Concept: “Avtozak is a Cy_Borg expansion about riots.”
Content: A set of riot-related NPCs, weapons, and a table of riot causes.
Writing: Terse, frank descriptions and stats/mechanics for included content.
Art/Design: Illustrations of riot vehicles and participants (cops and protesters) with highlight colors are positioned alongside relevant high-contrast text.
Usability: Font choices are readable, with headings/labels and background colors for distinct sections that assist navigation and perusal.
Concept: “A custom collection for Cy_Borg ttrpg, that includes:
- 13 new weapons, 6 new drugs, 4 new items - made in the slums of CY.
- 11 new street-made cyber-tech and 9 new APP's
- Short descriptions of 5 new slum Gangs
- A simple and short Adventure/Mission.”
Content: Tons of material to flesh out a game, from equipment to drugs to gang NPCs/enemies, with a scenario in the slums to take down a sadistic AI (and a map for the location).
Writing: Concise, direct descriptions and explanations of mechanics for a huge number of entries for various categories.
Art/Design: Mostly two-column page layouts (each with its own color scheme/aesthetic) with content on a translucent background pane over detailed, high-tech images. Map of floorplan includes effective icons indicating room features.
Usability: Text is easily readable with distinct heading/label decoration present in each page’s layout aesthetic.
Concept: “Crime families in the squalid megatropolis of CY. The deepest wounds of society- human traffickers, whoremongers, extortionists -have a tendency to crust over in stubborn scabs. Those who dare to commit evils nobody else has had the gall to perform before will find little competition in the field, and therefore great success. That’s how these families made their mark- bullets forever embedded in the cancerous and corrupt flesh of the great beast CY, they pushed the limits. And now, they’re here to stay, until someone’s willing to dig the slug out…”
Content: Information on six crime families/organizations that can be integrated into games of Cy_Borg: what their primary interests are, notable NPCs, and how GMs might make use of them.
Writing: Details provided in meaty paragraphs full of ideas and hooks, in a conversational voice that could be read straight to players as in-universe knowledge.
Art/Design: Black-on-gray single-column text layout, with an illustration at the bottom of each page that reflects the character of each crime family.
Usability: Easily readable/navigable, with solid contrast for text fore/ground. Headings and key terms/phrases are bolded for distinction and emphasis.
Concept: “Some trashy random tables for generating odd sports and shows names punks play in CY_. You can roll some cocky champion names too and get some inspiration from the portraits provided.”
Content: Tables for quick generation of game types/specifics and famous sports NPCs, all of which are soaked in CY style.
Writing: Table results are vivid, grungy, and dystopian–exactly what you’d hope for.
Art/Design: Contrasting-color rows help with table navigation, with tables positioned around the edges of large image spreads (an arena and a gallery of NPC portraits), with an eye-bleeding aesthetic and palette.
Usability: While not all tables are labeled, it’s clear what each does functionally and how to use it alongside the others.
Concept: “More in-depth intel on the rulers of Cy. The Corp info appendix ripped straight out of the CY_BORG book. Includes the main Corps and their leaders, businesses, HQs and possible adventure sparks.”
Content: Four pages of corporation names, logos, slogans, business ventures and holdings; important NPC info; inter-company rivalries and tensions; and other juicy tidbits to flesh out the world.
Writing: Crisp, concise details speak a wide range of possibilities into the imagination, from political machinations to secrets to violent conflicts, without limiting how to realize or incorporate them into a game.
Art/Design: Black-and-white flat design scheme of software application windows melds contemporary aesthetics with text-centric retro UIs.
Usability: Alphabetized organization of each corporation’s set of windows is consistent and easy to navigate, with key terms/names/etc. bolded for quick identification of desired info.
Concept: “A sampling of cults from across the stricken districts of CY, peddlers of false hope to the rasping masses that congregate in the shadows of avarice and oppression. Each of these cults has a leader, an ideology and a specific trouble they cause to the already troubled city. However, where there is trouble to be caused there is opportunity to be seized, and pvnks with few scruples could make significant creds in the employ of these deranged zealots by doing their dirty work for them.”
Content: A collection of six cults and details about their goals, backgrounds, vices, and leaders.
Writing: Detailed descriptions and explanations of cults to be found in CY, with plenty of scenario/plot potential for a GM to develop further.
Art/Design: Layout is primarily a single column of text, with an evocative image reflecting each cult placed amid that cult’s descriptive paragraphs. Color scheme is black on yellow.
Usability: Layout is extremely easy for identifying particular elements and navigating to desired info. Cult entries are provided in a numbered list, and key information is bolded or highlighted.
Concept: “There are creatures from worlds beyond our own, and all of them fucking hate you.”
Content: A nightmarish behemoth you’ll want a BFG just for the chance to frag it.
Writing: Deadly stats combined with a mesmerizing world-building overview of the creature’s origins.
Art/Design: A brightly colored two-page spread with an image of the monster and its stats next to its origin description.
Usability: Assorted content blocks are easily distinguishable, although the longer descriptive text block may become difficult for some to read over the background pattern near the bottom of the page.
Concept: “CY_OPS is a 66 page A6 player-facing CY_BORG zine presented as an in-universe punk zine. No mechanics, no stats, just a chaotic little zine full of worldbuilding, quest hooks, items and a bunch of other cyberpunk stuff for your players to use in your CY_BORG games.”
Content: NPCs full of personality quirks, unique equipment ideas, and scenario/adventure ideas casually scattered across hectically organized spreads mixing hi- and lo-fi design and tech aesthetics. "Activity" pages offer even more direct involvement with the document.
Writing: Infectiously fun, engaging ideas presented as in-universe media, from QR codes to other CY_BORG material to instruction manual pages to chat transcripts and more. “Worldbuilding” feels like an understatement.
Art/Design: Two-page spreads stand mostly independent of one another, with some common fonts and illustration styles that draw attention to a wide range of character, occupation, and gear-related concepts that open up even more possibilities for immersing a party in CY.
Usability: Different spread layouts may not assist with consistency, but text is mostly high-contrast and readable (some pages’ white on pink might be difficult for some readers, as is text perpendicular to main orientation). Sheer amount of content is likely to keep readers interested and closely perusing each page.
Concept: “Generate an infinite number of baddies that wander the streets of Cy. Capable of generating GOONS, DRONES, BEASTS, CYDROIDS, PHREAKS and VEHICLES. 27 stylized pages detailing enemy creation rules. Over 100 new special abilities, more than 60 new NPC wants and 3d12 description tables per enemy type.”
Content: Tons of tables to determine encounter specifics–not only which enemies and how many appear but also what’s motivating them and what might be exceptional to this particular group (quirks, appearance, special attacks, etc.).
Writing: Imaginative and enticing table entries ensure each generated set of NPCs will feel like unique, fully formed characters.
Art/Design: Distinct two-page spread layouts include a background or centerpiece illustration surrounded by tables, mostly framed in translucent boxes to increase fore/ground contrast.
Usability: Font choices are easily readable, and headings/labels are consistently presented to help with ease of navigation and identification of desired info. However, text is not embedded, so searching/selecting text or using a screen reader are not possible.
Concept: “404//SAN is the demented frontpage of the NET, where manifold rumors, advertisements, hoaxes, and conspiracies produce a worthless information sludge. Still, more than enough masochistic users flock to the site to be entertained by trolls or cheated out of their life's savings.”
Content: A one-stop shop for adventures/scenarios, NPCs, monsters, apps, cyberware and equipment, additional rules ideas, and more.
Writing: Every page provides dozens of imaginative and enticing ideas for inspiration, with many pages offering highly engaging in-universe descriptions or framing for their game content.
Art/Design: A variety of artistic and aesthetic styles that embody the artpunk philosophy. The browsing experience feels in line with the CY_BORG rulebook itself.
Usability: Requires close, and often slow, examination to identify and make effective use of content (text and image alike), especially when moving across very differently styled spreads–but very worth the effort.
Concept: “The world is a simulation, policed by AIs But you know the truth, and can learn to see the code hidden behind the veils of flesh and matter. Break free, Ascend.”
Content: A set of rules to provide PCs the opportunity to transcend across simulation reboots and to commune with a powerful AI overseeing the reality program.
Writing: Rules, stats, and descriptions are straightforward and informative, with a focus on explaining the subject in a manner useful to players as well as GMs.
Art/Design: Single-column black text on white background, with red background for headings and an illustration of each AI’s avatar/appearance. A green-on-black computer terminal-style net chat log offers an in-universe glimpse at how some characters might understand the notion of transcendence and the reality-simulation AIs.
Usability: Headings and labels are consistently provided, and key terms are bolded for quick identification and reference.
Concept: “An eight page bestiary featuring a multi-stage creature based on those from [the first three] TREMORS movies, as well as bits of lore, and a few new bonus weapons. This was made as part of the second Slasher Jam: Monster Mash for the ttRPGs Mork Borg, CY_Borg, and Death in Space.”
Content: A set of five creatures (really, one creature with several distinct life stages) that are sure to terrify even hardened punks.
Writing: Brief statistics and stage-specific characteristics are complemented with lore tables and an informative breakdown of the creature’s life cycle. Bonus table of weapons that might be used against the terrors.
Art/Design: Two-page spreads of red-tinged wasteland backgrounds with hand-drawn illustrations of terrors at each stage and distinct blocks of content arranged consistently throughout the supplement.
Usability: Consistent visual grammar for creature details provides a helpful means of recognizing and using desired information, and color combinations for text are high-contrast. However, some text is searchable and selectable, but not all.
Concept: “CY is a great beast and these are its bowels, the living guts of the city. Awash in filth and the prowling grounds of criminals, scvm beneath notice, maintenance workers, bounty hunters and strange monstrosities bred in the noisome darkness beneath this city. Features a d66 table of encounters in the sewers of CY and a d20 table of tunnel graffiti.”
Content: A set of tables to flesh out the grimy, dangerous CY undercity.
Writing: Vivid descriptions of encounter seeds (not only who/what players might find but what’s going on when they find something) and graffiti messages and styles to be found on sewer walls.
Art/Design: Black text on yellow in a single column of text. A glitch-art illustration of a sewer tunnel frames the supplement title on the first page.
Usability: Tables are numbered, with bolded labels for NPCs and their special attacks to emphasize details a GM might be scanning the page to locate.
Concept: “gutter_PUVNKS is a fresh supplement for CY_BORG. You'll get all you need to explore the city of CY, even if you really don't want to. Locations, encounters, NPCs, adventure, two new classes (BROKE CEO & CY_BORG), and a few odds and ends.”
Content: 48 pages of content: NPCs, cults, a radio station, locations throughout CY, random encounter tables, infestations, “broke CEO” and “cyborg” classes, and (amazingly!) more.
Writing: Tons of detail on each page to provide GMs and players with numerous possibilities; writing style oozes the essence of Cy_Borg: thematically grimy and vile and also compact rules/mechanics explanations.
Art/Design: Layout and aesthetic choices for each section are as varied and imaginative as the writing, contributing significantly to the fullness of immersion in the game universe and vibe.
Usability: “Consistency” is somewhat relative here–although there are many different layouts, aesthetics, etc., there are similar gestures throughout: highlighted headings/labels, text size to reflect hierarchical relationships between content, etc. so that navigation and identification of desired info is enjoyable rather than frustrating. Contrast is high throughout as well; only one page has a busy enough background to potentially slow reading.
Concept: “Maybe it was kidnapped from its daily coffee grind serving [###]’s coffee to corpo stiffs, maybe it was freed. Once a dutiful servant, this menial automaton is now something much more. Somebody filled the milk steamer with industrial corrosives and loaded the thing with enough malware to knock over a small corporate arcology. To what end?”
Content: A deadly and, arguably, tragic take on exploitation of the working class in CY.
Writing: A mix of straightforward explanations and darkly humorous nods to the absurdity of the creature’s premise.
Art/Design: Three columns–two of the creature details around a central computer-generated image of a barista bot in an industrial environment.
Usability: High-contrast content has a consistent color scheme and easily recognizable organization. However, the file is only available as a .png, so the text is non-selectable and inaccessible to a screen reader.
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