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NeuroSpasta: Pathfinder RPG gets a Cyber-Tech Upgrade!
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<blockquote data-quote="Neuroglyph" data-source="post: 7651437" data-attributes="member: 85633"><p><span style="font-size: 12px">There are many different ways to handle cyberpunk settings, and the role-playing game community have seen a lot of interesting takes on this high-tech genre over the years. <strong><em>Shadowrun</em></strong> and <strong><em>Cyberspace</em></strong> RPGs have been the most conspicuous, but other game systems like <strong><em>GURPs</em></strong> and <strong><em>Hero System</em></strong> have taken a swing at the genre made famous by authors like William Gibson and Bruce Sterling.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">And the genre has grown and developed quite a bit as various media jumped into the the mix. New inspirations from movies like <em>Bladerunner</em> and <em>The Matrix</em> series, as well as Anime like <em>Akira</em>, <em>Armitage III</em>, and (my personal favorite) <em>Ghost in the Shell</em>, made the cyberpunk genre more and more mainstream, while giving game designers, both tabletop and computer, more fantastic ideas to incorporate in their games.</span></p><p><span style="font-size: 12px">[align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2013/06/neurospasta-cover.jpg[/align]<strong>D.E.M.</strong> (<strong>Dias Ex Machina</strong>) has taken the cyberpunk genre and given it a new and quite different setting. Drawing from a number of different inspirations, <strong><em>NeuroSpasta</em></strong> leaves the <em>film noir</em> style behind, and offers a vision of a high-tech near-future with the pacing of an international spy thriller!<strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>NeuroSpasta</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Designers</strong>: Chris Tavares Dias; Christopher Stilson; Conan Veitch</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Illustrators</strong>: Nick Greenwood (cover & interior); Wayne Miller (interior); Jeremy Simmons (cartography)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Publisher</strong>: Dias Ex Machina</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Year</strong>: 2013</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Media</strong>: PDF (307 pages)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Cost</strong>: $17.99 (PDF from <strong><a href="http://www.rpgnow.com/product/114369/NeuroSpasta---Pathfinder&amp;filters=0_0_0_31813_0?affiliate_id=270466" target="_blank">RPGNow</a> </strong>– Hardcover B&W+PDF on sale for $33.96) </span></li> </ul><p><span style="font-size: 12px"><strong><em></em></strong></span></p><p><span style="font-size: 12px"><strong><em>NeuroSpasta</em></strong> is a cyber-punk role-playing game setting on a dystopian Earth of the not-too-distant future, utilizing the <strong>Pathfinder RPG</strong> system for a base – with some minor modifications and additional rules. The <strong><em>NeuroSpasta</em></strong> core book is designed for both players and game masters, containing all information necessary to create characters and referee a campaign in this cyber-setting. </span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Product Quality</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The product quality of <strong><em>NeuroSpasta</em></strong> is quite good, with excellent writing and a very user-friendly format. There were a few typos scattered throughout the 307 pages of the PDF, but none of them disrupt the reading experience. The writing style is engaging, and rule changes/additions are logical and reasonable. However, I could not help but notice that there were some references to <strong><em>D&D 4E</em></strong> rules and mechanics in places, as though the content was lifted from the other game system <strong><em>NeuroSpasta</em></strong> book, and dropped into the <strong><em>Pathfinder RPG</em></strong> version without proper editing.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The rule book comes with both a table of contents and an index for easy navigation. Additionally, the PDF is equipped with substantial bookmarks for quickly speeding to the desired section of the rules.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The artwork in <strong><em>NeuroSpasta</em></strong> is excellent. The full color cover is stunning, and very evocative of the setting of the game. Interior illustrations are black and white with very fine details, and there are plenty of images to bring many facets of the game to life. The cartography for the encounter maps are in full color and can br printed for use at the table. However, I was disappointed to find there was no map of the setting itself – the city of Archon – which would have been helpful in the setting section to plan adventures.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Hack the Planet!</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">While on the surface, <strong><em>NeuroSpasta</em></strong> is a cyber-punk setting, but it is also a rule book for adapting <strong>Pathfinder RPG</strong> into a modern/futuristic scifi role-playing game. Some of the rules adopted for <strong><em>NeuroSpasta</em></strong> are adapted from the <strong><em>Ultramodern 4 OGL</em></strong> released last year by <strong>D.E.M.</strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">For players, <strong><em>NeuroSpasta</em></strong> contains 4 racial types along with racial traits, 10 character classes, and 11 new skills. There are more than 100 new feats for use in <strong><em>NeuroSpasta</em></strong>, in addition to applicable feats from the <strong>Pathfinder RPG</strong> core rules. There are 16 new prestige classes, over 100 programs, and gear appropriate to the setting. For game masters, there is content on antagonists and enemies, as well as a complete description of the setting – the city of Archon. There is additional information on creating adventures, including set pieces and maps for various encounters, and a collection of generic plot pieces that can be used to jumpstart or supplement an adventure. There is also a sample adventure called <em>Dreams of Man</em> for starting characters.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">In <em>Chapter 1</em>, the author introduces us to a little background about the setting, and a timeline of world events that led up to the current year 2091. The setting is a bit cyberpunk in nature, but not the gritty sprawl locales as found in <strong><em>Shadowrun RPG</em></strong> or Gibson’s <strong><em>Neuromancer</em></strong> trilogy. Instead, we find a setting with similarities to forms of Anime cyberpunk, and the author specifically mentions influences such as <em>Ghost in the Shell</em>, <em>Appleseed</em>, and <em>Patlabor</em> later in the book. The city-state of Archon is home to an emerging world government evolved from the United Nations. This self-contained island of shining buildings and high technology is the seat of world power, and full of political dissidents, anarchists, and techno-cults. A very different sort of future dystopia from purported to be ruled by mega-corporations.</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>Chapter 2</em> introduces four different races for players to use to create characters. <em>True-borns</em> are humans of any nationality, while <em>Nugenics</em> are a rare type of human who has been tailored genetically to be “perfect” specimens. (Anyone seen <em>GATTACA</em>?) For something a bit more unusual, characters can choose to play a <em>Prosthetic</em>, cyborgs with bodies filled with cybernetic limbs and parts. And then there are <em>Virtuants</em>, who have entirely artificial bodies, with the mind of AI operating a humanoid construct to interact with human society! There are also fifteen race-specific traits designed for <strong><em>NeuroSpasta</em></strong>, many of which also link in some background information as well.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Character classes are introduced in <em>Chapter 3</em>, as well as some new rules unique to the setting. In NeuroSpasta, nearly everyone in the world is linked into the Global Internet via a <em>SEED</em> (<em>Synaptic Embedded Electronic Device</em>) and this offers some classes certain advantages and special attacks based upon hacking into an opponent’s mind. For instance, a new range value called <em>GIA</em> allows characters to attack an NPCs Global Internet Address. And new conditions such as <em>Firewalled</em>, apply to the defenses a character has against intrusion into their minds! Rules for hacking and other situations are covered here before the classes are introduced. There are nine classes in <strong><em>Neurospasta</em></strong>, each with unique traits which fit into the setting. Many are classes you’d expect in a future-modern/scifi game, such as <em>Engineer</em>, <em>Gunslinger</em>, and <em>Medic</em>. But the author also includes other interesting options such as Born-leader which bears some similarity to a <strong>Pathfinder RPG</strong> equivalent of a <strong>4E</strong> <em>Warlord</em>, as well as a Freediver – a hacker who can attack and enter other people’s minds through their SEED!</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>Chapter 4</em> introduces new skills, including some new rules for high speed vehicular combat, demolitions, and repairing tech items. There are also complimentary feats for these new high tech and modern skills, a big chuck of which deal with firearms, vehicle stunts, and hacking.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Prestige classes can be found in <em>Chapter 5</em>, and there are sixteen widely varying options to choose from. Some of these are military or para-military in nature, such as <em>Field Medic</em>, <em>Machine of War</em>, and <em>Recon Sniper</em>. Others lean more toward Anime and action movie tropes such as <em>Ghost</em>, <em>Dominator</em>, and <em>Cinematic Cliché</em>.</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>Chapter 6</em> details the many types of Gear that are available to characters in the setting, and there is well over 60 pages to cover it all. All manner of guns, melee weapons, and armor can be found here, as well as vehicles, aircraft, robots, and cybernetics – the latter includes limb ehnacements, neural implants, and even full body prosthetics. Very detailed descriptions here, along with an assortment over imaginative and cool tech!</span></p><p><span style="font-size: 12px"><strong><em></em></strong></span></p><p><span style="font-size: 12px"><strong><em>NeuroSpasta’s</em></strong> <em>Programs</em> are in some ways analogous to <strong>Pathfinder RPG</strong> spells, and <em>Chapter 7</em> details more than 100 of these for characters and NPCs to use in the course of the campaign. SEEDs have different capacities, and can run one or more programs to protect or augment a character. They can also be used to attack an enemy’s SEED, and affect the mind of the target with all manner of maladies, including mental control. All characters can use programs, and are limited only by their skill level in <em>Computer Use</em> and cost of the program itself – some are very expensive!</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">There is a sort of “monster manual” in <em>Chapter 8</em>, giving Pathfinder style stat blocks for a variety of human threats, combat cyberbodies used by enemy Prosthetics, killer robots, and a few unique NPCs. The author also includes some enemy traits such as Fanatic, Guerilla, and Regimented Unit to make a group of adversaries into a unique encounter.</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>Chapter 9</em> covers the setting itself, with particular attention paid to life in Archon, and the history that brought about this man-made high-tech island city-state. Each of the districts of Archon is described in some length, as well as organizations, general society, law enforcement, corporations, and threats to this seat of world governance. While the world beyond Archon has changed considerably, with many countries now formed into unions and bloc powers, the author does not go into too much detail, leaving Archon as the central point of the campaign.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The author gives game masters some setting and adventure building insights in <em>Chapter `10</em>. The recommended group dynamic for a campaign is creating a squad working for the <em>DPS</em> (Division of Public Safety) in Archon, thwarting anarchist plots, political intrigues, and other crimes against Archon. There is also five <em>set pieces</em>, area maps with fully detailed legends which can be used in a pinch or built up to make a scenario. <em>Applications</em> provide pre-made encounters which utilize the <em>set pieces</em>, and a selection of “monsters” from <em>Chapter 8</em>. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Finally, <em>Chapter 11</em> presents a 1st Level Adventure for 4 to 5 characters. <em>Dreams of Man</em> involves an intricate plot with the pacing of the most recent Bond films (Daniel Craig rocks!), with an ending that hints at an even greater threat which the game master can construct a campaign or adventure series around.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Overall Score: <strong>4.1</strong> <em>out of</em> <strong>5.0</strong></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Final Conclusions</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Overall, I was really excited reading through <strong><em>NeuroSpasta</em></strong>, and found <strong>D.E.M.</strong>’s vision of a cyberpunk near-future setting to be a refreshing change from the urban decay and sprawls that are the common tropes. The Archon setting presents the world in small, a single locale where the countries and political blocs of the entire world can be found, and where spy-thriller style intrigues, politics, and high-tech cyber adventures can all coexist together. I think the author adapted the setting well to the <strong>Pathfinder RPG</strong> system, with great new races and character classes that fit the genre well.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">I was a bit disappointed by the typos and editing issues, however, although none of were so bad as to make it a deal-breaker. And I’d have really liked to see some kind of map of Archon in the setting. It felt a little odd not having one in a setting book.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">But the price point is amazing for a book so stuffed with so much great content. It definitely takes the <strong>Pathfinder RPG</strong> to an exciting new setting for a very tempting price!</span></p><p><span style="font-size: 12px"><em></em></span></p><p><span style="font-size: 12px"><em>So until next Review… I wish you Happy Gaming!</em></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Author’s Note</strong>: This Reviewer received complimentary copy of the product discussed, which were used in the writing of this review.</span></p><p><span style="font-size: 12px"><strong><u></u></strong></span></p><p><span style="font-size: 12px"><strong><u>Grade Card (Ratings 1 to 5)</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: 3.75</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- <strong>Design</strong>: 3.5 (Very solid design; great writing and presentation; typos and editing errors disappointing)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- <strong>Illustrations</strong>: 4.0 (Great cover art; cool interior illustrations throughout the book)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: 4.0</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- <strong>Crunch</strong>: 4.0 (Massive crunch; cool character building content; great new rules for modern/scifi genres)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- <strong>Fluff</strong>: 4.0 (Amazing fluff; fascinating vision for a near future cyberpunk campaign)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: 4.5 (Spectacular price for the a ton of player and game master content! Very complete!)</span></li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 7651437, member: 85633"] [SIZE=3]There are many different ways to handle cyberpunk settings, and the role-playing game community have seen a lot of interesting takes on this high-tech genre over the years. [B][I]Shadowrun[/I][/B] and [B][I]Cyberspace[/I][/B] RPGs have been the most conspicuous, but other game systems like [B][I]GURPs[/I][/B] and [B][I]Hero System[/I][/B] have taken a swing at the genre made famous by authors like William Gibson and Bruce Sterling. And the genre has grown and developed quite a bit as various media jumped into the the mix. New inspirations from movies like [I]Bladerunner[/I] and [I]The Matrix[/I] series, as well as Anime like [I]Akira[/I], [I]Armitage III[/I], and (my personal favorite) [I]Ghost in the Shell[/I], made the cyberpunk genre more and more mainstream, while giving game designers, both tabletop and computer, more fantastic ideas to incorporate in their games. [align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2013/06/neurospasta-cover.jpg[/align][B]D.E.M.[/B] ([B]Dias Ex Machina[/B]) has taken the cyberpunk genre and given it a new and quite different setting. Drawing from a number of different inspirations, [B][I]NeuroSpasta[/I][/B] leaves the [I]film noir[/I] style behind, and offers a vision of a high-tech near-future with the pacing of an international spy thriller![B][U] NeuroSpasta[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Designers[/B]: Chris Tavares Dias; Christopher Stilson; Conan Veitch[/SIZE] [*][SIZE=3][B]Illustrators[/B]: Nick Greenwood (cover & interior); Wayne Miller (interior); Jeremy Simmons (cartography)[/SIZE] [*][SIZE=3][B]Publisher[/B]: Dias Ex Machina[/SIZE] [*][SIZE=3][B]Year[/B]: 2013[/SIZE] [*][SIZE=3][B]Media[/B]: PDF (307 pages)[/SIZE] [*][SIZE=3][B]Cost[/B]: $17.99 (PDF from [B][URL="http://www.rpgnow.com/product/114369/NeuroSpasta---Pathfinder&filters=0_0_0_31813_0?affiliate_id=270466"]RPGNow[/URL] [/B]– Hardcover B&W+PDF on sale for $33.96) [/SIZE] [/LIST] [SIZE=3][B][I] NeuroSpasta[/I][/B] is a cyber-punk role-playing game setting on a dystopian Earth of the not-too-distant future, utilizing the [B]Pathfinder RPG[/B] system for a base – with some minor modifications and additional rules. The [B][I]NeuroSpasta[/I][/B] core book is designed for both players and game masters, containing all information necessary to create characters and referee a campaign in this cyber-setting. [B][U] Product Quality[/U][/B] The product quality of [B][I]NeuroSpasta[/I][/B] is quite good, with excellent writing and a very user-friendly format. There were a few typos scattered throughout the 307 pages of the PDF, but none of them disrupt the reading experience. The writing style is engaging, and rule changes/additions are logical and reasonable. However, I could not help but notice that there were some references to [B][I]D&D 4E[/I][/B] rules and mechanics in places, as though the content was lifted from the other game system [B][I]NeuroSpasta[/I][/B] book, and dropped into the [B][I]Pathfinder RPG[/I][/B] version without proper editing. The rule book comes with both a table of contents and an index for easy navigation. Additionally, the PDF is equipped with substantial bookmarks for quickly speeding to the desired section of the rules. The artwork in [B][I]NeuroSpasta[/I][/B] is excellent. The full color cover is stunning, and very evocative of the setting of the game. Interior illustrations are black and white with very fine details, and there are plenty of images to bring many facets of the game to life. The cartography for the encounter maps are in full color and can br printed for use at the table. However, I was disappointed to find there was no map of the setting itself – the city of Archon – which would have been helpful in the setting section to plan adventures. [B][U] Hack the Planet![/U][/B] While on the surface, [B][I]NeuroSpasta[/I][/B] is a cyber-punk setting, but it is also a rule book for adapting [B]Pathfinder RPG[/B] into a modern/futuristic scifi role-playing game. Some of the rules adopted for [B][I]NeuroSpasta[/I][/B] are adapted from the [B][I]Ultramodern 4 OGL[/I][/B] released last year by [B]D.E.M.[/B] For players, [B][I]NeuroSpasta[/I][/B] contains 4 racial types along with racial traits, 10 character classes, and 11 new skills. There are more than 100 new feats for use in [B][I]NeuroSpasta[/I][/B], in addition to applicable feats from the [B]Pathfinder RPG[/B] core rules. There are 16 new prestige classes, over 100 programs, and gear appropriate to the setting. For game masters, there is content on antagonists and enemies, as well as a complete description of the setting – the city of Archon. There is additional information on creating adventures, including set pieces and maps for various encounters, and a collection of generic plot pieces that can be used to jumpstart or supplement an adventure. There is also a sample adventure called [I]Dreams of Man[/I] for starting characters. In [I]Chapter 1[/I], the author introduces us to a little background about the setting, and a timeline of world events that led up to the current year 2091. The setting is a bit cyberpunk in nature, but not the gritty sprawl locales as found in [B][I]Shadowrun RPG[/I][/B] or Gibson’s [B][I]Neuromancer[/I][/B] trilogy. Instead, we find a setting with similarities to forms of Anime cyberpunk, and the author specifically mentions influences such as [I]Ghost in the Shell[/I], [I]Appleseed[/I], and [I]Patlabor[/I] later in the book. The city-state of Archon is home to an emerging world government evolved from the United Nations. This self-contained island of shining buildings and high technology is the seat of world power, and full of political dissidents, anarchists, and techno-cults. A very different sort of future dystopia from purported to be ruled by mega-corporations. [I] Chapter 2[/I] introduces four different races for players to use to create characters. [I]True-borns[/I] are humans of any nationality, while [I]Nugenics[/I] are a rare type of human who has been tailored genetically to be “perfect” specimens. (Anyone seen [I]GATTACA[/I]?) For something a bit more unusual, characters can choose to play a [I]Prosthetic[/I], cyborgs with bodies filled with cybernetic limbs and parts. And then there are [I]Virtuants[/I], who have entirely artificial bodies, with the mind of AI operating a humanoid construct to interact with human society! There are also fifteen race-specific traits designed for [B][I]NeuroSpasta[/I][/B], many of which also link in some background information as well. Character classes are introduced in [I]Chapter 3[/I], as well as some new rules unique to the setting. In NeuroSpasta, nearly everyone in the world is linked into the Global Internet via a [I]SEED[/I] ([I]Synaptic Embedded Electronic Device[/I]) and this offers some classes certain advantages and special attacks based upon hacking into an opponent’s mind. For instance, a new range value called [I]GIA[/I] allows characters to attack an NPCs Global Internet Address. And new conditions such as [I]Firewalled[/I], apply to the defenses a character has against intrusion into their minds! Rules for hacking and other situations are covered here before the classes are introduced. There are nine classes in [B][I]Neurospasta[/I][/B], each with unique traits which fit into the setting. Many are classes you’d expect in a future-modern/scifi game, such as [I]Engineer[/I], [I]Gunslinger[/I], and [I]Medic[/I]. But the author also includes other interesting options such as Born-leader which bears some similarity to a [B]Pathfinder RPG[/B] equivalent of a [B]4E[/B] [I]Warlord[/I], as well as a Freediver – a hacker who can attack and enter other people’s minds through their SEED! [I] Chapter 4[/I] introduces new skills, including some new rules for high speed vehicular combat, demolitions, and repairing tech items. There are also complimentary feats for these new high tech and modern skills, a big chuck of which deal with firearms, vehicle stunts, and hacking. Prestige classes can be found in [I]Chapter 5[/I], and there are sixteen widely varying options to choose from. Some of these are military or para-military in nature, such as [I]Field Medic[/I], [I]Machine of War[/I], and [I]Recon Sniper[/I]. Others lean more toward Anime and action movie tropes such as [I]Ghost[/I], [I]Dominator[/I], and [I]Cinematic Cliché[/I]. [I] Chapter 6[/I] details the many types of Gear that are available to characters in the setting, and there is well over 60 pages to cover it all. All manner of guns, melee weapons, and armor can be found here, as well as vehicles, aircraft, robots, and cybernetics – the latter includes limb ehnacements, neural implants, and even full body prosthetics. Very detailed descriptions here, along with an assortment over imaginative and cool tech! [B][I] NeuroSpasta’s[/I][/B] [I]Programs[/I] are in some ways analogous to [B]Pathfinder RPG[/B] spells, and [I]Chapter 7[/I] details more than 100 of these for characters and NPCs to use in the course of the campaign. SEEDs have different capacities, and can run one or more programs to protect or augment a character. They can also be used to attack an enemy’s SEED, and affect the mind of the target with all manner of maladies, including mental control. All characters can use programs, and are limited only by their skill level in [I]Computer Use[/I] and cost of the program itself – some are very expensive! There is a sort of “monster manual” in [I]Chapter 8[/I], giving Pathfinder style stat blocks for a variety of human threats, combat cyberbodies used by enemy Prosthetics, killer robots, and a few unique NPCs. The author also includes some enemy traits such as Fanatic, Guerilla, and Regimented Unit to make a group of adversaries into a unique encounter. [I] Chapter 9[/I] covers the setting itself, with particular attention paid to life in Archon, and the history that brought about this man-made high-tech island city-state. Each of the districts of Archon is described in some length, as well as organizations, general society, law enforcement, corporations, and threats to this seat of world governance. While the world beyond Archon has changed considerably, with many countries now formed into unions and bloc powers, the author does not go into too much detail, leaving Archon as the central point of the campaign. The author gives game masters some setting and adventure building insights in [I]Chapter `10[/I]. The recommended group dynamic for a campaign is creating a squad working for the [I]DPS[/I] (Division of Public Safety) in Archon, thwarting anarchist plots, political intrigues, and other crimes against Archon. There is also five [I]set pieces[/I], area maps with fully detailed legends which can be used in a pinch or built up to make a scenario. [I]Applications[/I] provide pre-made encounters which utilize the [I]set pieces[/I], and a selection of “monsters” from [I]Chapter 8[/I]. Finally, [I]Chapter 11[/I] presents a 1st Level Adventure for 4 to 5 characters. [I]Dreams of Man[/I] involves an intricate plot with the pacing of the most recent Bond films (Daniel Craig rocks!), with an ending that hints at an even greater threat which the game master can construct a campaign or adventure series around. Overall Score: [B]4.1[/B] [I]out of[/I] [B]5.0[/B] [B][U] Final Conclusions[/U][/B] Overall, I was really excited reading through [B][I]NeuroSpasta[/I][/B], and found [B]D.E.M.[/B]’s vision of a cyberpunk near-future setting to be a refreshing change from the urban decay and sprawls that are the common tropes. The Archon setting presents the world in small, a single locale where the countries and political blocs of the entire world can be found, and where spy-thriller style intrigues, politics, and high-tech cyber adventures can all coexist together. I think the author adapted the setting well to the [B]Pathfinder RPG[/B] system, with great new races and character classes that fit the genre well. I was a bit disappointed by the typos and editing issues, however, although none of were so bad as to make it a deal-breaker. And I’d have really liked to see some kind of map of Archon in the setting. It felt a little odd not having one in a setting book. But the price point is amazing for a book so stuffed with so much great content. It definitely takes the [B]Pathfinder RPG[/B] to an exciting new setting for a very tempting price! [I] So until next Review… I wish you Happy Gaming![/I] [B] Author’s Note[/B]: This Reviewer received complimentary copy of the product discussed, which were used in the writing of this review. [B][U] Grade Card (Ratings 1 to 5)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: 3.75[/SIZE] [*][SIZE=3]- [B]Design[/B]: 3.5 (Very solid design; great writing and presentation; typos and editing errors disappointing)[/SIZE] [*][SIZE=3]- [B]Illustrations[/B]: 4.0 (Great cover art; cool interior illustrations throughout the book)[/SIZE] [*][SIZE=3][B]Content[/B]: 4.0[/SIZE] [*][SIZE=3]- [B]Crunch[/B]: 4.0 (Massive crunch; cool character building content; great new rules for modern/scifi genres)[/SIZE] [*][SIZE=3]- [B]Fluff[/B]: 4.0 (Amazing fluff; fascinating vision for a near future cyberpunk campaign)[/SIZE] [*][SIZE=3][B]Value[/B]: 4.5 (Spectacular price for the a ton of player and game master content! Very complete!)[/SIZE] [/LIST] [/QUOTE]
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NeuroSpasta: Pathfinder RPG gets a Cyber-Tech Upgrade!
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