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Fuzion Core Rules
by Mitchell G. [Verified Purchaser] Date Added: 11/30/2016 18:36:09

The sheer versatility of the system and ease of play is the biggest reason for why I love this system so much and is my go-to for a game that I am not sure what other system to use. My only gripe was that I wish that it had additional stuff for genres and things from the other systems that he had based this off of (Cyberpunk, Mekton, Sengoku ect.)



Rating:
[5 of 5 Stars!]
Fuzion Core Rules
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Cybergeneration: The 2nd Edition
by Thilo G. [Featured Reviewer] Date Added: 11/28/2016 05:29:31

An Endzeitgeist.com review

This massive game clocks in at 250 pages, 1 page front cover, 1 page inside of front cover, 2 pages of ToC,1 page back cover, leaving us with a massive245 pages of content, so let's take a look!

This book was requested as a prioritized review by one of my patreons. Additionally, said patreon has graciously provided a print copy, thus moving this further up in my reviewing queue. Thank you, Chad!

So, what is Cybergeneration's 2nd edition? well, you probably know the grand daddy of cyberpunk RPGs, right? No, not Shadowrun, talkin' bout Cyberpunk 2020, my friends! Anyways, the original cybergeneration was basically a subsystem, whereas this, the 2nd edition, constitutes a stand-alone setting that still maintains compatibility. Got that?

Well, so what about the world? You see, this book's focus is pretty radically different than that of most other cyberpunk games. What does the genre evoke for you? Probably some images of steel-clad towers, mighty arcologies, horrible megacorps and a fight for survival within the shadows of the moloch of an industrial complex that is grinding all free will, right? Well, this one takes place in 2027 and the big fight between the revolutionaries and counter-culture advocates of the 2020s has been decisively won - much like the Hippie culture and many another counter-/sub-culture movement, the sell-out happened. 2027, the former rebels have sold out and been mostly integrated into corporate structure; parents work 16-hour shifts and the nuclear family's a thing of the past. In the absence of family ties, a tribal structure has developed among the chronically bored, the desolate and lost kids of the age. Additionally, the presence of a mysterious plague, oftentimes lethal, but just as well survivable, has basically introduced special mutations among the youth, enhancing them beyond the normal - these are the members of the cybergeneration. This book is the chronicle of their tales.

Anyways, we begin unlike any other roleplaying game I have ever witnessed. You read a screen. A mysterious figure named Morgan contacts the juvepunkers and tries to steer them to safety. You give them a map. It shows weird signs. Some of them represent the patrols out to get them. They avoid them as spinners (advanced aerodyne vehicles) rush overhead. They need to get to safety...and once they have, it's time to choose an allegiance or gang, if you will. Yep. You heard me right. Character creation happens mid-adventure. And after each decision...well, the plot goes on.

The book provides a COLOSSAL amount of options here - a total of 18 such groups, called yogangs, are provided - each featuring notes on how you involved with them, how your relationship with other juvepunks is. Each of these yogangs grants access to a particularly powerful/unique skill that is exclusive for the gang. All right...so what are they? In all brevity: ArcoRunners are the ones who explore the intestines of the grand arcologies - the tunnels, shafts...and use this knowledge appropriately. BeaverBrats are suburbanites, tricksters and infiltration experts. BoardPunks would basically be the cyber-skaters. EcoRaiders would be the radical green terrorists and defenders of nature. FaceDancers are beholden to the idea of a fluid identity and employ technology and acting to impersonate others. Glitterkids are the new money scions of the famous...or famous themselves. GoGangers would be the cyber-equivalent of hardcore bikergangs. GoldenKids are those born with a golden, diamond-encrusted spoon in their mouth...think Dangerous Liaisons. Goths...well, are goths...or what the author thought goths were about. sigh They're not goths, they're friggin suicidal vampire-posers. I digress.

Guardians would be basically a combo of neighborhood watch/boyscouts and police; MallBrats are blackmarket dealers and know their way around the megamall complexes. MegaViolents think of themselves as heirs of the Vikings and the warrior-cultures, looking for the thrill of deadly combat...Clockwork orange, anyone? Rads are the smart kids that try to employ the methodology of the system to break it from within. Squats are the consummate beggars/scavengers. StreetFighters would be the disciplined martial artist equivalents to the berserker MegaViolents. TinkerTots are juvenile techs and engineers; Tribals eschew hightech and basically can be called badass urban Neo-native Americans. Finally, vidiots are urban guerrilla media & communication sabotage experts. As a whole, these yogangs can be envisioned as the tropes for groups of youths, seen through the lens of cyberpunk and amped up to 11. The respective write-ups are incredibly evocative, providing unique terminology employed by the group (aka, group-exclusive slang) and thus further increase the sense of immersion.

Once the players have reached the safehouse , it's time for their assessment of the mysterious man (or is he a man?) named Morgan. This would be when you assign your attributes. There are 9 of these: INT (Intelligence), REF (Reflexes), COOL (Cool - resistance to stress/willpower), TECH (Technical ability), LUCK (Luck - these points may be expended to modify die rolls; they regenerate on the next session), ATT (Attractiveness), MOVE (Movement), EMP (Empathy), BODY (Body type; combo of Strength and capability to sustain wounds). You have 50 points and you MUST place 2 in each attribute; you can assign up to 8 points. Assign all 50...and character generation's almost done.

Cybergeneration knows 12 skills per character (one is the yogang skill) - you assign between 1 and 8 points to these and get 40 points to assign. These skills, however, do NOT include hacking, advanced pharmaceutics or heavy weaponry - they represent basically skills kids could have - and considering that the suggested maximum age for a PC here is 19, you can kinda understand why. It should be noted that the book does feature means to "translate" the skills of the youths into "proper" adult skills, so if your game translates their youthful escapades to more serious, adult themes, you're all covered. In fact, the book does expect that, sooner or later, the yogangers will pick up some "adult" skills. The seamlessness of the transition-mechanics is pretty impressive.

Now I've already hinted at the quasi-sentient Carbon Plague; this is where the X-men comparison comes in: There are 5 default mutations the plague may cause in adolescents (and no, as written, you have no control over as what you end up): Tinmen become pretty much living cyborgs without the hassle of humanity. Alchemists contain nanites and may break down and reassemble things they touch. Wizards are basically the equivalent of Otaku in Shadowrun -they understand binary fluently, conjure up virtuality icons by just thinking about them, etc. And yes, you may learn to make familiars, independent AI programs. Scanners let you see moods of others and take advantage of this, being basically human lie-detectors/thought-readers, while finally, Bolters can fire quasi-wires - basically, they are living tasers and may recharge easily, shock others...and no, before you ask, you can't use them as grappling hooks. The rules provided are concise and detailed, with noemnclature definitions accompanying the well-crafted fluff. Using a lot of skills will net you IP - Improvement Pints at the referee's discretion. You use these to increase your skills, though not all skills cost the same IP to improve. Learning proper edgerunner skills, obviously, is tougher for yuvegangers.

Your starting equipment is what you purchase at the mall, where massive two-page spreads not only provide the rules, but also the visuals...with the exception of the nice artwork of a pizza place. You buy blackmarket guns. Blackmarket's the emphasis, hence only an artwork of yuvegangers eating pizza. Amazing and retains the internal consistency.

All right, so how do skill-checks work? You take 1d10, add your attribute and if you roll equal or higher the DC, you succeed. 10s are critical successes, 1s critical fumbles and there are opposed checks, obviously. Stat-checks mean you roll 1d10 and try to stay below your attribute. Simple, right? The book also has its own combat system, dubbed "Saturday Night Skuffle." It knows two time units, turns and rounds: Turns take 10 seconds, rounds 3. One turn contains 3 rounds. At the start of each round, one player rolls 1d10. The Referee rolls for the opposition. On a tie, the players go first. Players then decide on order or go by the highest REF-stat. You may wait for an action, but only ONCE per turn. (An optional rule lets you delay two actions thus, though the second is penalized.) One round equals movement based on your MOVE stat. Line of sight is called "Facing". If you fire at a foe, you total REF, your skill, weapon accuracy (WA) and 1d10 - if the result exceeds the difficulty number of the shot, you hit. You may attempt to dodge on your turn, increasing said difficulty number. Auto is really lethal, just fyi: For each point over the difficulty number, one bullet hits the target. Genius guns require no skill, but have a percentile chance to hit, though scramblers etc. may modify that. Microwavers, EMP guns and cap lasers work similarly simple.

Melee works as follows: Total REF, skill, WA, add 1d10 and compare it to the defender's REF + Skill + WA +1d10. When attacking edgerunners, yogangers halve their skills, though -proper training hard to replace. Weapons are categorized in damage classes and hits reduce BODY; at -4, you're dead. The higher you roll, the more damage you'll cause - just compare to the table and there you go. The book covers falling damage, poisons and armor has 2 values: AR (armor rating) and EV (encumbrance value) - EV is subtracted from your REF; AR reduces the damage incurred by its value. Simple, clean and easy to use. Nice, btw.: You may speed up combat by rolling different-colored dice. I tried it. It works perfectly.

Now, obviously, the net is yet another crucial aspect of any cyberpunk scenario - and thus, both wizards and regular licensing is covered. The level in which the like is defined is very concise: AIM Overwatch may take an interest in you any time and programs come with a massive list. Cyberdeck stats and everything in that regard is pretty easy. Even dataforts and combat is similarly simple - simpler in fact, than non-net altercations. The presence of Virtuality, i.e. web/reality-overlap, also means that you have an easy means of adding yet another dimension to the proceedings.

So, character generation's done; the rules are covered...and now, we'll contemplate crucial takes on the adolescent themes; indeed, the book takes some serious time to talk about the mentality of the yuvegangers: Yuvegangers don't do things for money; at this time, idealism runs high and firepower will not solve anything. Let's talk about the elephant in the room: Yes, sex may be on the minds of the adolescents and adults RPing this may be awkward...but at the same time, it is a great plot-element and the book takes on the theme in a mature manner - much like X-men, the problems by e.g. the Carbon Disease and romantic involvement between people with abilities can make for a variety of unique narrative twists. Theme-wise, this is less Bladerunner, and more Streets of Fire - drugs, treachery, the leitmotifs of the yogangs and the option to join the revolution, there is a ton of stories to pursue.

The book also featured a ton of information on the timeline of the ISA, its structure, life in corporate zone America and details of the corps with their equipment and resources. The book also features one massive city - Night City, fully mapped, for your immediate use and provides the stats of edgerunner legends/mentors like Alt Cunningham, Mister John Silverhand and Morgan Blackhand.

The aforementioned adult skills are fully depicted (no need to flip books) and an easy life path generator helps speed up the process. Obviously, though, we do need more than that, particularly the referee: Hence, the final chapter of the book depicts the bad guys - their deadly cyberware; the nasty and not-so nasty organizations in 2027. The book e.g. depicts the plague-survivor-alliance, who may be helpful for the victims of the Carbon Plague, sure...but their mindset also allowed AIDS II to spread and while they are good, they may well require the help of the yuvegangers...or do more harm than good. Of course, more straight villainous organizations can be found as well. Moreover, the book features different sample NPC-stats, as well as a selection of named NPCs for your perusal.

Finally, the book does feature conversion notes from Cyberpunk 2020's base rules.

Conclusion:

Editing and formatting are top-notch and professional, I noticed no significant glitches in either formal or rules-language criteria. Layout adheres to a nice two-column b/w-standard and the book features a ton of great, original b/w-artwork. The pdf does have one seriously annoying issue: The bookmarks do not work and are scrambled - the handful of them that are here, that is. A book of this size NEEDS proper, nested bookmarks. If you can get your hands on the softcover, it may not be the most perfectly made of books, being softcover, but at least my copy is significantly more useful as a dead tree. So yeah, if you can get it, get dead tree or have the pdf printed and bound.

The team of authors Mike Pondsmith, Edward Bolme, David Ackerman, Eric Heisserer, Wade Racine, Karl Wu, Tristan Heydt, James Milligan, Steve Sabram, Craig Sheeley and Benjamin Wright have delivered something I would have never, ever expected.

Heck, I'm German. There is some truth to the cliché that cyberpunk's incredibly popular around here and the one game I have more experience as a player than as a GM/Referee, it's Shadowrun. I'm also pretty big on Cyberpunk 2020...and I had never even HEARD about this book. Without Chad Middleton getting me this book and telling me to review it, I would have never even looked for it. I would have been poorer off for it. This book is remarkable for 2 things: Number 1, this book features pretty much one of the most amazing, immersive means of character generation I have seen in any roleplaying game; swift, creative and immersive, the experience of running this for the first time is pretty amazing.

Secondly, and more importantly, this book provides an aesthetic I have frankly never seen before. An honest jamais-vu-experience. When properly run, this is something I would have considered to be a contradictio in adjecto: Light-hearted cyberpunk. Instead of the doom and gloom noir aesthetics, this can be pretty much a futuristic take on the "Lausbubengeschichten", i.e. the tales of the hijinx of adolescents, as they outsmart and outwit the establishment, the adults. Think of a possible theme that of Emil i Lönneberga or Tom Sawyer crossed with Home Alone and cyberpunk aesthetics. Of course, more serious themes can similarly be used, spliced in; as the characters progress, some may the theme and style mature.

In fact, if there is one regret I have regarding this book, then that I didn't have this when I was a kid/adolescent myself. Cyberpunk's grim and gritty themes may not be 100% amazing for kids...but this can be run as kid-friendly...like e.g. the animated X-men cartoon with a cyberpunk-coat. The range of themes you can take from these cartoons and comics, combined with the whole cyberpunk cosmos ends up with a vast diversity of available tropes. In the end, it can generate a stark and amazing blending of dystopian cyberpunk and more light-hearted themes. What should not work, ultimately and against all possibilities, does work and generates perhaps one of the coolest coming-of-age narratives you can wish for.

This is a hidden gem if there ever was one; the book, frankly, should be much more widely known, more popular. Cybergeneration 2027, frankly, is one of the books that made me really appreciate being a reviewer. My final verdict will clock in at 5 stars + seal of approval - if you like cyberpunk, please check this out and if you have kids/adolescents intrigued in scifi or cyberpunk aesthetics, this will be a perfect way to introduce them to the game and slowly increase the maturity factor as they age! This may well be the first coming-of-age-roleplaying game.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Cybergeneration: The 2nd Edition
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Deep Space
by Customer Name Withheld [Verified Purchaser] Date Added: 10/01/2016 14:55:19

Any RPG supplement that is published in any RPG system should always provide more than enough rope for your PCs to hang themselves with. And there is more than enough rope here to get them to outer space and beyond. Most of the necessary subjects are covered for any space themed adventure, anything not covered can be fudged with little problem.



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[5 of 5 Stars!]
Deep Space
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Mekton Zeta
by Customer Name Withheld [Verified Purchaser] Date Added: 10/01/2016 14:42:40

One of the better mecha based RPGs out there. Simple enough to cover the majority of the details you would need in an action based game, with enough left over to other more role playing issues that often crop up during play.



Rating:
[5 of 5 Stars!]
Mekton Zeta
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comme il faut
by Customer Name Withheld [Verified Purchaser] Date Added: 10/01/2016 14:40:38

A much appreciated expansion to the basic Mekton Z rules.



Rating:
[5 of 5 Stars!]
comme il faut
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Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
by Customer Name Withheld [Verified Purchaser] Date Added: 09/16/2016 17:57:27

Great system, my group is really loving it. The lethality of the combat really makes each encounter intense and the lifepath system for generating characters isreally fun to use. I would recommend this book to any fan of cyberpunk.



Rating:
[5 of 5 Stars!]
Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
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Fuzion Core Rules
by Ismael A. [Verified Purchaser] Date Added: 08/08/2016 00:56:12

I grew up on these rules. They are rather interesting, and may take some getting used to, and I may be very nostalgic, but I very much loved playing with this rulel set. It will do many modern and sci-fi settings without a hitch, and I believe that there are numerous modular rule sets by fans that make this an excellent starting point for many great campaigns. Look for the rules light version, which I believe is still free, and come get this rule set for $4. It is totally worth it.



Rating:
[4 of 5 Stars!]
Fuzion Core Rules
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Fuzion Core Rules
by Jeffrey D. [Verified Purchaser] Date Added: 07/22/2016 12:22:37

I love the fuzion system. I have worked with it since its inception. I give this only 4 and not a 5 because it is too open ended. You will have to put in some work to make it function in your world but it is very workable. It is a merging of the Hero system used for Champion game and Cyberpunk's Interlock system. The system itself is very well done but it has the shortcomings of the hero system which is how do you deal with purchasing and upgrading equipment. With superheros, purchasing them with experience points makes sense but not in a fantasy or modern genre. Money usually works best unless it is something big. With that said, I have worked with the system in a modern genre and a fantasy realm. It is simple and the play pace is fast and as detailed as you want to make it. These rules are like the foundation for the rules you will you for your campaign. It would be nice if R. Talsorian Games would produce another game using this system like Bubblegum Crisis. Where the rules are more solid on what you can and can not do. So we have more of an example of how to impliment the rule system.



Rating:
[4 of 5 Stars!]
Blackhand's Street Weapons 2020, first edition
by Hunter C. [Verified Purchaser] Date Added: 05/17/2016 12:13:19

Ths book, a collection of CP2020 weapons, is a very useful tool for "Referees" (or GMs) and players alike. The weapons are detailed in CP2020 fashion, statted out and referenced from supplements, sourcebooks, and other materials.

I bought this book because the CP2020 rulebook lacked a lot of the weapons. It had starter weapons, which was good. What I really needed was a plethora of weapons from which I could choose. This book has at least 250 weapons plus one new one, a sinister rifle that anyone wants to try out. ;) It also has an ammunition section for players to purchase their ammunition. You cannot go to the Combat Zone without ammunition, chombatta!

Perfect as a supplementary book to assist Referees and players with PC/NPC creation.



Rating:
[5 of 5 Stars!]
Blackhand's Street Weapons 2020, first edition
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Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
by Hunter C. [Verified Purchaser] Date Added: 05/17/2016 12:01:30

The book comes in the flavor of the 1993 edition with corrections and clarifications as version 2.0. While the book does have some minor errors such as spelling, misplaced numbers or words, the book is a solid rulebook to obtain in softcover. the softcover is pretty strong, durable, and will keep you occupied in the late nights rolling 9 1d10s to figure out your "random" character, pick out your stats by picking specific character points, and/or do the "Fast N' Dirty Expendables" for NPCs, whether they're important or not; perfect for creating your own posergang, boostergang, or chromegang, etc.

I thought the book would be great for roleplaying the Cyberpunk universe and it does. While I am not knowledgeable about the Fright Night Fire Fight system, I am aware that the game does have its own flaws, which comes up with quick remedies you could find by googling. This does not scare me 100%.

What I do like about the rulebook is the fast and hard rules that it comes up with for character creation. The customization of your character, due to the randomness of the core stats, the lifepath, and finding a number of pickup skills (using INT & REF), is not found in any other roleplaying rulebook as far as I know. This would be the most unique rulebook I could find on the 'Net. I'd be glad if a chombatta would prove me wrong but ... not yet. :D

When creating NPCs on the fly, the pages of Night City Encounters could inspire you. There's loads of encounters with people that each player could face when randomizing the encounter by die. This could give you loads of work as most encounters have varying degrees of difficulty, the numbers of people, and affiliatons. Be prepared as a GM to do a lot of NPC creation if you wish to use the Encounter system to keep your PC going. Make sure they're afraid to die, but willing to shed blood in order to survive. After all, Night City isn't too forgiving.

Then there comes a story called "Never Fade Away" in the theme of the Cyberpunk 'verse, which you could theoretically roleplay as Johnny Silverhand and battle the NPCs using the FNFF system to get familiar with the game. It also comes with "advertisements" or "classifieds" asking about jobs, which leads the player(s) on a job, willing to do the dirty work. These are quick-to-play scenarios and may not last you an entire night.

I am very ecstatic about this book and am glad of my purchase. I do not regret buying this rulebook 100% and will continue to support R. Talsorian Games, Inc. by buying up every single PDF and print-on-demand Softcover copy to have on my shelves (as I do collect and keep roleplaying rulebooks, supplements, or sourcebooks for posterity or to play).

For an added bonus on getting the latest weapons, get the Blackhand Street Weapons 2020 1st Ed. book. While it is 48 pages, it has chronicled a lot of the weapons in different categories from the rulebook, the supplements, and the sourcebooks. ;) Great if you don't have them all but could find them in one book!



Rating:
[5 of 5 Stars!]
Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
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Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
by greg m. [Verified Purchaser] Date Added: 08/13/2015 12:48:37

This is the first rpg I am aware of to try to capture the "High-tech, Low-life" feel of the literary and film cyberpunk genre, and it wildly succeeded. Of course, the game shows it's age now-a-days, what with some of the setting stuff. Who still uses fax machines? And a lot of the super fancy high tech in the game just looks dated. Wires and cables are everywhere in the game. Computer memory is made out to be a precious commodity. I feel I would be remiss if I didn't mention that kind of thing is all setting flavor and if you want to give the setting a more 2015 flavor of what the future would look like, it's not that difficult to reskin. The other approach would be to run it as a gonzo alternate future that went sideways during the 1990's. Mechanically, this is a great game. All you need to play is a single d10 and 2d6. Maybe a couple more for some of the really big guns, but I don't think that any of those were in the corebook. There are 9 stats you rolled a d10 each for, and a couple derived stats that used simple math to determine. Figure out your role... You can be a Solo, which is a classic cyber soldier, or a cop, corporate suit, a fixer (think fence,) nomad (Mad Max extras,) reporter, techie, doctor, netrunner (computer hacker) or a rock star! Slap on some shiny chrome parts to your character, get a couple bfg's, and your good to go. A couple things to be warned about, the netrunning rules take up a good third of the book, so a lot of referee's tended to ban that role or run one as a side npc so as not to use up huge segments of time the other players could be using. The combat system is this game has a bit of a learning curve, as does any mechanic for any game, but once you get used to it, combat can be resolved quickly, easily, and LETHALLY. Guns kill characters in this game. If they don't kill you outright, chances are the ambulance won't show up in time. The rule system for this game is really well balanced, and once you get the hang of it, is really intuitive. Some parts of this review may sound blase, but I am trying to give an honest review of all parts of the game; so you get the good with the not-so-good. It really is an excellent game and worthy of a 5 star rating.



Rating:
[5 of 5 Stars!]
Mekton Zeta
by Carlos G. P. [Verified Purchaser] Date Added: 12/27/2014 15:39:20

I give it 3 stars, because the system is simple, so everyone could play without problems, the ambience is detail in every aspect even they take care about fuel and size of mechas and spaceship and pilots habilities. if you love series about mechas such as gundam, patlabor, etc. and you want to create your own universe about them, this is perfect. Although the system and the details are perfect; the pdf is not so great, the scan pages have some white lines, also you can see the page of the other side, and there is no bookmarks that could help you to find quickly some tables or information.

I hope they'll fix these little problems, even if they are making a new version.

However is worth to buy it.



Rating:
[3 of 5 Stars!]
Mekton Zeta
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Castle Falkenstein
by Jonas M. [Verified Purchaser] Date Added: 08/28/2014 02:40:20

Castle Falkenstein was far ahead of its time when it was released in the 90's and I can't say I would have stumbled on anything remotely like it. Sure, there are dozens of steampunk roleplaying games with orcs and elves but none have the same dedication to atmosphere and making it all work as whole. System and design choces make sense in what the game tries to establish, it's not D&D with guns. Propably the first and still the best best game in steampunk fantasy.



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[5 of 5 Stars!]
Castle Falkenstein
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Castle Falkenstein
by Myr G. [Verified Purchaser] Date Added: 08/24/2014 19:46:43

The pdf content is ok but the pdf format is really too big and can't load on tablets ( such as kindle) And becaus eof the DRM restriction I couldn't split it into multiple pdf files.

unusable so ... :(



Rating:
[2 of 5 Stars!]
Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
by Pierre S [Verified Purchaser] Date Added: 06/04/2014 17:30:47

Way back in 1982 or so I was moved by the film BLADE RUNNER (which you could call film noir as much as cyberpunk) and the book Neuromancer by William Gibson. The cyberpunk genre is edgy and gripping and can be summed up as, "high-tech, low morals," where heroism is relative and good people may be forced into bad situations.

R. Talsorian Games' first edition CYBERPUNK game (released in 1988) was set in 2013 (!), but the pumped-up second edition set in 2020 (and also alluding to version 2.0) is spelled CYBERPUNK 2.0.2.0. In this .pdf (version 2.01), a lot of errata are corrected, but some of the artwork is from European artists which differs from the first print release.

The basic game mechanic is to roll as high as you can with what we now call an "exploding" or "cascading" d10 roll. For a given task a Difficulty Level is decided upon. Then you take a basic character Stat, add the Skill level in a skill related to that stat, and add a single d10 to see if the total equals or beats that Difficulty. If you roll a 10 on the d10, add 10 to the Stat and Skill but roll again and add that. If you roll another 10, add it to the total and roll yet again until you have anything but a 10. So there's always one chance in 10 of improved rolls, one chance in 100 of much-improved rolls, etc. This adds an appropriate amount of "critical hit" thrills. But getting a roll of 1 is a failure, with a check to be made on the Fumble Table to see if there are further ill-effects.

Generate characters according to 9 futuristic character types called Roles. You not only roll stats but spend a number of points on skills appropriate to the Role, and also follow the Lifepath tables which bring out events which happened to a character -- their back-story, in other words.

The rules-mechanics are supported by a richly-detailed social setting. Society is in decay: gleaming corporate enclaves are next to squalid poverty, although the homeless may be quite well-off, their needs taken care of with technical gear, street-food and rent-a-coffins for sleep. There are extensive listings for technical gear of the near-future, but sometimes they guessed at the future wrong (cellphones are still flip-phones, newspapers are constantly updated and printed in a fax style from the newsbox, and the Soviet Union is still a thing!) The Netrunner character can hack in the Virtual Reality Internet of the future, which is represented on a two-dimensional map-grid as opposed to the "lines and nodes" system of the original edition. The hacker's attempts to break-in to steal data are shown as physical movements, but are opposed by security programs called ICE which resemble horrible fiends online. See if you can get in and out with your brain-cells intact.

A sample adventure and "screamsheets" (10 newsfax articles from the future with short adventure outlines) are also included. This is a massive 250+ page rulebook that solidly covers what you will need for the genre.



Rating:
[5 of 5 Stars!]
Cyberpunk 2.0.2.0. The Second Edition, Version 2.01
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