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Review of Supplement 8: Cybernetics


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Traveller Supplement 8: Cybernetics is the newest sourcebook for Mongoose’s Traveller line. Cybernetics is a 100 paged soft cover book with a black and white interior. The interior art is good and fits the surrounding information; however, it still follows the usual Traveller style in that there really is not a whole lot of art inside the book. The cover has the usual black background with the Traveller logo which is yellow for this book.

Cybernetics starts out with a section on how to create PCs that have or deal with cybernetics. This is done by having whole new lifepath charts to generate all of the previous careers with more cybernetic leanings. The careers now have a large chance of starting with appropriate cybernetics, and events and mishaps are often involving cybernetics in some form. There are even new charts for PCs to random roll what cybernetics they receive in PC creation. These new career write-ups seem well thought out, and seem to cover a wide range of ideas for creating an interesting character.

Cybernetics has a wonderful chapter covering a lot of the aspects of cybernetics. These range from how they are seen in society, the reasons cybernetics are used, how available they are to the public, and the side-effects one may see from gaining cybernetics. All of the issues are covered for any tech level that may contain cybernetics; which, differing TLs can make a big difference in how cybernetics are perceived or fit into society. There are rules for the amount of time the surgeries take to add cybernetics. Cybernetic surgery often takes weeks to recover from, and could give your PC quite a bit of downtime. A rule that I find particularly nice, is the rule for checking to see if cybernetics are needed after bad trauma cases. If a PC has two of their stats reduced to 0 from damage or more, the pc must roll to see if cybernetics were needed to survive the ordeal. There are also rules for the effects of EMPs and if cybernetics are biotechnological replacements instead of machine.

Now we hit the biggest section of the book. This biggest bulk is the write-ups for all of the cybernetics. I thought Book 9: Robot had a lot of cool gadget write-ups for robotic parts, but Cybernetics I think steals the show. As I read through all the write-ups for arms, locomotion, weapons, eyes, psion enhancers, etc…, I find myself realizing that with this book I could run games set in worlds like Ghost in the Shell, Cyberpunk, and if they ever added a magic system even Rifts. This section really gets my brain going, and before I am even half way through the section, I find myself picking parts to make Batou (GitS) or a fully converted NGR cyborg (Rifts.) The list of options is very exhaustive, and covers virtually everything a player or GM could want in their area of cybernetics.

The next section discusses all things cyberspace. And my mind skips from creating well known cyborgs to realizing Traveller could be used to run such games as Shadowrun or The Matrix. The rules for cyberspace cover all the programs, viruses, protection software, and addictions that one could want for running a setting that has some form of cyberspace. While the rules cover a lot of things, none of it ever feels bogged down or so complex as to make the Traveller rules more difficult than they need be. The cyberspace rules still stick to the base mechanic of 2d6; it’s just that instead of real world application the rolls are towards cyber equivalents. Again Traveller sticks to the idea that GMs can either run cyberspace in a sort cinematic way with programs being represented by real world equivalents, or ran in a technical aspect where everything is explained by how it works in real life with its technology. I have seen both used in wonderful ways in my playing experience, and am glad that Traveller does not choose a one true way.

The book finishes with the usual Patrons section that Traveller often uses. For those who do not know, Patrons are a sort of hook, line, and sinker adventure that uses an NPC description for the GM to use. Not only is there the NPC, but there is a quick adventure idea, and then a chart of ‘what could be’ answers as to how the information could be used, and which direction the adventure might take the players. I find the Patron adventures to be wonderful. They give the GM a catalyst to get the adventure idea juices flowing, but don’t go anywhere near as creating a large railroading pre-made adventure. They provide just enough inspiration to help the GM to come-up with some great game ideas.

Overall I find Traveller Supplement 8: Cybernetics to be an awesome addition to the Traveller line. The amount of cybernetics in the book is truly amazing, and the rules for cyberspace are well thought out. The chapter on society and cybernetic issues is wonderfully written. Substance is getting a 5; you could not ask for more information on Cybernetics. I still wish Traveller will up the amount of art in their books because what is there is good work. However, I understand that Traveller has a certain minimalist vibe to it, and Traveller fans come to expect it, so Style will be getting an average 3.

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Recent Forum Posts
Post TitleAuthorDate
Re: [RPG]: Supplement 8: Cybernetics, reviewed by NulSyn (3/5)NulSynJanuary 31, 2011 [ 08:35 pm ]
Re: [RPG]: Supplement 8: Cybernetics, reviewed by NulSyn (3/5)Lord BlacksteelJanuary 31, 2011 [ 06:32 pm ]

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