust. The setting also supports anthropomorphic animals, though inner-racial balancing is odd, with 1st level flight (sans maneuverability-rating) is part of the deal for some. The salamander-like Faluth may seem honest and guileless, but their +2 to all physical attributes makes them surprisingly powerful - and yes, if you've been following my reviews, you'll note something: The races herein pretty much hit all my pet-peeves: 1st level flight? Check. Lopsided attribute-dispersal? Check. Too strong minmax-gearing towards specific classes with +4s to attributes? Check. Similarly, the orc-like, large Ghasmorgh are very powerful and sexually dimorphic, with females being LA+1, males LA+2 - and again, I was never a big fan of LA, though your mileage may obviously vary. The slightly feline Kidaana-ahe gain predator/wanderer-themed bonus-feats and scent, but at the cost of LA+1 and cybernetic restrictions. Pure Strain Humans get +2 Int, Cha and Con, increase HD by one step, while sentient plants can receive quite a few variants. The races all sport height and weight tables and while they hit several of my pet-peeves, I guess that, with some minor exceptions, they work pretty solidly in conjunction with one another and cover the central tropes you probably want covered - bruiser, carefree guy, weird race, etc. - most bases are covered.
The pdf sports a total of 5 base-class, all of which feature the default ten-level progression of d20 modern/future, sporting good, medium and bad save-progressions, the usual BAB-progressions and scaling progressions of defense-bonuses and reputation-bonuses. The class tend to come with so-called talent-trees, which provide either a kind of internal choice or provide a linear ability progression. The set-up and presentation of the respective talents and classes remains pretty well-crafted, though, particularly should you be used to PFRPG's or a similar d20-games' level of choices, you may consider them, from tech to mystic and scav, perhaps a bit restrictive. That being said, on the plus-side, the classes sport no dead levels.
Alterkine is more advanced than the classic d20-systems, though - the skill-selection provided adheres pretty much to standards closer to PFRPG than D&D 3.X - from Athletics to Analytics to a Culture-skill and Deception, the more versatile skills provided for Alterkine work well and are concisely-presented...and yes, Demolitions Drive are part of the deal alongside e.g. Intrigue and the like. Concentration is also a skill here, though with a decreased emphasis regarding magic, it no longer acts as a stringent non-optional skill-tax on casters.
Now obviously, in such a system, one requires feats - and, no surprise, this book provides a huge array of them - and they are interesting in some cases, utilizing e.g. the new mechanics and materials introduced, though, much like in 3.X's design-paradigm, you need feats for several things that imho should not require them - suppression fire, for example. For each great example that blends a new item's possibilities with relatively neat mechanics, there, alas, are instances where I just had to shake my head: Take the Thunderhawk and Thunderbird Styles - mechanically, they are pretty much identical and don't require one another. The Thunderbird Style has slightly less penalties when combined with another style and less potency (1d2 rounds of stun) and 1 BAB less prerequisite...and that's it. Design like this is textbook filler cookie-cutting in my book and simply wasted space. But that may just be me being a spoiled prick.
The equipment-section of this book, containing gadgets, restriction-rules and weapons from flamethrowers to chain saws and even paint ball guns is extremely detailed - a level of detail also extending to armors...oh, and before I forget about it: Yes, this book sports a huge ton of options to customize the respective equipment pieces, both armors and weapons, in a rather versatile manner. It should also be noted that the pdf is rather concise regarding the presentation of the respective equipment types, for they are grouped by progress level: Playing in a rather regular, modern version? Equipment all grouped in one space; contemporary earth invaded by foes with superior technological knowledge? No biggie. I did not expect the respective sections to adhere to such a smart and well-thought out presentation, so kudos where kudos are due!
The book also provides a diverse array of advanced classes - which would be basically prestige classes by any other name (in case you're not familiar with the concept d20 modern/future uses), ranging level-wise from level 5 to 10 - so yes, combined with the 10-level base-class progression, this makes no attempts pretending that the advanced classes are what you want to get: From Psi-soldiers to road warriors and genetic chameleons, the diversity provided among the significant array of PrCs here is pretty neat and certainly shows off some of the better aspects of 3.X's design-philosophy.
In case you haven't noticed: Beyond the PrCs and significant equipment choices and modifications, customization is the name of the game, which includes, in chapter six, a rather significant array of rules regarding mutations: From carapaces to bird feet and webbed digits, this chapter provides some neat tricks and also represents a rather solid scavenging potential - particularly since, from the rules-relevant to the more exotic or cosmetic, this book sports a huge amount of mutations, many of which I really enjoyed. The balancing is interesting in itself here, at least in concept: Mutations have an MP-cost, which must be paid for in drawbacks taken. At the same time the system thus does lend itself to some serious power-gaming, though thankfully, this is offset somewhat by a GM-control caveat, though, I still do think that some of the new rules could have used a more precise wording: The trunk mutation, for example, nets you "an incredibly strong nose like that of an elephant, with a Strength equal to half your Strength." - So, can the trunk manipulate objects? Wield weapons? Execute slam attacks? No idea. While not the rule, there are quite an array of such minor hiccups and they alas do accumulate. Telekinesis would be another example of a needlessly opaque mutation, failing to specify whether the damage is caused to the moved object, to the target of the telekinesis, to targets in the path of the moved object...while it is pretty clear what the mutation intends to achieve, it is in such instances that this book shows its status as a freshman offering, lacking the precision I expect from rules.
While the massive chapter of psionic talents sports a similarly expansive array of unique and evocative tricks, there is no way arguing past the lack of individual ranges and the precision of some of these simply not being up to par: "Once per week, you are able to compress time around yourself and others, causing it to speed up at a speed of 4 times the normal rate." Okay, congrats, so what are the precise mechanical ramifications of this? When e.g. poisoned? 4 rolls in one round? Can the subjected targets act 4 times per round? I have literally no idea what this is supposed to do. Alas, it's not the only one with such issues. Where's the mechanical difference to the one that allows for the slowing down of time? No idea.
On a more positive note, the chapter of flaws, similarly extremely detailed and comprehensive, sports less blatant issues like this and can, as a whole be considered to be rather well-crafted. Now obviously, cybernetics are yet another crucial factor in the presentation of any setting with even remote scifi-leaning. A given character can have up to 1+Con-mod cybernetic attachments, with every exceeding attachment providing a negative level that also results in the loss of a highest level mutation or psionic power. Cybernetic fall in two self-explanatory categories: Replacements and enhancements. From bladed arms to cryogenic generators, we get yet another vast array of customization options - which, while covering a HUGE amount of ground, ultimately suffers from a similar syndrome as the feats - there are frankly some options that exceed others in potency and there is a bit of filler to be found. Similarly, there are e.g. force fields and the like that cause damage, but do not explicitly state activation actions or feature a save to halve or negate. Still, overall, a very interesting chapter.
The next step, would obviously YET ANOTHER huge chapter, this time dealing with bioware - i.e. biological tweaks of your body as opposed to technical ones. Once again, we are treated to a huge array of such modifications - though, unlike cybernetics, bioware, as presented herein, does NOT feature a restriction - you can, as long as you can afford it, load up on bioware until your purse gives out. From flesh-pockets to tendrils and even undead-servants creating lifedrains, there are some far-out and very powerful options here - and not much guidelines regarding pricing and balance, a practice that, alas, extends to gene therapy. Gene therapy allows for the acquisition of powers, mutations and the like via per se pretty concise short-term-treatment rules that fail to specify how long the application takes to apply. Gene-therapy even allows characters to gain acquired templates...which are powerful, but their acquisition is a pain: Number One: The pdf fails to specify a given cost for gene therapy, leaving me scratching my head. Secondly, each therapy for a template requires something along the lines of 25 successful Fortitude saves versus DC 20 - each failure nets you 2 points of Con-damage (I think, but I'm not sure) . similarly, I'm not sure whether a failure resets the counter; whether the process can be suspended and then, after healing, be taken up again. Neither does the book feature balancing advice for characters with gene therapy versus those without - basically, these look like level adjustment-powerful benefits and we're pretty much left in the dark as to their value.
The pdf then concludes with 4 post-apocalyptic-themed character backgrounds that modify attributes, skills, etc.
Editing and formatting, on a formal level, are top-notch and truly impressive - for a book of this size, the writing is pretty precise on a formal level. Layout adheres to an easy-to-read two-column b/w-standard with copious, nice b/w-artworks I haven't seen before and some neat full color artworks of weaponry etc. EDIT: as per the latest update, the book now has bookmarks!
Jeff Becker's Alterkine seems to have a bit of an identity-crisis as to what kind of book it wants to be. On the one hand, the book begins with the very basics of d20-based systems and seems to have the goal of collecting some rules from d20 modern/future in a big book, preventing the requirement of swapping books. However, were I to judge the book on this premise, I'd have to, unfortunately, say that in this regard the Alterkine Player's Guide doesn't do its job - the lack of activation actions and basic rules for bioware etc. mean that this, in spite of its hand-holding approach in the beginning, becomes pretty much a book that requires some serious rules-knowledge once you get to the huge amount of crunchy nit and grit. At the same time, reprinting material from d20 future supplements mean that groups already having these rules will, once again, resort to book-swapping - so yes, I'm a bit torn as to how to rate this. If taken on its own, Alterkine will certainly result in some seriously raised eyebrows regarding how some of these rules ought to work - I found myself dusting off my d20 modern/future supplements quite a lot in order to make use of the rules herein.
This ultimately also extends to activation and action economy in particular - if one thing irked me to know end during this review, it was the requirement to switch back books to re-establish the basic rules for the vast array of crunch herein and, with the added bookmarks, this can be sued more easily - which nets the book +0.5 stars.
Similarly, while there are A LOT, a TON of options presented within this book, both new and old, the matter of fact remains that some of the pieces of crunch are not up to snuff, filler or simply problematic regarding balancing guidelines and precise functionality - particularly the mutation or the bioware could have damn well used a more precise presentation, especially when the cybernetics chapter does indeed provide basic rules.
Now, all of this may sound overly negative and frankly, it shouldn't be: The new base-classes and advanced classes are well-crafted and diverse and while the book, as a whole, inherits several issues from the base books it utilizes, I have to note one crucial thing: The Alterkine Player's Guide is the biggest, most expansive upgrade for d20 modern/future I've read so far. This book sports a HUGE array of cool material - from the uncommon races to the advanced classes to the vast array of equipment and cybernetics, there are a lot of gems herein and the general rules-language of the "big components" tends to be surprisingly concise and fun; as far as 3.X design-paradigms go, this supplement does a good job indeed. At the same time, however, there are quite a lot of small rules-interactions that do not properly work out, that require clarification. Still, for one, this is a freshman offering - and the book is actually the work of two people: Author Jeff Becker and edited by Max Becker. Against this backdrop, one to truly congratulate the authors - this is a huge accomplishment for such a small team and the fact remains that, in spite of its flaws, you'll be very hard-pressed to find a supplement of this ambition and scope for d20 modern/future, one that oozes so much obvious passion for the system. Particularly, if you're comfortable with making rules-decisions, if you're a GM who has serious experience with it, well, then you will certainly want to check out this vast tome - provided you can get past the exceedingly annoying lack of bookmarks, that is.
As a freshman offering, this certainly is impressive (though the later Alterkine books, which I'll cover as well, are more refined), though its flaws weigh heavily upon the book; still, due to the huge scope, the gems that ARE in this tome and due to being the freshman book by HermaDolph and the lack of a good alternative as far as d20 modern/future-books are concerned, I will settle on a final verdict of 3.5 stars, still rounded down, though.