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Fluid Mechanics

Fluid Mechanics Capsule Review by Nick Lippolis on 17/02/01
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
A worthwhile supplement to Blue Planet, adding a lot to the game's equipment and technology.
Product: Fluid Mechanics
Author: Jeffrey Barber, Greg Benage, Greg Porter, Brian Schoner, Jason Werner.
Category: RPG
Company/Publisher: Fantasy Flight Games
Line: Blue Planet
Cost: $24
Page count: 128
ISBN:
SKU:
Capsule Review by Nick Lippolis on 17/02/01
Genre tags: Science Fiction
Disclaimer: This is my first review, so please, be merciful, and if you have advice, share.

Fluid Mechanics is the third book in the Blue Planet V.2.0 line, and the first 128-page hardcover supplements. It describes equipment, vehicles, weaponry, and biomodifications. It starts with a few basic guidelines on legality, availability, and durability of items. It has some simple rules on equipment damage. Though I normally prefer to do this kind of thing free-form, the durability rules are simple and should not intrude upon the game very much.

The first chapter covers hardware, and talks about power supply, industrial manufacturing, tools, sensors, life support systems, propulsion systems, mateirials technology, armor, computers, communications, and a host of other subjects. This is arguably the most useful chapter for any Blue Planet game, especially ones involving exploration. Power and water sources are discussed, and this information proves valuable to Gamemasters designing colonial or native settlements. Cetaceans are given much needed detail, and players now have more badly needed options for Fins. The biggest lack of this section is the lack of pictures. Only a handful of items have simple diagrams, and many that deserve one go without. Sadly, this general lack of illustration is a problem that the entire book suffers from.

Chapter two is the shortest chapter and it covers weapons technology. Some interesting standard items include the Diamond Machete and the Holdout pistol. The section does not cover in-depth the stock weapons from the Player's Guide-instead it mostly focuses on new types of weapons. Some additional weapons are found in the back of the book, in a chart, but these are not described or mentioned in the weapons section. The Peacemaker, used by the GEO Marshals, is described, and it lives up to it's fearsome reputation. Long Arms get a few more details, including information on expensive designer shotguns, carbines, and the Buffalo Guns of Poseidon, White Rifles. SASERS are a sonar-based laser type weapon, used for underwater combat. They are a unique addition to the game, and help to maintain the emphasis on Underwater activity. New ammuntion types are added to the ones in the Player's Guide, most of which are fairly useful. Explosives and heavy weapons get treatment, going from mines to rocket launchers. This section is fairly useful for games that involve any type of combat, especially non-lethal or underwater combat.

Chapter three covers new Cybernetic and Biological modifications. This chapter has got a lot of neat toys. Cyberware is given more detail, including socical ramifications. Cyber-Limbs get more detail, which was lacking in the Player's Guide. The new Cybernetics are fun, and add more options to Players and Gamemasters alike. Biomods get even more extensive coverage, from full body biomods to genetic redesigns. A bunch of new biomodifications are added, most of which will be eagerly adopted by players. Many are unique and creative, avoiding the stock "Strength Enhancement" route, and going for things more unusual.(Like Swim Bladders and Bioluminescence.) Genetic Redesign gets more setting information on industry leaders, legality, and discrimination issues. Two new Redesigns are offered, the "Mongrel" a combination of a lot of species. Mongrels are rare and face extensive social stigma. The second new redesign are "Brainchildren"-people with enhanced intellegence. However, they suffer from severe depression and personality programs, depending on behavior drugs. Both biomods are powerful but come with significant drawbacks. I do not think they would unbalance the game, but a gamemaster should be aware that they can have a lot of power and be aware of how to enforce their disadvantages. Cetaceans get more biomod options-this is a general trend throughout the book, and a very good one. Cetacean characters suffer from a lack of information, this book helps to alleviate that.(The Cetacean sourcebook should fix the problem, naturally.)

The Fourth and final chapter covers Vehicles. Naturally, boats and submeribles get the most coverage, but land, air, and even space vehicles get detail. Vehicles are given a lot of detail and two game statistics-power and handling. Power covers acceleration, Handling covers how easily the vehicle is maneuvered. Crash and dogfighting rules are added-badly needed to the sparse Vehicle rules found in the Player's guide. Vehicle customization should delight players interested in sleek fighters and fast boats. This chapter is invaluable in using vehicles in the Blue Planet game. Fortunatly, a good portion of the vehicles are illustrated, with only a few exceptions.

Overall, this book is extremely valuable for Blue Planet player's and gamemasters, offering creative equipment choices. It does not fall into the rut of a "Big Book of Toys", as most equipment books do.(at least in my experiance.) Information on the setting is provided, and this book feels more like a sourcebook on Technology than a book full of equipment. The information contained therein is detailed, interesting, and should serve as a valuable complement to the Player's Guide. A few problems with this book are the lack of illustration, but otherwise the book is excellant. Style wise, it is a nice hardcover,with well-done black and white illustrations, and easy to read.

In short, if you play Blue Planet, get this book.

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