Product Review
This book
is just so f****** good its silly and the rules Pinnacle
have come up with are top notch. It is set up in the
normal sourcebook style - with an opening section
written by a H.O.E. character. Then there is a section
on the general powers, edges, hindrances and the how
to create your new character. Then we get a chapter
containing the Powers O' the Dead used by normal Harrowed.
Then we get the Cyber Equipment that make the Cyborgs
so damn good, and finally the Marshals territory,
which contains some more very good stuff.
The first chapter is written by
Leo Poe, a Spook for the Agency (U.S. Secret Service)
who worked on the Aorthern Alliance Cyborg program.
He tells us how Cyborgs came into being, what they
were used for and some information on the many famous
units in the world. We learn how Cyborg's were created
from dead soldiers/agents who were then fitted with
a Spirit Fetter, which is basically a Manitou in a
bottle.
This is the basic form of a Cyborg,
which is then given more equipment depending on its
military role. After a few problems all Cyborgs were
fitted with an AI in an attempt to control the now
very powerful Cyborgs, and later during the Last War
less desirable people were chosen, such as Prisoners
who then had there memories wiped. These mechanical
warriors were used for special operations where only
a few men could be dropped in. We have more of this,
which I leave for you to read when you get this book.
In the list of renowned units we
have the CEAL teams (Cybernetically Enhanced Arcane
Life-forms) and the SUS (Special Undead Service),
which was the British cyborg forces. After this we
get a view of the world from a Cyborg who tells us
what it is really like to be dead, he gives us the
view that it wasn't very good to be dead before the
War. With that I will stop with this section a move
onto the other parts.
Next we get the rules on how to
create our own Cyborgs or Harrowed, in the case of
the Harrowed it is the same as it was in Deadlands:
Weird West. But in the case of Cyborgs you must choose
one of 3 types Infiltrator, Light Can or Heavy Can.
(If you plan on playing a Cyborg make sure you have
a very high Spirit of at least 3d12 or 4d10.) Plus
we get some extra Edges and Hindrances just for the
newly-undead character. The three forms of Cyborg
dictate how much gear your cyborg gets for free and
how many Rules Of Engagement (ROE) you get to pay
for that gear you get, these ROE are really good but
they can get very silly, so it's best to roll the
total number then let him choose which ones he wants
to lose (if he took the correct edges) Here are a
few of the ROE's:
Operational Area- cant go more than
1d20X10 miles from where the Cyborg starts his adventuring
career.
No Prisoners- You can never take prisoners, all must
die.
Undercover- If anyone ever discovers you are a Cyborg
you must kill him, even other players.
The next two chapters cover all the nice little goodies
that make being dead worthwhile. The Harrowed have
most of the same powers that appeared in "Book
Of The Dead" from Weird West. With these you
get powers that increase your healing, give you big
Claws, allow you to remote control parts of your body
when not connected and the power to increase your
attributes.
Then we get some very good information
on Cyber Equipment, all Cyborgs get certain free parts
plus a budget to expand your Cyborgs abilities, what
you get depends on what type of Cyborg you are. Infiltrators
get gear, which allows them to do espionage work;
one of these items is the Infiltrator Package that
makes the cyborg appear to be normal human, skin and
all (Terminator style.) The other two types of cyborg
are combat models, so are normally easy to identify
as non-human (Robocop style.) Below is some of the
best equipment and weapons:
Balance Booster- Raises Nimbleness
by two die types.
Dexterity Booster- Raise Deftness by two die types
and give cyborg the Two Fisted Edge.
Hold Out Weapon- Gives you a little hidden pop out
sidearm. In either Cartridge, Rail Gun or Plasma.
Targeting Computer- Does just what it says on the
tin.
Plasma Blade- You get yourself a funky Lightsabre
type weapon.
This just leaves the Marshals section, which Pinnacle
have filled with good plot hooks, but that is no longer
a surprise because of the good work I have seen in
the previous books. The book does lack an adventure,
but that is just one little bad thing in a brilliant
book, if you have Deadlands this is a must have book
even if you only use it for some really hard villains
for your players to fight.
Other Sources:
Terminator 1 & 2- This is a
good example of an Infiltrator Cyborg.
Robocop 1, 2 & 3 - From these we get good examples
of a few things; one Robocop’s Directives are
a good model for Rules Of Engagement. Second, Robocop
himself is a good example of a Light Combat Cyborg
and finally Cain in Robocop two is a good example
of a Heavy Combat Cyborg. On top of this I think the
front cover looks very much like the scene from Robocop
2 when Cain and Robocop fall down lift shaft.
Universal Soldier.
Cyborg.
Reviewed By Martin Dye |