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Cybertechnology: A Shadowrun Sourcebook

Cybertechnology: A Shadowrun Sourcebook

List Price: $15.00
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Product Info Reviews

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Rating: 4 stars
Summary: Game Masters BEWARE!!!
Review:

As always we find that we have access to yet another Sourcebook that is going to stir up a lot of trouble between Runners and Game Masters. So that is why I give Cybermancy a rating of "R" (Game Master discretion is advised.) Sure there are some wiz gadgets and some excellent reading in here but come on, CYBERMANCY?!? If any GM were to incorporate this in a mission as anything other than here-say or armagedon, then I think we all have to sit down and re-evaluate why we began playing this game. Not to take away from another of Tom Dowd's well written and emmensely entertaining books but if this book is not used properly it could contribute to the breakdown of the very game play we struggle to preserve.
H.A.V.O.C.

Rating: 4 stars
Summary: Game Masters BEWARE!!!
Review:

As always we find that we have access to yet another Sourcebook that is going to stir up a lot of trouble between Runners and Game Masters. So that is why I give Cybermancy a rating of "R" (Game Master discretion is advised.) Sure there are some wiz gadgets and some excellent reading in here but come on, CYBERMANCY?!? If any GM were to incorporate this in a mission as anything other than here-say or armagedon, then I think we all have to sit down and re-evaluate why we began playing this game. Not to take away from another of Tom Dowd's well written and emmensely entertaining books but if this book is not used properly it could contribute to the breakdown of the very game play we struggle to preserve.
H.A.V.O.C.

Rating: 4 stars
Summary: Hardcore sourcebook to be used for the late 50's
Review: A most resourceful guide to cybermancy and the effects of cyber-implants. Also contains high-powered cyberware, which should only be used in a pre-apocalyptic campaign. Excellent fiction explaining the making of "cyberzombies". If you're a Gamemaster, you shouldn't let your players read this book. Oh yeah, here's one of my players' last words: "What's a cyberzombie?"

Rating: 5 stars
Summary: One of the best supplements for the game
Review: Adds lots of great new items for high end games and several great possible adventure launchs

Rating: 5 stars
Summary: one word, EXELENT!
Review: I love this book. All the info is well sorted and easy to find. It even has a plot to what is happening, and supprisingly, it was great. Everything was explained in great detail, and even has the personal quotes, which i thourgly enjoy. Great buy, but i only wish it had a little more info about deltaware.

Rating: 5 stars
Summary: Warning
Review: If you are reading this, I must warn you not to by this book. Alone it's pretty good but... Fasa will be releasing a book called Man & Machine: Cyberware to outdate this book. It will be combinging Shadowtech and Cybertech. Something for you street sams to cream your jeans about. Cybermany is pretty cool, but thier are so many drawbacks that becombing a "cyberzombie" would mean what your charicter will die excedingly fast [wasting all the time and efoort you put into it]and HE WILL be under the control of whater orginization did this for him.

Rating: 4 stars
Summary: More grimness from FASA
Review: It makes cyberware seem pretty grim, but then, Shadowrun is fantasy cyberpunk, right? It really raises some interesting questions- like what really defines humanity. If you are seriously into Shadowrun, or play any of the hard-core chrome types, this book is a must.

Rating: 4 stars
Summary: For the cyberfreaks.
Review: OK. I guess there's a point to using some of the items, like the eyewares, and it clears up some stuff about dermal armor, but a big part of the book is set aside for something you only to to characters if you don't like them very much-- cybermancy. Man, it's one nasty thing to do! It costs loads of nuyen, can't be purchased without completing a nasty run, and even if the chummer doesn't get killed by cancer or a bullet that manages to wound (not kill, just wound), no one trusts him because they know something's wrong. So I'd have to say the book's okay, but if you have any common sense you'll wind up skipping past about a third of the book.

Rating: 5 stars
Summary: The cutting edge of the shadows
Review: One of the best supplements for Shadowrun, Cybertechnology brings the "cyberware express" to its grim logical conclusion. The fiction is well done and fits nicely with the rule supplements. Cybertechnology is a gotta have for any Shadowrun GM

Rating: 4 stars
Summary: What you never thought possible.
Review: The author Tom Dowd, pulls out all the stops in this sourcebook. Forever pushing the bounds of a known world, Tom and his co-authors create a brand new danger in an already increasingly deadly game universe. The basic premise of the book is this: negative essence. Ever since Shadowrun began oh so many years ago, we as gamers, thought that negative essence was unachievable. Now we find this is not the case. The conditions for Cybermancy are laid out for players and gamemasters alike with enough lee-way for this element to be easily incorporated into an existing campaign, should anyone want too. Plus with the addition of interesting new cybernetic enhancements, this book is a must have for any runner. Know thy enemies, chummers, else you risk certain doom.


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