Hi guys,
We have had a great deal of interest in this one, as well as many cries of 'where is it?!'. Worry no longer - the OGL Cybernet rulebook has arrived at our warehouse and is shipping next week!
This is the first of our OGL core rulebooks, complete RPGs that give players and GMs all the tools they need to play in specific settings and genres. No PHB is required, they are not d20 badged books but, I promise, you already know how to play them! Future releases include OGL Horror late this December (just going off to print), OGL Ancients and OGL Steampunk, with many more on their way. Each is a 256 page full colour hardback designed to be the very best in its field.
Written by August Hahn, OGL Cybernet kicks off with an explanation of what the cyberpunk genre is all about and where its roots in recent history lie. Experienced d20 players can skip the next few sections governing ability scores, character creation and experience levels - as I say, you already know this.
Cybernet Characters introduces the classes and professions of this game, as well as a new concept - the Unclassed, for all the mooks and minor NPCs that fill the world. Players, however, can choose between the Connection (dealers of everything from drugs to fast cars), the Corporate (the suits), the Jacker (thieves and punks), the Soldier (whether military or corporate), the Webcrawler (those skilled with computers) and the Professional (almost everyone else - the cops, the scientists, private investigators and rock stars). Once a class is chosen, players can then choose an actual profession from a list that includes everything from the Academic to White Collar workers.
Skills and Feats - How Things Get Done In The Dark builds upon characters in the familiar way. This includes all the skills needed in OGL Cybernet, as well as going into great detail on how the Craft skill is used (for example), as well as the feats - including new ones such as Street Cred.
Finishing Touches serves to add to the personality of your character, something more important in the cyberpunk genre than many others. There are several tables here which can be rolled upon or players can simply pick what fits best for them, be it the character's clothing, accessories, shoes, guns and, very necessary, attitude.
Equipment - The Tools of Rebellion provides more toys than the average punk will ever get round to using from the ordinary (cellular phones - though be warned that the corporations can track your signal very quickly) to the exotic (a body-rigged computer). Sections here include Bags and Boxes, Clothing, Computers and Consumer Electronics, Professional Equipment, Survival Gear (it can be cold at nights in the city), Weapon Accessories, Lifestyle, Services, Pistols, Knives, Rifles, Heavy Weapons, Cyber-Dependant Weapons, Ammunition, Explosives (thermite!), Melee Weapons (head straight to the monokatana), Armour, Aircraft, Cars (mine's an Aston-Martin Conqueror), Motorcycles, Water Vehicles and the Military.
Combat - The Essence of Conflict provides the core OGL'd d20 rules that allow players to fight with fist, knife, gun or moving vehicle, with a few little twists to insert the right feel for the cyberpunk genre. This is followed by Fame, Fortune And Other Hazards Of Having A Life, and players will quickly realise that Reputation in Cybernet has a far more powerful impact than in many other games. Wealth, on the other hand, is not always what it is cracked up to be. . .
Narcotics And Custom Drugs - Bliss By The Dram covers a topic not often centred upon by RPGs. True, there are all sorts of medical drugs detailed here and they will certainly be necessary. However, this being cyberpunk, we had to include the designer drugs too - their manufacture, their sale and their after effects. Full rules on combining drugs are provided, as well as the possibility of addiction. A Master Drug chart gives GMs plenty of drugs to introduce to their streets right from the start and guidelines are provided for creating your own concoctions.
Cybergear - The Edge Inside. This is the chapter that, I think, most will turn to first. Just how can my character be upgraded, eh? Well, it is all here. From simple limb replacements to external body mods, from sensory options to skillware, there is nothing your character won't be able to do. However, this will all take a toll on your Self score and there will be plenty of cyber-zombies on your streets to remind you of the penalties of jacking yourself up right to the edge. However, what you might give to possess omnijoints, a pursuit body or the Armageddon cyber weaponry? As some of you may have seen, we have passed the Cybernet licence on to several other publishers and I have a feeling this is one area they will be expanding even further. . .
The Web - Worlds Within Worlds gives players and GMs that other staple of the cyberpunk genre - the virtual reality of computer systems and the hackers (webcrawlers) who defeat them. Full rules are given for servers (populate your virtual world quickly and easily with standard stat blocks), Devas, Constructs and Programs. The latter are divided between Combat, Stealth and Transportation Programs, though there are also a few that do not easily fit the standard categories. . . A few 'standard' servers are also provided to kick the GM off, including the Standard Remote Access server, Data Vault server and Conversation/Interaction server. Example ICE programs are also detailed. The use of Webdecks are covered, as well as how webcrawlers interact and achieve their goals in this new world.
The last chapter, Advanced Character Classes, provides the archetypes common to the cyberpunk genre. GMs will be able to add their own to represent the people of elite organisations and corporations, as befits their own campaign - and Cybernet just begs for you to do so. Included here are the Mercenary, Gunslinger, Master Thief, Runner, Field Scientist, Tech Savant, Field Medic, Detective, Celebrity and True Hacker, all complete with some of the best artwork we have ever commissioned. Dubious about Field Medics in your cyberpunk gang? Wait until you see the picture - it makes perfect sense
The core rulebook winds up with a two page character sheet (black and white so it is easy to photocopy - though we will also be updating the Ultimate Character Record Sheet for this game) and a complete Index.
OGL Cybernet is a 256 page full colour hardback, retailing at $39.95, and will be available in your local stores within 10 days or so.
We have had a great deal of interest in this one, as well as many cries of 'where is it?!'. Worry no longer - the OGL Cybernet rulebook has arrived at our warehouse and is shipping next week!
This is the first of our OGL core rulebooks, complete RPGs that give players and GMs all the tools they need to play in specific settings and genres. No PHB is required, they are not d20 badged books but, I promise, you already know how to play them! Future releases include OGL Horror late this December (just going off to print), OGL Ancients and OGL Steampunk, with many more on their way. Each is a 256 page full colour hardback designed to be the very best in its field.
Written by August Hahn, OGL Cybernet kicks off with an explanation of what the cyberpunk genre is all about and where its roots in recent history lie. Experienced d20 players can skip the next few sections governing ability scores, character creation and experience levels - as I say, you already know this.
Cybernet Characters introduces the classes and professions of this game, as well as a new concept - the Unclassed, for all the mooks and minor NPCs that fill the world. Players, however, can choose between the Connection (dealers of everything from drugs to fast cars), the Corporate (the suits), the Jacker (thieves and punks), the Soldier (whether military or corporate), the Webcrawler (those skilled with computers) and the Professional (almost everyone else - the cops, the scientists, private investigators and rock stars). Once a class is chosen, players can then choose an actual profession from a list that includes everything from the Academic to White Collar workers.
Skills and Feats - How Things Get Done In The Dark builds upon characters in the familiar way. This includes all the skills needed in OGL Cybernet, as well as going into great detail on how the Craft skill is used (for example), as well as the feats - including new ones such as Street Cred.
Finishing Touches serves to add to the personality of your character, something more important in the cyberpunk genre than many others. There are several tables here which can be rolled upon or players can simply pick what fits best for them, be it the character's clothing, accessories, shoes, guns and, very necessary, attitude.
Equipment - The Tools of Rebellion provides more toys than the average punk will ever get round to using from the ordinary (cellular phones - though be warned that the corporations can track your signal very quickly) to the exotic (a body-rigged computer). Sections here include Bags and Boxes, Clothing, Computers and Consumer Electronics, Professional Equipment, Survival Gear (it can be cold at nights in the city), Weapon Accessories, Lifestyle, Services, Pistols, Knives, Rifles, Heavy Weapons, Cyber-Dependant Weapons, Ammunition, Explosives (thermite!), Melee Weapons (head straight to the monokatana), Armour, Aircraft, Cars (mine's an Aston-Martin Conqueror), Motorcycles, Water Vehicles and the Military.
Combat - The Essence of Conflict provides the core OGL'd d20 rules that allow players to fight with fist, knife, gun or moving vehicle, with a few little twists to insert the right feel for the cyberpunk genre. This is followed by Fame, Fortune And Other Hazards Of Having A Life, and players will quickly realise that Reputation in Cybernet has a far more powerful impact than in many other games. Wealth, on the other hand, is not always what it is cracked up to be. . .
Narcotics And Custom Drugs - Bliss By The Dram covers a topic not often centred upon by RPGs. True, there are all sorts of medical drugs detailed here and they will certainly be necessary. However, this being cyberpunk, we had to include the designer drugs too - their manufacture, their sale and their after effects. Full rules on combining drugs are provided, as well as the possibility of addiction. A Master Drug chart gives GMs plenty of drugs to introduce to their streets right from the start and guidelines are provided for creating your own concoctions.
Cybergear - The Edge Inside. This is the chapter that, I think, most will turn to first. Just how can my character be upgraded, eh? Well, it is all here. From simple limb replacements to external body mods, from sensory options to skillware, there is nothing your character won't be able to do. However, this will all take a toll on your Self score and there will be plenty of cyber-zombies on your streets to remind you of the penalties of jacking yourself up right to the edge. However, what you might give to possess omnijoints, a pursuit body or the Armageddon cyber weaponry? As some of you may have seen, we have passed the Cybernet licence on to several other publishers and I have a feeling this is one area they will be expanding even further. . .
The Web - Worlds Within Worlds gives players and GMs that other staple of the cyberpunk genre - the virtual reality of computer systems and the hackers (webcrawlers) who defeat them. Full rules are given for servers (populate your virtual world quickly and easily with standard stat blocks), Devas, Constructs and Programs. The latter are divided between Combat, Stealth and Transportation Programs, though there are also a few that do not easily fit the standard categories. . . A few 'standard' servers are also provided to kick the GM off, including the Standard Remote Access server, Data Vault server and Conversation/Interaction server. Example ICE programs are also detailed. The use of Webdecks are covered, as well as how webcrawlers interact and achieve their goals in this new world.
The last chapter, Advanced Character Classes, provides the archetypes common to the cyberpunk genre. GMs will be able to add their own to represent the people of elite organisations and corporations, as befits their own campaign - and Cybernet just begs for you to do so. Included here are the Mercenary, Gunslinger, Master Thief, Runner, Field Scientist, Tech Savant, Field Medic, Detective, Celebrity and True Hacker, all complete with some of the best artwork we have ever commissioned. Dubious about Field Medics in your cyberpunk gang? Wait until you see the picture - it makes perfect sense

The core rulebook winds up with a two page character sheet (black and white so it is easy to photocopy - though we will also be updating the Ultimate Character Record Sheet for this game) and a complete Index.
OGL Cybernet is a 256 page full colour hardback, retailing at $39.95, and will be available in your local stores within 10 days or so.