d20 Cyberscape
By
Owen K. C. Stephens (Additional Design: Rodney Thompson; Editor: Tammie Webb Ryan)
Published by
Wizards of the Coast
96 Page Softcover (no Open Game Content)
First printing, September 2005
= DISCLAIMER =
This is not a playtest review.
d20 Cyberscape is intended to be used with
d20 Future, which is intended to be used with
d20 Modern. 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.
= PURPOSE =
I did purchase
d20 Cyberscape in order to use it in a forthcoming game, also using
d20 Future, set in the
Star*Drive setting from the original
Alternity game, rather than the skeletal framework of the Star*Drive setting in
d20 Future. My hope was for material to allow me to modify the
d20 Future cybernetics rules to allow more fine-grained detail and control of cybernetics, and to allow me to emulate Star*Drive's cykosis rules. Therefore, this review comes from a standpoint of examining the rules of this product, their modularity, and their ease of modification.
= DESCRIPTION =
"This new rules supplement provides everything players and Gamemasters need to create and run campaigns featuring cybernetics in the post-modern realm of cyberpunk fiction. 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. d20 Cyberscape also features rules for magical and psionic cybernetics and virtual reality networks." - Wizards of the Coast product page
= CONTENTS =
Cover: The cover is in the style of most
d20 Modern/
d20 Future products, with central art by Kalman Andrasofszky (misspelled as Androsofszky in the credits page). 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.
The piece depicts three characters, much like other
d20 Modern/
d20 Future products. 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. Unlike all other
d20 Modern/
d20 Future products with a "d20" in the title, the spine title on this book merely reads "Cyberscape". 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 96-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. It does note that the cybernetics rules can also be added to D&D. Following this is a one and a half page examination of what cybernetics exist at what progress levels, starting with PL 0-1 (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.
10 pages. 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.
Example: For my Star*Drive game, I'll be using the Piece of Your Soul rules, to mimic Alternity's skill cost for cybernetics use. 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.k.a. Alternity's BioArt and BioWatch), Shepherd Chip, Cosmetic Implants and Nasal Filter), would not incur any cost. 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.
Following the rules models, this chapter contains seven feats (three of which are reprinted from
d20 Future: Craft Cybernetics, Cybernetic Surgery and Cybertake, and one of which, Cybernetic Weapon Proficiency, is more limiting than the existing
d20 Future rules, which allowed proficiency in the weapon to apply to cybernetic mounts) and three advanced classes:
*
Bionic Agent, which is basically a cybered superspy. The flavor text can be ignored, and the class skill list altered, to make any kind of cybernetic specialist.
*
Cyberwarrior, whose cybernetics "grow" into new cybergear inside them. This doesn't fit how cybergear works in most settings, but can be an interesting concept for a character like a Dark*Matter sandman, or a Star*Drive mechalus (a.k.a. aleerin in
d20 Future).
*
Implant Hack, a cybered specialist in cybernetic surgery, who also gains some skills for forcible removal of cybernetics.
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.
22 pages. 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. It includes perks for cybernetic devices which increase the Purchase DC while changing how the cybernetics rules function, such as Ultralight Composition (lighter than the organ the gear is replacing, reduces weight by 10% and provides +1 on Jump, Climb and Swim checks), Miniaturized (takes up one less slot, minimum 0), Booby Trapped (has a severe detrimental effect if separated from the owner and picked up by someone else), and the most useful: Integrated Cybernetic Devices (allows you to combine the function of two or more devices with only one implant device's slot cost).
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. It is unfortunately organized, separated by category (General, Limb, Head, Torso), then sorted by PL. 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. One quibble is that these items, by the Piece of Your Soul rules, will cost the
recipient XP.
A few pieces of equipment related to cybernetics follow, taking up less than one and one-half column of text.
Chapter 3: Computer Networks.
22 pages. This chapter is an expanded version of the
d20 Future "VRNet" web enhancement, still available
here. It examines computer nets by Progress Level, then details the structure of the VRNet. 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 also remains relatively generic, and can be easily renamed to Star*Drive's "Grid", or any other mega-net you need for your setting. 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.g. 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.
14 pages. 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.
23 pages. 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 last page and a half is titled "Alternate CyberRave Settings", and includes guidelines for playing CyberRave in PL 5 and PL 7 (including combination campaigns for four of the d20 Future campaign models: CyberRave/Bughunters, CyberRave/Genetech, CyberRave/Star Law and CyberRave/Wasteland). The final alternate setting is called "CyberRave Arcana", and should just be called Shadowrun, if copyright concerns didn't apply.
= ERRORS =
There are only a few stat blocks present in this book, but I'll review them for mechanical errors.
- 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. Saves should be Fort +2, Ref +2, Will +3, as neither the character nor the avatar has any apparent means of gaining an extra +1 to all saves.
- Typical Agent: No apparent errors.
- Alec DuFrei, ThinkBest Vice President: Alec's hit points (42) were clearly generated by (12*3.5), rather than the standard hero class NPC hit point rules. His Massive Damage Threshold has an extra 5 points, and should be 18. His Reputation bonus is increased by his Background, and should be +9. He appears to have 12 skill points unspent, though inefficient skill purchasing could account for that. He is missing Simple Weapons Proficiency (all base classes get this, though). His Charismatic hero talents are listed as "Fast hero" talents. An integrated VRNet Rig in cybernetics is not available without a PL 8 neural jack (the default for CyberRave is PL 7), though it makes sense in the setting.
- Tavis Ironhand, Steel Cross Security: Unlike Alec, Tavis is an Ordinary, so his hit point calculation ((5*5.5)+10+(5*3.5)+10) is correct. His baton should be listed in Full Attack as well as normal Attack, and his laser pistol should be listed in Attack as well as Full Attack. He appears to have 10 skill points unspent, though inefficient skill purchasing could account for that.
These errors aren't major, and simply reinforce the rule that you should always double-check stat blocks.
= ANALYSIS =
Analysis Methodology: The individual category ratings included here are focused, and do not add up to my final product rating, which tends to be based on my conclusion and a more synergistic evaluation.
Basics: (Does this product accomplish what it is intended to?) This book is an extensive look at cybernetics and computers, in a variety of settings, including rules for the majority of common situations and devices, and efficient rules for creating more or less detailed situations and devices. Due to its narrow focus and efficient content handling, this book definitely accomplishes its intended purpose. 5/5.
Crunch: (Does this product provide useful mechanical rules?) With five advanced classes, nineteen pages of cybernetic devices, and the extremely useful Gadget System, not to mention the expanded computer rules (and inclusion of an updated version of the VRNet web enhancement), more extreme cybernetics concepts including magic and nanites, and four nice futuristic starting occupations, this book contains a respectable amount of crunch for a 96-page book, without being merely a book of rules. That said, it retains a very narrow (albeit unavoidably so) focus. 4/5.
Detail: (Is this product internally consistent with its own and its parent ruleset?) While this book changes a few rules from d20 Future, the lack of detail in that book actually encourages these kinds of clarifications. As regards itself, this book is completely internally consistent. 4/5.
Environment: (Does this product fit the setting it is intended to?) As d20 Cyberscape is modular, intended to fit most d20 Future settings, it does tend to be more generic, and less setting-specific. That said, it includes many notes and tidbits on the default CyberRave campaign setting included in the book, as well as a lot of material for campaigns other than CyberRave. 4/5.
Fluff: (Does this product provide the feel it is intended to?) The frequent inclusion of moderate-length quotes, combined with the consistent art style, accomplishes the task of providing a consistent feel for a cybernetics-based campaign. 4/5.
Graphics: (Is this product's art consistent and well-done?) The majority of the interior art is done by Grafiksismik's Djief. The book is surprisingly art-heavy for the quantity of information present in the book, and that goes a long way towards helping convey the book's feel. While Daniel Falconer's single piece of art, an agent, stands out from the rest of the style, it conveys what it is intended to convey (the variety of forms available for agents). Overall, the art is consistent and well-done, and includes some innovative angles and poses. 4/5.
= OPEN GAME CONTENT =
Like the majority of Wizards of the Coast products, there is no open content in this book.
= CONCLUSION =
If you're using cybernetics in a d20 game, this book vastly expands the material available in d20 Future, and as such becomes indispensable. However, there are significantly better cybernetics rulesets in existence (the best so far being Alternity's system, on which this system appears to be very loosely based). The lack of major rules gaffes and typographical errors is helpful, allowing the book to be used as-is with little to no alteration necessary, and the included setting skeleton is playable, while being broad enough to encompass many different play styles. While I like this book a lot, and it will see quite a bit of use in my games, I rate this book about 3.75 out of 5 (rounded to 4), given the better tools available.