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Review of d20 Cyberscape


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Introduction

d20 Cyberscape is a $20 96-page softcover expanding upon the rules for cybernetics found in d20 Future, which is itself a supplement for d20 Modern. Cyberscape omits some critical information found in Future, so the latter is required to make full use of the material within. Fortunately, you can easily patch up the holes by referencing the d20 Modern SRD. Cyberscape also puts an expanded version of the free VRNet web-enhancement from the Wizards of the Coast website into print, contains rules for alternate and FX-based cybernetics, and devotes a chapter to an original campaign setting called CyberRave.

Style

The book's art is similar to the rest of the d20 Modern product line-- a little stylized, but not overly cartoony. I'm quite fond of it, myself. The gallery can be viewed here. The layout is very simple and easy to read-- black text on white pages, with some faint binary around the corners. The border of each page has the chapter name and page number for easy flipping. It lacks an index (one of my major peeves in gamebooks), but it makes up for it with a detailed table of contents. My only complaint is the cover art, which depicts three people posing in silly-looking jumpsuits (I guess they're supposed to be cyborgs). It drops an otherwise very attractive book to 4 out of 5 for style.

Chapter One: Cybernetics Rules

The book opens up with a brief discussion of cybernetics at various Progress Levels (PLs). The first chapter recaps the cybernetics rules from d20 Future. The rules for constructing and repairing cyberware are missing, but these can be found in the SRD. Under the standard rules, cybernetic surgery is quite dangerous (a failure causes ability damage or drain). Cyborgs also develop a weakness to electricity, and may be vulnerable to EMP attacks. The amount of cyberware you can handle is limited by your Constitution and your available "body slots" (i.e., you can only have so many implants on your arm). Exceeding this amount results in negative levels. There is apparently an editing error, as well; one paragraph states that smaller or larger creatures have the same number of body slots, while the very next one says they have more or less.

Three different takes on the availability and drawbacks of cybernetics are also presented. Unlimited Cybernetics is essentially what it sounds like; basically, the only limiting factor is money. Piece of Your Soul mitigates the negatives, but adds an experience point cost. In Superspy Cybernetics, the PCs are exceptional agents enhanced by rare cybernetics (think The Six Million Dollar Man); there are no drawbacks, but each piece must be taken as a feat.

Finally, a few cybernetics-related feats are presented along with some cybernetic advanced classes. The Bionic Agent gains an increased tolerance for and mastery of cybernetics. She learns how to really get the most out of her own implants. The Cyberwarrior's implants grow and become increasingly integrated into him. He gains free implants as they literally grow out of his body (this class is recommended only for high PLs). The Implant Hack specializes in quick and dirty cybernetic surgery. He's the quintessential back-alley chop-shop surgeon.

Chapter Two: Standard Cybernetics

This chapter presents the cybernetic devices themselves. None of the implants from Future are reprinted here (but can be found in the SRD). The chapter is 22 pages long and filled with all sorts of goodies. The cyberware is listed by PL and which body slot it takes up. Some cybernetic gadgets are given (gadgets are ways to customize items, previously presented in Future). There's also a short blurb on Limiting Cybernetics. Limiting Cybernetics are implants used to control and debilitate; the two examples given are the Gimper and the Personality Implant. I was a little disappointed when they mentioned cortex bombs in the flavor text, but gave no stats. No biggy, though. Finally, they wrap it up with some non-cybernetic equipment relating to the VRNet. Overall, this is a very solid chapter.

Chapter Three: Computer Networks

The third chapter is, as was mentioned earlier, a expanded version of the free VRNet web-enhancement. VRNet stands for Virtual Reality Net. It serves many of the functions of today's internet, but is visually immersive and realistic. The chapter begins with a discussion of the VRNet at various PLs (at high PLs it becomes the Hyper Immersion Net, which is indistinguishable from the real world). It goes on to discuss the structure of the VRNet and how characters interact with it. Basically, everything takes place in various nodes. In order to access a private node or use a restricted function, a character must make a Computer Use check to beat the security. Three sample nodes are given, two of which are essentially unchanged from the web-enhancement. Lord Vapor's Lounge (a social node resembling a nightclub) has been expanded considerably, however, with individual room descriptions and a map.

There are two ways to access the VRNet-- either with a rig (goggles and gloves) or directly with the brain through a cybernetic jack. A rig limits your combat ability in the VRNet (called avatar combat), while direct connection has no limits but user skill. Avatar combat plays out similarly to regular combat, though many of the statistics are derived from the user's Computer Use skill and Intelligence.

Several pages are devoted to programs, which variously allow you to do neat tricks and improve your avatar combat abilities. One strange quirk is that program writing times are measured in rounds. Programmers in the future must be very efficient. The chapter ends with the Cybernaut advanced class-- the requisite expert hacker.

One major criticism lobbed at hacking/decking systems in games is that they tend to split up the party. Cyberscape does adress this in an indirect way-- programs can really beef up a your avatar's abilities, so the entire party can join in on the virtual action even if their individual Computer Use and Intelligence are sub-par. While programs can enable the other party members to contribute meaningfully, they don't marginalize characters with actual skill.

Chapter Four: Alternate Cybernetics

The fourth chapter presents several different self-improvement technologies that can be used along with or instead of cybernetics. Golemtech, is the magic-based take on cyberware, and is essentially the same rules-wise.

Bone runes are runes physically scribed onto the bones of a recipient. They transfer the effects of a magic item more or less permanently onto to a character thus inscribed.

Next we come to Nanites (also previously introduced in Future-- the original rules can be found in the SRD under "Scientific Engineering"). Swarms of these microscopic robots can be injected into a user for various neat effects, such as improved healing or resistance to poison and disease.

Next are Necrotic Implants, undead flesh that is grafted onto a living creature. Necrotics give their users supernatural abilities based off of the undead creature they were harvested from. The basic rules are the same as cybernetics, but necrotics have their own unique quirks and drawbacks (especially when it comes to positive and negative energy). A few pages are given to examples.

The last few pages of the chapter discuss Wetware, fully or partially biological cybernetics. Wetware has few of the drawbacks of regular cybernetics, but is susceptible to wetware-targetting poisons and diseases (a few are listed). Much of the 'ware from chapter two can be made as wetware, and several unique examples are given as well.

Chapter 5: CyberRave Campaign

CyberRave is a cyberpunk campaign. At 23 pages it's the longest chapter, but in my opinion that's still not nearly enough to make fleshed-out setting. I found it kind of uninspired, but your milage may vary. CyberRave takes place at late PL 6, uses the Piece of Your Soul rules, and includes wetware, psionics (but not magic), the VRNet, and nanoaugmenters, so mostly everything in Cyberscape is available for the right price. It introduces the concept of gray wealth, which is your black-market purchasing power. It talks about the inclusion of familiar d20 Modern factions, and then introduces two new ones: ThinkBest, a megacorporation that produces computer-related cybernetics, and Steel Cross, a small-time clinic for cyborgs from all walks of life. Each has a couple maps with full descriptions. Finally, some new occupations, feats, and an advanced class (the Cyber Raver) are given. The Cyber Raver is the ultimate street-punk and underground celebrity.

Conclusion

d20 Cyberscape accomplishes what it sets out to do quite nicely. If you're a fan of d20 Future cybernetics, you can't go wrong with this book. It's a little thin, but packed with crunchy goodness. It's technically a supplement for a supplement, but you can easily reference the SRD for any missing information. Still, there's nothing particularly innovative presented-- even if it is very solid, it's all been done before. Overall, 4 out of 5 for substance.
Recent Forum Posts
Post TitleAuthorDate
My first review-- what do you think?Foolish MortalMay 29, 2006 [ 01:36 am ]

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