Follow TV Tropes

Following

History TabletopGame / Cyberspace

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Cyberspace'' is a CyberPunk genre TabletopRPG that was published by Iron Crown Enterprises. Like other cyberpunk [=RPGs=] of the late [=80s=] / early [=90s=], it borrows many tropes from the works of Creator/WilliamGibson and his followers, positing a dystopian MegaCorp-dominated Earth in the year 2090 CE. What separated ''Cyberspace'' from the pack is that its system is a stripped-down version of ''TabletopGame/{{Rolemaster}}'' (a la ''TabletopGame/MiddleEarthRolePlaying'') -- with all the [[LoadsAndLoadsOfRules many attack, maneuver, and critical hit charts that this entails]].

----
!!This game contains examples of:

* TwentyMinutesIntoTheFuture: Averted (for once) for a cyberpunk-genre game, as by the real 2090 CE, anyone who was ever part of this game's design crew ''or'' fanbase will probably be long deceased.
* AlternateHistory: The pre-202X timeline described in the core rulebook, of course.
* ArmourIsUseless: Averted. Even the lightest class of protection (Light Body Armor) will noticeably soften hits from most weapons, and the heaviest armor (Armored Exoskeletons) helps a ''lot''. Then again, wearing armor incurs maneuvering penalties that get worse as you go up in heaviness, and while you ''can'' overcome this penalty by investing in the relevant maneuvering skills, non-Killers who want to wear that Armored Exoskeleton comfortably are going to find it a slow road.
* ArtificialLimbs: One category of augmentation.
* AwesomeButImpractical: Yuthix, the drug that can halt aging in humans! But you need to take a dose every day... and each dose costs ''half a million'' credits.
* AxeCrazy: Cyborgs who succumb to CIRS either commit suicide or (far more often) go on an immediate psychopathic rampage which will end only when someone takes them down.
* BanOnAI: Only human-level [=AIs=] (with mental stats at or below the human limit of 100) are tolerated by TRAIL. Superhuman [=AIs=] do exist (and already wield horrific influence over world affairs through the [=MegaCorps=] that now depend on them), but they must remain hidden from TRAIL's agents.
* CharacterClass: Like its parent game, ''Cyberspace'' uses dedicated character classes.
* ColonizedSolarSystem: Humanity is in the early stages of this, as the [=MegaCorps=] have set up bases in Earth's orbit, as well as on the Moon and Mars.
* CorporateWarfare: Like most cyberpunk settings, this is a constant element, both on and off Earth.
* CrapsackWorld: Per the cyberpunk genre, the corrupt [=MegaCorps=] have almost all the power. For everyone else, the only escape from the world's violence, poverty, and general shittiness is through hard drugs or {{cyberspace}}.
* CriticalExistenceFailure: As brutally averted as it is in ''TabletopGame/{{Rolemaster}}''. You can die from losing enough [[HitPoints concussion hits]], but long before that, a critical hit can (and probably will) gimp you or even kill you outright.
* CyberneticsEatYourSoul: Played 100% straight. All cybernetic implants raise your CIRS (Cybernetic Implant Rejection Syndrome) rating upon installation, and all CIRS gains are subtracted from your Empathy stat. If your Empathy falls to 0, it's [[AxeCrazy cyber-psychosis time]] and [[NonStandardGameOver you are no longer a playable character]].
* {{Cyberpunk}}: This is your ''TabletopGame/{{Rolemaster}}''-flavored cyberpunk RPG.
* {{Cyberspace}}: Per the genre, and right there in the title.
* {{Cyborg}}: Nearly all [=PCs=] in this game are going to be cyborgs of some sort, even if they only have one or two implants.
* DiminishingReturnsForBalance: As per ''TabletopGame/{{Rolemaster}}'', skill ranks go down in value every ten levels.
* DrugsAreBad: There are a variety of illegal [[FantasticDrug Fantastic Drugs]] available in 2090, and the rules make it clear that going down this road is a generally bad idea. Besides the addiction issues, the GM can impose a roll on the Illicit Drug Quality Chart (reflecting that you're probably buying this stuff from scumbags on the street). This roll carries a risk of your next hit being a mere placebo, the wrong drug altogether, contaminated enough to make you sick, or even ''lethally'' toxic.
* ElectronicEyes: Another form of augmentation.
* ExtremeSpeculativeStratification: The social class rolls for characters go into more detail than most cyberpunk games, and you might end up being anything from Urban Homeless, Lower Sprawl, Upper Sprawl, Gypsy/Nomad, Arcology, or up to three strata of corporate worker.
* FantasticTerrorists: The public perception of the World Allied Revolutionary Army (WARA), who have cells in most city and Sprawl zones, and oppose all forms of governmental or [=MegaCorp=] control.
* GaiasLament: Like most cyberpunk settings, Earth's environment is in bad shape, with the only nice places being the business parks of the [=MegaCorps=] and the scattered Wilderness Preserves (that haven't yet been paved over by a [=MegaCorp=]). Most everywhere else is a wasteland, an intensely industrialized zone, or a slum.
* GangOfHats: ''Cyberspace'' street gangs always have a "theme" of some sort, be it [[FromCamouflageToCriminal military cyborgs]], [[WhiteAngloSaxonProtestant WASPs]], [[AllAsiansKnowMartialArts Asian kung-fu gangsters]], [[ANaziByAnyOtherName Neo-Nazis]], [[VigilanteMilitia vigilante cyberpunks who cause more crimes than they solve]], or even [[DepravedHomosexual psychopathic homosexual male models]].
* HitPoints: Referred to as "concussion hits", as per its parent game.
* JapanTakesOverTheWorld: Downplayed compared to most cyberpunk settings. While Japan is a world power (and even fights a low-intensity war with the US at one point), what hints we get about the country itself suggest it's no less dystopian than everywhere else.
* KineticWeaponsAreJustBetter: Man-portable laser guns exist in 2090, but they are inefficient, expensive, and rare. For all that, their stopping power isn't overwhelmingly superior to kinetic guns, so most combatants still use the latter.
* LoadsAndLoadsOfRules: Unlike its parent game, ''Cyberspace'' never had a whole separate book of attack charts for literally every single weapon available. But you're still not doing ''anything'' in this game without consulting or rolling on a chart.
* MagneticWeapons: MLA or "gauss" guns.
* MeaningfulName: The New Edison [=MegaCorp=], infamous even among [=MegaCorps=] for their ruthlessness towards competitors... just like their namesake, UsefulNotes/ThomasEdison.
* MegaCorp: Like most cyberpunk settings, these exist and are more powerful than most governments.
* NeuralImplanting: Neurological Activity Computers, which are implanted directly into the brain and can be loaded with neurosofts that boost the cyborg's skills.
* NGOSuperpower: TRAIL, the Transnet AI Regulatory League. They have worldwide jurisdiction, and their mandate is to ensure no AI becomes smarter than a human.
* NonCombatEXP: You can get XP for things other than winning fights.
* NonStandardGameOver: [[CyberneticsEatYourSoul Losing all your Empathy to CIRS]] sends you on a permanent AxeCrazy rampage. At this point, the only roll you get to make is [[DrivenToSuicide a difficult Reason roll to commit suicide]] before you hurt anyone -- or suffer a far more protracted death at the hands of the police or corporate security.
* PoweredArmor: Armored Exoskeleton class armor is basically this.
* SpaceStation: The [=MegaCorps=] have created a number of these in Earth's orbit.

Top