In this review we talk about the External Containment Bureau (ECB), a paranormal investigative role-playing game where you play the agents of a secret government office.
The game was published, in English, by Mythic Gazeeter and localized in Italian by Grumpy Bear whom we thank for providing us with a review copy. We recommend that you follow them on their Instagram page and official website to stay up to date.
You can buy ECB at $20 USD in PDF on itch.io.
External Containment Bureau Structure and Aesthetics Review
ECB comes in a convenient 56-page A5 format completely in black and white. From the point of view of writing, the manual is clear and concise; it does not extend into various frills and this allows you to fully enjoy reading.
A great point in favor is the careful and precise use of bold, lists and tables to facilitate and help in the comprehension of the text. We would like to point out that within the manual there are also three very simple but perfect missions to start the game and begin to become familiar with.

From a graphic point of view, the manual is very pleasant and returns the atmosphere of the game very well. In fact, he seems to be holding a secret government file in his hands. Illustrations, all in black and white, are pleasing to the eye and allow you to immerse yourself even more in the game world and maintain a consistent style throughout the text. The only colorful element is the cover: a very pleasant choice.
The Game System
ECB uses the Forged in The Dark (FiTD) system, made famous by Blades in the Dark, as a system, but adapting and simplifying it.
FiTD is a very quick and simple system; only d6 is used and allows players great narrative freedom, even influencing the game world.
In ECB, compared to other securities, we do not have characteristics. In fact, the Agents (as the PCs are called) will build the pool of dice for the test based on how they move and what they exploit; this is called Action Roll. For example, the number of nuts used changes if they follow Bureau directives, use equipment, and more. Each item grants a die to be added to the pool; once the construction is finished, you will have to roll all the dice and take only the highest result.


Depending on the die, the outcome of the action may be a Failure (1-3), a Partial Success (4/5) or a Success (6). In case of double 6 you will get a critic, who will give access to extra bonuses.
If a Partial Success or a Failure is obtained, the PC will face Consequences and the severity of the same depends on the Position decided by the GM (The Narrator in ECB). The Position can be of three types: Low Risk, Risky and Dangerous. Obviously, the higher it is, the worse the Consequences will be. These can range from being injured to generating a catastrophe.
Resonance and Paranormal Powers
Agents in the ECB are not normal government employees, but they all possess some latent power.
In fact, when creating your Agent, in addition to the other elements, you must choose a Paranormal Power from 11 options. Each power offers narrative advantages and new ways to evolve the story. Among the most interesting Powers we find: Telekinesis, Pyrokinesis, Cloning and Teleportation. The various Powers are well illustrated and are accompanied by a useful set of examples to help understand their use.
The mechanics of Paranormal Powers are linked to that of Resonance. In practice, every time you use a Power, you must mark a Resonance point on the related path; once you reach 6, you must mark a Mastery point and reset the Resonance.


Once the 4 Mastery Points are reached, the PC will be withdrawn from the game. In fact, this path represents the ability of the PC to grow and make the most of its power. Therefore, at 4 Mastery points, the PC will be too skilled to be a normal agent and may have to work at lower levels.
Another way to gain Resonance is to leverage Review. When the Consequence decided by the GM for an Action Shot does not seem correct to us, we can decide to modify it by proposing another one, without changing the outcome of the shot. Once this is done, we will have to roll a number of d6 equal to the total Resonance and, looking at the highest die, we will get extra.
The Dossier of an Agent
An Agent is created quickly and very simply.
The first thing to do is to choose Name and its ID, that is, how it will be known in the Bureau. It can be a serial number, a nickname, or something else.
Once this is done, you will have to create a Background, that is, choose what the PG did before being hired in the Bureau. The creation of a Background is a very fast step and will allow our Character to have an Area in which he is specialized and the Skills to be exploited. In the manual we find a series of 6 useful examples to understand how to set up a custom one.

A fundamental step is to choose the Department to which you belong. We can find 6 of them and each of them provides a Special Skill and Departure Equipment. Among the most interesting Departments we find: the Administration and the Hygiene Department. Together with the Department, you will have to decide your own Paranormal Power.
Lastly, the Contactswill be established, that is, the Agents’ relationships with other NPCs. Only three can be created: one positive, one negative and one is the Head of Department. These relationships primarily serve to generate engagements or opportunities for PGs and can be leveraged by the GM.
Sessions and Paperwork in the External Containment Bureau
The Missions (or Sessions) in the ECB are articulated quite schematically. In fact, we will always start with a pre-mission briefing, during which the details are reported, and then there is the Operational Phase. All ECB Missions revolve around the investigation of agents regarding one or more Anomalies and the attempt to contain them.
The Agents investigate in the field and look for Clues; once collected in sufficient numbers, a Hypothesis Test can be attempted. This works like a normal Action Roll, but we build the pool by adding as many dice as we can to formulate the theory. If the roll is a success, then they can face the Anomaly involved.
The manual provides various solutions and ideas on how to create and manage Missions. We also find many ways to customize the setting according to the level of technology, themes and style.

Two interesting mechanics are Paperwork and Recalls, which allow you to add more depth to the Agents’ approach. At the end of each Mission, the characters must answer a series of questions, as the Bureau assesses how they acted. For each “no” as an answer you get a Paperwork and once you reach 6 you will receive a Recall.
Then it will be necessary to make a shot to understand what disciplinary measure he receives. You roll as many d6 equal to how many Recalls you have and based on the die with the highest value you will receive a punishment that can range from having to do humble jobs or be relocated to the Department. But you have to be careful because on the fourth call you will be expelled from the Bureau forever.
Once a Mission is over, agents can perform a Downtime action and complete a project to have advantages in future missions.
Review of the Missions Included in External Containment Bureau
In the ECB manual we find three perfect missions to be used as an introduction to novices.
These Missions are very simple and include only the NPCs involved and the Clues to get to the solution of the mystery. It follows that it will be necessary to create the plot in an emergent way, collaborating between masters and players.

Each Mission has an Anomaly. It ranges from a Department that mysteriously appeared in the Bureau, to strange noises in a nursing home. We have all of these. In addition, each of them has a Clock that allows you to give a very specific rhythm and timing to the session.
External Containment Bureau Review Conclusions
In conclusion, I consider ECB an excellent product suitable for beginners and veterans, which allows you to create intrigues worthy of a TV series in a very simple way. With its quick and intuitive system, it guarantees a very interesting emerging narrative and offers great flexibility to create intriguing stories.
Added to all this is a very pleasant graphic section that allows you to enjoy reading and be able to display it as a collector’s item on your library.
I recommend External Containment Bureau to all those who are passionate about thrillers, paranormal and those who want to get lost in a thousand bureaucratic paperwork. Be ready Agents, the next mission is near!


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