The latest product in the parade of d20 Modern products is d20 Cyberscape, wherein the popular sub-genre of cybernetics and nethacking is treated to a dose of d20. Like the other d20 Modern supplements, the book is short but chock-full of supplemental material, so that gamers can customize their own games as desired.
Cybernetics Rules
After a short introduction to the theory of cybernetic gaming, the first chapter provides concrete rules meant to be added to a d20 Modern game focusing on cybernetic implants. There are four ways to play cybernetics - the standard rules, the unlimited cybernetics rules, the 'piece of your soul' rules, and the cyber super-spy rules. These allow game play that ranges from an angst-filled loss of humanity to cartoony, Steve Austin style play. Each of the rule sets addresses limits to cybernetics, drawbacks, and availability, as well as notes on the general mood of the rule set.
Three new advanced classes are available in this chapter - the bionic agent (not to be confused with the Six Million Dollar Man), the cyberwarrior, and the implant hack. They allow players to focus their skills as sleek spies, brutal warriors, or scavenging hacks who can only be called 'doctor' under the loosest definition of the word.
Standard Cybernetics
The second chapter presents a great list of cybernetic implants. Not all of these implants would be represented in any given setting, as some are more fantastical than others. Telescoping arms and rocket fists, for instance, are a little too whimsical for any game that doesn't want to turn into Inspector Gadget. My favorite of these fantastic implants is the Destrier System, which replaces a person's legs with a four-limbed equestrian rig, meant to make a cyborg centaur. While these are fun, several more traditional implants are also included, such as hidden spurs or internal HUD displays.
Computer Networks
No futuristic setting would be complete without a virtual reality computer network. d20 Cyberscape provides two - the VRnet and the hypernet. The differences between the two are important, and bridge the gap between semi-realistic web surfing and science fiction nethacking. The VRnet is a step beyond the Internet of today, with users wearing special VR goggles to surf. The hypernet, on the other hand, allows complete immersion, and a hacker with a specialized rig could wander for days inside the maze of illusions created inside.
In addition to a sample node - a virtual nightclub - this chapter includes rules for avatar combat, where a supercomputer might fight a portly hacker geek and a corporate web guardian, with each disguised as a mutant dog, a leather-bound valkyrie and a skeletal gunslinger, respectively. Combat works close to the same as real live combat, though there are rules for fleeing through cyberspace, bull-rushing opponents out of restricted areas, and more.
Alternate Cybernetics
It would have been a surprise if the company that owns the rights to Spelljammer and Planescape failed to include ways to use cybernetics outside of a futuristic setting. This chapter introduces golemtech, nanites, and necrotic implants, for starters. A cybernetic limb might be an animated statue, an undead attachment, or an organic device. Instead of embedded steel plates, a character might have alligator skin, and instead of retractable metal spurs, he might just sport a set of skeletal claws. These rules could allow cybernetic centaurs to battle dragons with undead limbs. After all, a d20 game is not complete until it includes the fantastically absurd.
Cyberrave Campaign
The Cyberrave setting is almost the default cyber-setting. If you have played Shadowrun or Cyberpunk, you have seen this before. Disgruntled plebeians, megacorporations, and rampant consumerism have made the future a dark, but really cool place. There is some background material on various organizations, and even a sample cybernetic corporation with questionable ethics, but in the end this is fairly cliche and predictable.
Art
The art in d20 Cyberscape is some of the best in the d20 Modern line. The cover art is a bit of a letdown, but the interiors are great, and the design is impeccable. Aesthetically speaking, d20 Cyberscape is a fun book to read.
Summary
The d20 Modern line excels when it expands beyond the cliches of the settings it explores. Covering settings that have already been explored in depth leeches some of the creativity and brilliance of the d20 Modern product line. The chapter on alternate cybernetics is good, but it is not enough to pull d20 Cyberscape out of the confines of established cybernetics. If you want to play a different game with the d20 rules, this is a handy reference. On the other hand, if you are looking for fresh and innovative material, d20 Cyberscape may not be your best bet.
Style: 4 - While it is a very attractive book with some great material, d20 Cyberscape does not break enough new ground.
Substance: 4 - Following the established pattern of previous d20 Modern books, d20 Cyberscape provides a good amount of solid material.

