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Cyberpunk v.3
by Ubiratan A. [Verified Purchaser] Date Added: 12/29/2010 10:10:01

This was a disappointment for me. The layout is actually painful to look at on a screen, it's hard to find the rules you want, and enough has been said about the doll art that I don't need to elaborate further. Plus, the book is incomplete - the print version has some 18 extra pages that aren't present on the PDF. If you absolutely must own this game, go with the print version.



Rating:
[1 of 5 Stars!]
Cyberpunk v.3
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Teenagers from Outerspace
by Ubiratan A. [Verified Purchaser] Date Added: 11/03/2010 15:49:39

Good, old-fashioned, crazy anime shenanigans of the sort that made series such as Ranma 1/2 or Tenchi Muyo into classics. Stay away if you expect heavy drama or anything serious at all. If, however, you always wanted to own game with at least three separate ways to instantly change a character's gender, your search is over!



Rating:
[5 of 5 Stars!]
Teenagers from Outerspace
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Mekton: Operation Rimfire
by Glen M. [Verified Purchaser] Date Added: 10/31/2010 23:19:47

Have loved this book from when it first saw print and am glad to have a PDF copy of it as well now, this is how a Mecha Drama Adventure should be written it deserves a 4.7-4.8 even today, it has aged very well and will continue to do so.

If their is anything missing it's more Fluff on the featured mechanicals.

the writing captures the imagination and inspires the GM's creativity, do your self a favour and buy yourself a copy.



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[5 of 5 Stars!]
Mekton: Operation Rimfire
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Mekton Techbook
by Glen M. [Verified Purchaser] Date Added: 10/31/2010 22:59:39

I've owned the DTF since it was first released and was overjoyed to get a PDF copy, with luck this will greatly extend the life of my DTF book. though not perfect but it's much better than most other Mechanicals construction systems out there including more modern ones, I find the MTS is easer to use than the MTSZ but that's just a personal preference, even if you don't own Mekton II the books worth a read if your a Mecha fan.



Rating:
[4 of 5 Stars!]
Mekton Techbook
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The Book of Sigils
by Sterling B. [Verified Purchaser] Date Added: 03/03/2010 16:22:39

It's good to see these books available as pdfs. That being said, I would have been much happier if the quality level had been similar to that of the core book. Instead, it's just scanned in pages. Still, if you can't find the original books, you could do a lot worse than this version.



Rating:
[3 of 5 Stars!]
The Book of Sigils
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The Lost Notebooks of Leonardo da Vinci
by Sterling B. [Verified Purchaser] Date Added: 03/03/2010 16:21:35

It's good to see these books available as pdfs. That being said, I would have been much happier if the quality level had been similar to that of the core book. Instead, it's just scanned in pages. Still, if you can't find the original books, you could do a lot worse than this version.



Rating:
[3 of 5 Stars!]
The Lost Notebooks of Leonardo da Vinci
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Six-Guns & Sorcery
by Sterling B. [Verified Purchaser] Date Added: 03/03/2010 16:20:26

It's good to see these books available as pdfs. That being said, I would have been much happier if the quality level had been similar to that of the core book. Instead, it's just scanned in pages. Still, if you can't find the original books, you could do a lot worse than this version.



Rating:
[3 of 5 Stars!]
Six-Guns & Sorcery
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The Memoirs of Auberon of Faerie
by Sterling B. [Verified Purchaser] Date Added: 03/03/2010 16:19:06

It's good to see these books available as pdfs. That being said, I would have been much happier if the quality level had been similar to that of the core book. Instead, it's just scanned in pages. Still, if you can't find the original books, you could do a lot worse than this version.



Rating:
[3 of 5 Stars!]
The Memoirs of Auberon of Faerie
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Wildside
by Megan R. [Featured Reviewer] Date Added: 07/05/2009 12:56:23

The introduction, Welcome to the Wildside, lays it out clearly: Cyberpunk is what it is because of all the wheeling and dealing, the scams and the rackets, that go on in the underbelly of cities in the year 2020. Fixers are not mere thieves and rogues: they are go-betweens, go-to guys more likely to hire someone to do something than do it themselves, 'people' people who will always know who to talk to if you are looking for something... provided you can pay their price. The introduction concludes with the transcript of a lecture by a professor of sociology attempting to explain the phenomenon of the Fixer in sociological terms, or at least attempting to have a conversation with a real live Fixer.

Chapter 1: Fixers defines the Fixer as a power broker of the streets, a freelance negotiator picking his way between corporations and governments and the people or things that they need but don't want to admit to going anywhere near, the person who can put together a package - for a price - to deliver just about any result you might want. Within the Cyberpunk rule mechanics, the Fixer is defined by his special ability of Streetdeal, and the chapter proceeds to discuss this skill and its effective use in great detail. Contacts are the lifeblood of a Fixer's life and three systems are presented for running them effectively in your game, ranging from a simplistic one best suited to one-off games through to a fully-detailed one for someone who really wants to make his Fixer's networking abilities come to life by designing his contacts in detail, rather than interacting with unnamed ones merely through making die rolls. There are all manner of ideas for incorporating the Fixer's work into the game proper, rather than relegating it to the background and a few die rolls. Handled properly, information gathering and interacting with contacts can be an integral part of the game. Favours owed will come back to haunt a fixer at the most inconvenient moment... and favours owed to him may be the thing that swings it round to his advantage again. Plenty of fun to be had here...

Next, the concept of Fixer 'specialisation' is introduced: the idea that rather than being a general street-dealer, the Fixer will have a specific area of expertise in which his contacts and reputation are concentrated. Both player-character Fixers and their network of contacts can specialise to great advantage - you now know who to go to depending on your specific needs, and many have to speak to several Fixers to gather and equip a team and find out details of the security system of the building you intend to infiltrate, for example. Properly played, the Fixer is not a department store, a one-stop shop... although there may be layers, the party deals with one (perhaps a party member), but he then deals with several 'sub-contractors' to get everything the party requires. Some specialisms are well-suited to player-character Fixers, others work better as an NPC - and often provide scope for a wealth of side-plots if the referee is so inclined. Depending on the chosen specialty, the Fixer has access to a subtly-different skill set to suit the type of work he does... and probably has a different attitude and approach to life as well. There's also an interesting discussion of Organised Crime as it pertains to Fixers - many leading members of a Mafia family, a Tong or a Yakuza clan will be Fixers of some sort, and even those who remain independent will have to deal with 'the Mob' on occasion - and the chapter rounds out with some associated trades which are not themselves Fixers but with whom many Fixers will interact. Each of these can be NPC contacts or played as full-blown characters, and add to the richness of the Cyberpunk world.

Chapter 2: Name of the Game looks at the nuts and bolts of creating a Fixer character in light of what has already been said, how to fine-tune your choices to make an effective Fixer of whatever specialty you have decided to play. While skills are very important to a Fixer, equipment is not apart from reliable communications gear - you'll be hiring in specialist expertise and equipment as and when required rather than having to have it yourself. There are also some hints and tips on how to play the character once he's created... Cyberpunk is all about style, after all, and there's some good advice on how to develop your own spin on the successful Fixer. Next, there is a discussion on forming a business - being a Fixer is all about money, and however independent you want to be, if you are any good you will need hirelings, minions, to make it on your behalf. There's a lot of detail here, even to analysis of what you might need people to do and what realistic remuneration would be - perhaps too much detail for some, but excellent for those who are keen to create an alternate reality within their game. It can also spawn adventure plots of its own - if your business is threatened, or an underling starts getting ideas above his station and tries to take over, the Fixer's going to have to do something about it. Just in case you are thinking this is all more trouble than it's worth (although it can be abstracted to a few die rolls mst of the time), the next bit looks at how a Fixer can play a full part within a group of adventurers.

Next, Chapter 3: Tools of the Trade... but, as mentioned above, Fixers don't need a lot of gear so this is about those intangible tools: skills and knowledge and how to use them to good effect. Interpersonal skills, money, handling stolen property and identity are all covered, an impressive arsenal to set a budding Fixer on the road to reputation and financial success. For those who like the dice to do the talking (or for a referee unsure of how an NPC will respond), a lot of the interpersonal skills a Fixer need can be abstracted... although if you don't like role-playing your social and business interactions, Fixer may be the wrong role for your character.

Then, Chapter 5: The Street looks at the Fixer's natural habitat: the underbelly of whichever city he calls home. But it's more than that, most cities boast a 'Strip' where you know you can go and find what you are after. One - High Street in Night City - is described to give a taste of the sort of place. With an impressive listing of crimes you can commit (and the penalties if caught) the discussion moves on to the cityscape in general, with advice for the referee in how to design and describe places in true Cyberpunk style.

Finally, there are some Appendices on things that affect street life, but are not actually part of it. Things like religion and politics, which some people get passionate over while others are indifferent. Take care if any players are fervent members of a religious faith, they may be offended at in-game representations, but otherwise both religion and politics can provide fascinating depth to a game. There's also a list of reference material and some street slang to practise! For harassed referees, there are a few tables for creating an 'instant atmosphere' as well.

Whether or not you want to play a Fixer, this is well-nigh essential reading for anyone who wants to get to grips with the true alternate reality of a Cyberpunk game.



Rating:
[5 of 5 Stars!]
Wildside
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Maximum Metal
by Megan R. [Featured Reviewer] Date Added: 06/28/2009 11:45:49

As the Introduction explains, this book has several purposes. It presents improved systems for vehicle design and mobile combat, it introduces military-style heavy weapons, and it deals with powered armour... which when you mix in cyberware can get pretty interesting.

The first chapter looks at Military Vehicles. While armoured personnel carriers have become popular with law enforcement and private security forces alike, most military vehicles are still rarely seen out of a military context. That said, they do show up when the armed forces - or the private security of a really LARGE company like Militech (they make them, after all) - are involved in whatever is going down; and so the relevant rules for armour penetration and the procedures for conducting vehicular combat are presented. Should someone using a suit of power armour wish to mix it with fighting vehicles of a more conventional nature - quite likely as the natural reaction of law enforcement when faced with a crook in powered armour would be to send for the nearest tank! - there are rules for that as well. Drones, remote-piloted vehicles, indirect fire, missiles and countermeasures are all covered... plenty and enough for any 'punks wishing to wage all-out war.

Now that we know what they can do, next comes Vehicle Design. Again this section is devoted to rule mechanics, and you can basically build a vehicle to meet your needs... provided you can pay for it! Once you have the vehicle, then you can arm it. With, of course, a reminder that you will need ammunition and storage space for it as well. If there's any space left, there is some additional equipment that you can add - maybe you'd like a crash control system (airbags and the like) in case things go wrong, or a fire extinguisher should they get worse... or if they are going well, maybe a wet bar and a large bed are more your style.

If vehicle design seems a bit like hard work, you may prefer the next chapter, Vehicle Catalogue. Imagine a showroom full of shiny military vehicles, what sort of patter might the salesman have? And it's not just road and off-road vehicles, there are hovercraft and helicopters and more here as well.

We've already heard a bit about how to fight with powered armour, but the next chapter Powered Armour looks at everything you need to know - skills, options, complete combat rules and more. There's even a selection of typical PA Trooper slang, so you can sound the part as well as look it. The use of this armour is so specialised that, while anyone can put it on, to use it to full effect there's a Solo sub-class dedicated to its mastery.

The next chapter is ACPA Design, so if you want to design a suit of powered armour from the bottom up, here's all you need... and again, if designing your own seems like too much bother, there's an ACPA Catalogue in the next chapter with a wide selection of ready-made suits for the discerning Trooper to choose from. The book rounds off with a collection of ready-reference charts for weapons, armour and vehicles dicussed elsewhere.

Profusely illustrated with line art of a high percentage of the items described, this book is ideal for those who want plenty of firepower. It presents both vehicles and powered armour in a neat manner - firstly the rules for using them in combat, then the construction rules, and then a generous catalogue of samples to use as-is, or as examples to hone your own design skills. While of necessity rules-heavy, there is plenty of flavour as well.



Rating:
[4 of 5 Stars!]
Maximum Metal
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Mekton: Operation Rimfire
by Megan R. [Featured Reviewer] Date Added: 06/27/2009 12:50:58

The concept behind this book is simple: as Mekton is inspired by Japanese mecha TV shows, why not create an adventure based on the way in which a TV series is constructed. Nice concept!

The first chapter is 100% Characters and the stated aim is to introduce the pre-generated characters who'll be the 'stars' of the campaign, helping players to choose a character and also introducing some of the other folks who will feature in the story. Unefortunately the introductory page is written in darkish red ink on a black background, which would be difficult to read even if crisply printed. It's worth straining your eyes over, as it consists of a good background and overview of what is going on in the world when the campaign starts. Closing months of a bitter war, the planet Algol in the grip of an ice age that forced a territorial dispute over the only warm bit... there just wasn't enough room for everyone. And then there wasn't really room for anyone, it started to snow even here in the tropics! People stopped brawling and began to work together instead, and a scheme to reheat the planet was devised. Unfortunately a bunch of terrorists tried to sabotage these efforts, calling on one of the former leaders to be tried for war crimes as the price for them to behave themselves. The authorities decided that to protect planet-warming efforts, an elite police force called Overwatch was to be formed... and the characters are recruited to be part of it.

Some characters follow, each given a page of illustration and notes about the character rather than hard and fast statistics. These are in the main legible, although more care could have been taken over text placement on the backgrounds. There's a selection of characters from the terrorist group as well. Interestingly, the notes are written as if by an intelligence analyst, giving an assessment of each person - a nice way to provide role-playing details. This section is intended for anyone to read.

Next comes a Story Digest, marked for referee's eyes only. It gives the real background, and plenty of detail about what is going on. After some general notes giving both the main plotline and a couple of sub-plots, we move on to an episode-by-episode outline - in classic TV series style, 22 in total. Written as a cross between a script and an episode synopsis, each gives a good idea of what needs to take place and where, and who is involved, while providing plenty of detail and atmosphere and ideas of how to involve the characters rather than leaving them feel as if they are scripted spectators to the action. Each gets about three pages including events, opportunities for the characters to do their own thing as well as get involved in the events, notes on major NPCs appearing and scene-setting background on the locations involved. Layout is good, and it will ensure that the referee doesn't have to search through the book mid-action to answer a question or find a detail required during the course of play.

This is followed by extra detail in the shape of full character sheets and even more background for the referee. Players should only read the material relating to the character that they have chosen, based on the 'open access' material in the first chapter. While many people like to create their own characters, this campaign is so tightly-plotted with the characters as written completely integrated that it is recommended that players do use one of the pre-generated characters. There's still scope within the descriptions for player interpretation of how to role-play that character. If players are adamant about using their own characters, the referee should spend some time integrating the character into the storyline in a similar manner, but in the 10 characters given most people ought to find at least one they'd like to play.

The final chapter is 100% Mechanix, and it's all about the mecha available and how to best run the combats to be challenging, survivable and above all enjoyable. Full specifications are included.

While you might feel it's a bit over-scripted, it serves a tightly plotted campaign well, ensuring that every point essential to the storyline comes in at the correct moment - even if the characters do not realise their significance at the time! As role-playing events generally takes a bit longer than watching them on TV, each episode will take up a gaming session of 3-4 hours, but you will need to keep the action moving - no bad thing, it will help to maintain the proper pace and feeling of excitement inherent in the campaign if you work to such a schedule. If you like tightly-plotted campaigns with a lot going on, but do not mind that it's all been laid out for you, this is a fine campaign to consider... I'd like to run it myself!



Rating:
[5 of 5 Stars!]
Mekton: Operation Rimfire
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Mekton Zeta
by Kenneth G. [Verified Purchaser] Date Added: 05/17/2009 04:22:42

So you wanted to write and produce your own Anime series? This is the book that allows you to tell Epic Saga right from your very own kitchen table. Babes, Gun, Mecha, and other strangeness at its best. Next to "Big Eyes, Small Mouth" this game sets the tone, pace, and standrad from any game in this Genre. Fast to start up and extremely flexible Character, and Mecha build system, its allows you to replicate any Anime Saga ( with or without Mecha).



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[5 of 5 Stars!]
Mekton Zeta
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Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
by Michael T. [Verified Purchaser] Date Added: 05/10/2009 16:43:41

Still my favorite game for the cyberpunk genre. Although there are a few gaffes (faxing is the communication mode of the future!), there's a lot of predictions that have come true or are well on their way to becoming true. Mike Pndsmith really hit paydirt with this fantastic system.



Rating:
[4 of 5 Stars!]
Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
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Cyberpunk v.3
by Will W. [Verified Purchaser] Date Added: 04/02/2009 12:59:46

I love Cyberpunk and there is a lot in this book that make it's purchase well worth it.

Unfortunately I have to give this a fair to middlin' rating as it's a very inconsistently put together book that has more value as an update tool for 2020 than a game in it's own right. It appears to have had large sections of the 2020 text copied and pasted into it including references to no longer existing rules, in addition some paragraphs mysteriously end mid sentence and there seems to be at least one entire section of rules missing from the PDF.

I think that the use of action figures to illustrate the book was a noble try, but not one that the fans hoped to see from R-Talsorian games. It's fairly ignorable but has caused players to not take the game as seriously as they could otherwise. Re-using 2020 art would have been less jarring I think. Other than that the book is beautifully laid out and has a lot of good ideas (and a few iffy ones) to bring your Cyberpunk campaign up to date.



Rating:
[3 of 5 Stars!]
Cyberpunk v.3
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Cyberpunk v.3
by David R. [Verified Purchaser] Date Added: 01/18/2009 08:33:07

I've been playing Cyberpunk for 8 or 9 years, off and on, and i always enjoyed it, the system was simple, lots of books to play with, and it managed to capture the feel of the genre, but it was never as good as i thought it could be. And thats the same problem i have with this version, it captures the feel of the new cyberpunk, with all of its trans/post humanistic trappings, but its not quite there yet. Some people complain about the bad pictures, and they are terrible, or the horrible color choice, equally bad, but these are incidental to the core of the product, a game about being more than human, about living a lifestyle beyond human, and coming to terms with that. Whats lacking, really, is enough information to play the game. You've got just enough information to get into the trouble, and thats its, nothing to help you expand it into a full campaign. And thats sad, because it has a lot of promise. maybe after they release a couple of AltCult books (the first one for the Edgerunner having finally been released) will make it playable, but in its current form, its nothing for a toolkit for a 2 shot adventure.



Rating:
[3 of 5 Stars!]
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