This was the second addon I got during the Kickstarter for $49. What’s in the box? A book with a scenario and campaign and other information. 2 double sided foldout and cutaway maps. 2 sheets of punchout map markers, a 3 panel Lawgiver Screen, 10 alpha and omega dice with 2 wild dice, 6 pre-generated characters, and a deck of 64 reference cards. The maps are world specific, and not just boxed set specific. The markers are nice as are the cards and dice.
Now to the book. There’s a 2 page preface breaking down what’s in the book. The adventure and campaign are set up sandbox style. You’re given all the information needed to run the scenario and PCs have more free reign on the direction and flow.
Chapter 1 is and adventure: The Tower on the Border. It’s broken down into 4 separate sections and the gist of the adventure (oh, and use the pre-generated characters for this) is you’ve been jailed by the Apes and the lot of you need to stage a jailbreak and escape with the others to safety. There is an Astro-naut they can save and get to a doctor to stop him from dying in the immediate future. They have a couple options of where to go, each with a possibility of being seen and/or captured. While there are set locations, each with potential encounters, it’s up to the PCs to decide their route, thereby driving the events of the adventure. There’s very little “scripted text” so there’s no feeling of being railroaded. They don’t “have to” go to any location, although they don’t leave the jail with any supplies, so they need to scavenge stuff to survive. While players could create their own characters, they are suggested to use the same (or similar) skills as the pre-generated characters, or just use the pre-generated characters to begin with. There are 3 Ape options, 2 Human options, and a Mutant one. For me, this would be a useful introduction to both the game and the system. No need to create characters, and can explain rolls and rules along the way, as well as an excuse to get the players used to each other if it’s a new group.
Chapter 2 is the Ruins Of Tomorrow Campaign Setting. It builds on the events of Chapter 1. It adds more to the sandbox and can even be used to in your own campaign as it gives locations, beings, and creatures to inhabit your world. The gist of the campaign is a group is trying to explode a super-volcano and the PCs can either try and stop it from happening or they can go on a scavenger hunt and get the items needed to escape off-world. It does pick up where the adventure ended and they are being chased by Colonel Uero (Gorilla) and his troops. He won’t stop until the PCs are caught or killed or something similar happens to him. The first section of the campaign is “Into The Forbidden Zone” and traverse it in the direction of choice to try and accomplish their goals… As they are being pursued, there is a 1D6+10 roll to see how many hours ahead the group is, and the time can adjust either way based on the PCs action. There’s a full page dedicated to “Escape To The Stars,” all the steps needed to getting a spaceship in working order to fly off if they decide to do that. New locations include: The Gleaming City, The Sea of Sands, and the Under Ocean. There’s even Fortress Liberty, which houses a fortified nuclear bunker. The water there is still good, but half the food is rotten. All in all, there’s enough in this chapter to allow for many different campaigns.
Chapter 3 is the LAWGIVER’s Toolbox. It includes 3 new Archetypes and some environment zones, and effects in the Forbidden Zone. There are fission caves, mine fields, volcanoes, and others mentioned in the chapter. There are Zone appropriate tables, and dice to be rolled for effects.
Chapter 4 is The Unknown. So, exactly what is in the Forbidden Zone? Grab some dice and start rolling to create your randomly specific biomes and what’s in it. Choose from Aberrant, Aquatic, Forest, and Tundra sub-biomes and create from there.
Chapter 5 is The Seeds of Civilization. In this chapter, you can create your own specific Planet of the Apes, or at least create other nation-states that aren’t Simia.
Chapter 6 is campaign and adventure tables. Distances between locations and encounter tables are found here and it’s effectively both sides of the back cover. Last but not least is the LAWGIVER’s Screen. It’s pretty healthy sized and has virtually everything one needs without referencing the book too often, which is as it should be. I initially had only backed for the Core Rulebook and decided I wanted everything I felt I needed to go full immersive. I can live without minis (possible blasphemy, I know, but I’ve never run/played mini heavy RPGs) especially if given an alternative to use. So, in my mind, this and the ANSA Files Sourcebook were all I needed to pair with the Rulebook to go full immersive. I think this gives serious bang for the buck considering everything in the box. The 2 books offer some serious bang for the buck as well, in my opinion. These have all run a little longer than usual, but I think it’s a testament to how much they packed into each offering.