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I own both of these books and am familiar with them, having played a few d20 Modern games, and planned a few d20 Future games. Therefore, this review comes from a standpoint of examining the rules of this product, their modularity, and their ease of modification.

Building on the d20 Future cybernetic rules, d20 Cyberscape includes rules for installing cybernetics and playing cyborgs, as well as new advanced classes and enhancements. Instead of the usual "brushed-metal" look exhibited by most d20 Modern products, d20 Cyberscape follows the lead of d20 Past and d20 Apocalypse in changing the background color scheme; this book's choice is a very pale green covered with lines of very faint grey binary zeros and ones.

All three appear to be connected to a Lawnmower Man -like cybernetics rig, and all are wearing form-fitting suits. The first is the seemingly-required "hawt Asian chick" in a green suit, wielding a katana seemingly made of energy. The second, standing in the front, is a solid-looking man in a red suit, with red hair in a widow's peak, sideburns, and a goatee.

If you've seen Kalman's art, you've seen many men looking like this. The third character, in a purple suit, is something I'm not used to seeing Kalman draw: a smaller, wiry man.

He has a visor covering his eyes, and is wielding a pair of handguns also seemingly made from energy. If you like Kalman's art , you'll probably like this piece. If you dislike his art, this piece might be tame enough for you to enjoy. I happen to like his art, so I wasn't disappointed.

I had one issue with the cover, though. It's a minor quibble, but when this is clearly intended in the same line as d20 Past and d20 Apocalypse , it's still an inconsistency. First: 3 pages. Immediately inside the cover is a title page containing just the title, author, and silhouettes of the three cover characters. In here, we see the title in this book's standard title font, including the "d20", which is exactly how it should have appeared on the spine.

Ah well. In any case, this page is completely unnecessary, except as required to start the table of contents on a right-side page. The copyright page comes next, followed by the one-page table of contents. The TOC is quite complete though perhaps somewhat padded , as would be expected from a page product. Introduction: 2 pages. This section contains the usual flavor text and intent of the book, as well as a single paragraph about which d20 games it is intended for use in.

Following this is a one and a half page examination of what cybernetics exist at what progress levels, starting with PL leather cap over stump of limb and PL 2 peg legs, crude metal hooks. This shows that, like d20 Future , this book counts "cybernetics" as including prosthetics. This list is significantly expanded from d20 Future 's one column of similar information.

Chapter 1: Cybernetics Rules. This chapter contains four sets of rules for cybernetic "degree": Standard same as d20 Future 's default rules except for the addition of body area slot maxima , Unlimited higher body area slot maxima, no penalties for exceeding maximum total devices , Piece of Your Soul reminiscent of Shadowrun, each piece of cybergear costs a small amount of XP , and Superspy as unlimited, but with cybernetics only available through feats or class abilities.

In addition, these rules are easy to mix and match. One problem with this section: Body area slot maxima are a new rule, but no guidelines are given for adding body slot locations to cybergear present in d20 Future. Small pieces of cybernetics that the players and I agree would not require training to use, and provide minimal benefits ID Chip, Luminous Skin a. However, I will be allowing the Unlimited maximum numbers of slots per body area, and allowing cybergear to exceed those limits at double cost.

Finally, because the standard negative effects can't simulate cykosis, I will have to import Alternity's cykosis rules, applying them to those characters who exceed the slot limits.

The flavor text can be ignored, and the class skill list altered, to make any kind of cybernetic specialist. These are interesting concepts, if a bit overly focused for advanced classes. I'd have preferred to see them designed as feat trees, with more advanced abilities relegated to an actual prestige class. Chapter 2: Standard Cybernetics. This chapter will be the meat of the book for most people.

The first few pages detail what this book calls The Gadget System , which is a way of customizing cybernetics. In keeping with the use of Replacements from d20 Future , this book includes two prostheses that book failed to include, through focusing on PL 5 and up: Hook and Peg Leg.

However, the Replacements section's description key fails to list the Location paragraph though all of the description key information, including the missing Location information, is repeated for Enhancements in the next column on the same page.

The Enhancement section is where the majority of this book's cybergear resides. While d20 Future also sorted cybergear by PL, the separation into category makes finding a particular piece of cybergear more difficult, especially with the lack of an index, or even a list of the cybergear included in each category. The category titles are similarly difficult to pick out from the standard text, being in the same font as individual cybergear names, and only slightly larger.

Despite the organizational issues, the cybergear included is quite well designed, with a flavor text quotes included after several pieces of gear. Sadly, the only method of limiting the power of a cybernetic device remains its Purchase DC and the PL it becomes available.

Next is a pair of cybernetic devices that limit a character the Gimper, -4 to Str and Dex, and the Personality Implant, which actually replaces a character's mentality with a new one , both of which are nasty penalties to assign a character, but make sense in a game world that includes cybernetics. A few pieces of equipment related to cybernetics follow, taking up less than one and one-half column of text.

Chapter 3: Computer Networks. This chapter is an expanded version of the d20 Future "VRNet" web enhancement, still available here. While most of this part of the chapter is descriptive, lacking concrete rules, it is vital and useful to know the overall structure of the net. It includes a sample Node, a virtual hotspot named after a famous hacker. Following this is a crunch-heavy section on the virtual user representations called "Avatars", including rules for combat between avatars, especially those places where avatar combat differs from standard combat e.

Computer Use, rather than Strength, controls a Bull Rush. About a page of VRNet Hazards come next, including rules for being disconnected, hacked, mindscraped heavily Int-damaged, and possibly Con-damaged, by a mindscrape program , snared trapped in a single location as your avatar or spiked traced to point-of-origin. VRNet hardware and software comes next, with the bulk of this section being descriptions of various programs available.

One item completely missing from these is a Purchase DC for any programs; all programs are assumed to be written by the character using them. A pair of variant rules for computer networks follow, though both are somewhat skeletal, much like the original cybernetics rules in d20 Future. Finally, this chapter includes another advanced class: the Cybernaut , a specialist in the VRNet, with several avatar-enhancing abilities. Chapter 4: Alternate Cybernetics. This chapter contains some creative combinations of cybernetics and other rulesets, including two pages of FX Cybernetics, a combination of cybergear and magic.

Types of FX Cybernetics listed are Golemtech grafts of golem parts that duplicate standard futuristic cybernetics rules and Bone Runes the effect of a magic item transferred into a subject's bones.

Nanites and nanotechnology are given the next two and a half pages, including additional nanoaugmenters to those included in d20 Future , but not changing the nanite rules themselves. Necrotic implants are similar to standard cybernetics, but come from grafting undead parts onto a character. Three pages of example necrotic implants follow. The last form of alternate cybernetics is wetware.

Wetware covers bio-organic cybernetics and implants, and includes five pages of information, which includes diseases and poisons specific to wetware and wetware-using characters. Chapter 5: CyberRave Campaign. This last and largest chapter includes a general campaign skeleton, in much the same fashion as those campaign skeleton chapters in d20 Past and d20 Apocalypse.

However, since this book only contains one sample campaign, it is fleshed out more significantly than those books' campaign models. The "Rules" section includes a new rule, Gray Wealth, representing nonstandard sources of purchasing goods, as well as including details of cybernetics costs. The "Factions" section details how Department-7 from d20 Modern , and the factions and organizations in the d20 Menace Manual can be used in CyberRave, and includes a pair of new factions for CyberRave: ThinkBest the dominant corporation in mental augmentation and computer implantation cybernetics , which includes a sample member vice president and ex-noderunner Alec DuFrei and a Branch Office and Research Compound with location keys and descriptions.

Steel Cross a small independent cybernetics clinic , which includes a sample security guard and the Clinic itself with location key and descriptions. The last few pages include a list of advanced classes appropriate to the setting, as well as a new advanced class: the Cyber Raver , which is a combination street tough and cybernetics specialist think Shadowrun's Street Samurai , four starting occupations appropriate to CyberRave and very nice ones, too: the Corporate Zombie, the Insider basically a facilitator who knows everyone , the Noderunner, and the No-Man Alternity's "Invisible", a person who has removed himself from, or never been on, the corporate records.

One feat is included, Street Broker, to affect gray wealth. The final alternate setting is called "CyberRave Arcana", and should just be called Shadowrun, if copyright concerns didn't apply. Sir Pixilot, Avatar: Unless the rules on avatar statistics are unclear, which is entirely likely, Sir Pixilot's damage should be 1d8. The rules do not mention Int bonus applying to damage rolls, though that is a logical extension. Not being autonomous, the avatar should have the same Allegiances as its creator.


d20 Cyberscape

OWEN K. Using this Book with. Chapter Two:. Other d20 System Games. The Gadget System. Cybernetic Progress Levels.


d20 Future

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