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[RPG] Cyberspace

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[RPG] Cyberspace Empty [RPG] Cyberspace

Mensaje por Dorsai Mar Abr 15, 2014 6:40 am


[RPG] Cyberspace Pic498556_md

Cyberspace
Core Rules
Cyberspace is a complete role playing game set in the corrupt, gloomy high-tech earth of 2090 AD. Here, Megacorporate oppression collides with Sprawl street warfare. Musclegrafted Punks and jacked-in Netheads crawl out of the gutters to scrap Media Stars and Cybernetic Mercenaries. There is no Good, no Evil - just the Future. This is the world of Cyberspace.

It uses a game system similar to Spacemaster.


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Cyberspace
Chicago Arcology
A sickly yellow-brown haze smothers the south-western coastline of Lake Michigan. Radioactive sludge washes up on Chicago's shore, while heartland waifs infest its labyrinthine buildings. Wake-up, sprawlkid, another day on the streets awaits.

In 2090, the third largest Sprawlzone in the United States is centered on the urban megopolis of Chicago. At the heart of this depraved hive of crime and decay rises an enduring temple to Megacorporate power: New Edison's Chicago Arcology. It forms a completely self-contained and safe environment for Chicago's New Edison employees and their families.

Outside, street gangs and urban homeless crowd the gutter districts. Here they breed enmity and contempt for Megacorp suits and Arcology dwellers alike. When the two cultures collide, violent fits of rampaging destruction result, so be warned.

This sourcebook provides you with the following:

  • A 17" x 22" full color map of the Chicago Sprawl.
  • A wealth of source meterial on this huge Sprawlzone.
  • Numerous layouts, NPCs, and organizations centered in New Edison's Chicago Arcology project.
  • A level-by-design description of the Arcology Mall.
  • Three complete scenarios introducing players to the Chicago Arcology.


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Cyberspace
Cyber Europe
Cyber Europe is a campaign book for Cyberspace which comes with a 17 inch by 22 inch full-color map of Europe, a wealth of source material on the European Community, numerous non-player characters and organizations, information on warfare and law enforcement, and a complete epic quest adventure.

It is interesting note that the game map for futuristic Europe includes Czechoslovakia which split into two countries soon after the book was published.

Note: This book has an additional source code of ICE1500.


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Cyberspace
Death Valley Free Prison
Another silent, savage dawn breaks over the Mojave Desert and its inhabitants--the greatest concentration of abhorrent criminal slime on the face of the earth.

As the sun rises, the road becomes a 140 degree sun-baked inferno. A sand-parched wind howls through the open window of your straining interceptor coupe. The fuel gauge flirts with "E" and your water cans clatter empty in the back seat. Time for a little resupply--who will today's victim be?

The Death Valley Free Prison (DVFP) encompasses over 4000 square miles of hell-on-earth. Within its borders dwell half a million depraved Gangmembers, battlescarred Mercenaries, renegade Netheads, demented Road Warriors, psychopathic Felons, and other assorted social rejects. It's easy to get in, but just try to escape.

This sourcebook provides you with the following:

  • A 17" x 22" two-sided full color map of the DVFP and surrounding environs.
  • A wealth of source material on the most dangerous, unforgiving prison on earth.
  • Numerous layouts, NPCs, and organizations working the DVFP.
  • An extensive new equipment listing.
  • A complete introductory adventure in the Death Valley Free Prison.


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Cyberspace
Sprawlgangs & Megacorps
This Cyberspace Sourcebook provides GMs and players with invaluable information on some of the Sprawl's most deadly inhabitants: gangmembers and corporate entities alike. Inside you'll find statistics and background data on the following:

  • 20 Sprawlgagngs: Ruthless bands of street people who challenge authority – not with the tact of boardroom maneuvering, but with brute force and animal cunning.
  • 16 Megacorps: An international listing – these global powers control vast and irresistable resources. In-depth analyses of current assets and operations are provided.
  • 5 Organizations: A selection of powers that fall into the slim gray area between the haves and the have-nots.
  • 7 Personalities: An offering of Patron, Neutral and Hostile NPCs that may be added to any campaign.


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Cyberspace
Mission File #1: Edge-On
Rank sewage oozes through the gutters of dark but familiar alleyways, while insect-zapping neon reflects from stagnant pools of oil-slick filth.

Assulted by the cloying, sour battery of smells, you know you're home on the streets of civilization's penultimate nightmare: the Sprawl. But, home means safety - a relative term after all - and a base of operations once the sun slips away. From these lonesome and destitue beginnings, legends are born. And it's time you started working on yours, sprawlkid.


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Cyberspace
Mission File #2: Death Game 2090
If the Sprawl had a heart, its blood would flow through the doors of the Uniqorn Qlub.

Everyone who is anyone eventually makes their way here; to score a deal or make a connection. It's built on a foundation of electric tension and deep within is a mixture of adrenalin and sweat, lust and death, great vibrations and sour whiskey. The Uniqorn Qlub is a place where great adventures begin, and this one starts with the latest in ActiStim technology: it is the Death Game 2090. Stimmers Beware!

This Cyberventure Mission File provides all you need to run a set of linked adventures using the Cyberspace™ game system. You'll find sample player characters along with an array of stimspace characters for use in the Death Game. Each adventure section also provides the Gamemaster with background, NPC dossiers, and all the schematics you'll need for each of the following linked scenarios:

  • Uniqorn Qlub: Here players are thrust into their roles as heroic characters in the realm of Stimspace.
  • Stimtesters: Will the players be recruited by Stimular Enterprises, the leader in ActiStim technology?
  • Back to Reality: What will the players think of their exposure to the next generation of ActiStim games?
  • Endgame: The players have been taken advantage of. Now it's payback time in the Death Game.


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Cyberspace
Mission File #3: CyberSkelter
Shards of glass and metal spin away from the vid-phone booth as hundreds of exploding rounds are pumped into it by black- and silver-clad bikers.

The interior of the nightclub is quickly transformed into a volcanic nightmare as the sound of the bikers’ detonating ammunition drowns out the club’s already ear-splitting musical onslaught. Patrons, garbed in psychedelic fashions, rush the exits. But they’re too late. A fire fight erupts throughout the building, splattering dancers, drinkers, bodyguards and bikers across the club’s walls and tables.

It’ll be another high body count night in the Sprawl.

This Cyberventure Mission File provides you with four linked adventures forming an extended cyber campaign. Starting off with a tough knock-off job in San Francisco, characters are swept into a series of adventures which take them from Berlin to Bombay. Several NPCs and organizations which debuted in previous Cyberspace' products find their way into the pages of Cyberskelter. Cyberskelter provides you with everything you'll need to run the following scenarios:

  • Cooking With Fats
  • Berlin Tear Down
  • The Twitch
  • Izabella


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Cyberspace
Character Compendium #1: CyberRogues
This Cyberspace Character Compendium provides GMs with a number of new and nasty NPCs, ready to be dropped into any campaign. And because each personality is provided with his or her full game statistics, background and equipment listings, players may use these characters as PCs for one-shot adventures or extended gaming sessions.

An artist's rendering depicts each CyberRogue - 16 of them in Full Color!

CyberRogues contains 30 characters with the following features:

  • Personal Data: Looks, demeanor, attitude, equipment, historical background and current undertakings are provided in clear, concise text.
  • Stats & Specs: Each character is rendered down to his or her game statistics, midifiers, combat specs and more.
  • Skills: Important skills and languages are all listed with their corresponding bonuses.


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Cyberspace
Character Compendium #2: The Body Bank
Metal-crunching chords of Hard Copy cybermusic grind through the thrash-hall crowd of bongs and sprawlkids.

At times both perverse and lackadaisical, the members of Philanthropic Epitaph plow through their mind-bending set of Hard Copy psycha-rock. At the back of the club, four members of The Cat House, a San Francisco subterfuge team, plot their next corporate strike...



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Mensaje por darkcavalier7 Jue Abr 17, 2014 1:39 am

Gracias. No lo conocía, pero me encantan los juegos de ambientación cyberpunk. Le daré una buena mirada.
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Mensaje por nomar tri Dom Abr 27, 2014 12:38 am

Gracias por esta vieja gloria.
No había también, de la misma casa, otra línea más "espacial"?
Saludos.

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Mensaje por Dorsai Dom Abr 27, 2014 3:54 am

Si, el Space Master.
Ya la subire tan pronto pueda...
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Mensaje por temuel Mar Abr 29, 2014 6:02 pm

Gracias, estos son buenos juegos, no muy jugables, pero ayudan mucho como "ayuda" para otros juegos. el SpaceMaster es un claro ejemplo.

Gracias nuevamente.
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Mensaje por entofol Mar Mayo 20, 2014 7:31 pm

¡Qué ataque más gratuito! XD
temuel, un poco de respeto por Spacemaster que es de la misma época de Star Frontiers Razz
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Mensaje por temuel Mar Jun 03, 2014 6:27 pm

entofol escribió:¡Qué ataque más gratuito! XD
temuel, un poco de respeto por Spacemaster que es de la misma época de Star Frontiers Razz

siento si he herido susceptibilidades, no era mi intención. A lo que me refiero es que libros como el SpaceMaster o el Rolemaster (e incluso sin ir muy lejos el mismo MERP) contienen mucha cantidad de información que hace que sea un poco lento de jugar. El mundo es coherente y detallado, pero lleno de información. Por eso digo que como ayuda para otros juegos más simples (de planteamiento en el sistema de juego) como cualquier D20 (ahora todos son D20... han perdido el toque original y detallista...), este tipo de juegos rinde y viene bien. Se pueden jugar, pero quizás te encuentres más a gusto con algo menos "real".

Entendedme, "real"...
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Mensaje por entofol Dom Ago 03, 2014 9:16 pm

Hola de nuevo.
Aunque tarde en responder es porque estaba perdido (y no herido). Que con un poco de humor te contestaba porque hace mucho que leo esta opinión de que el sistema *master es lento, pesado, complejo. Pero en realidad no lo es.
Tal vez me pase porque yo empecé con el MERP pero al coger por primera vez el D&D me quedé frío. Me habían hablado tan bien (y tanto) que no podía entender que tu personaje se resumiera a medio folio (y con letras grandotas).

"Star Wars es mucho más jugable" decían. Pero a la hora de la verdad, en juegos similares, que intentan ser tan simples al intentar hacer cualquier acción un poco más sofisticada de lo nomeal la excepción es la regla. Y acabas perdido en el libro buscando cómo se hace esto o aquello.

Mutantes en la sombra /Ragnarok me ponía enfermo porque sí era complicado. Acababas aplicando unas reglas intrincadísimas para obtener siempre unos resultados similares.

Cierto que para vender ICE rellena los libros con tropecientasmil tablas. Pero si uno se fija, son dos: para acciones estáticas y para acciones dinámicas.Todo lo demás es adorno (y ganas de sacar lo euros). Pero hace que con un sistema de 20 páginas de generación de personaje acabes con un personaje, no con una plantilla llena de porcentajes que al final da igual cuáles sean porque el resultado siempre será similar.

Uff. Creo que me he ido por cerros de los sprawl.
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Mensaje por entofol Lun Ago 11, 2014 5:00 pm

Por cierto... estoy poniendo orden en un disco duro y me he encontrado una versión de las reglas básicas remaquetada (la volvían a vender en la web) y al ir a subirosla he visto que ya lo había hecho Razz
[Tienes que estar registrado y conectado para ver este vínculo]

Os la recomiendo en lugar de la que hay aquí porque:
- está remaquetada
- pesa 8 MB
- se ven los textos completos
- el pdf es de texto

El enlace es este, por si no queréis leeros todo el mensaje: [Tienes que estar registrado y conectado para ver este vínculo]
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