Monday, March 31, 2025
Fading Suns d20
Friday, March 28, 2025
(Shadowrun 3e) Sprawl Survival Guide
The Sprawl Survival Guide is exactly the sort of science fiction content I always claim to want, a ground-level view of the most excruciating minutiae imaginable - what is it like to buy a bus ticket, how do people shop for groceries (and the more you can imply about the extant agricultural infrastructure, the better), what are the schools like, how do people consume popular entertainment (and yes, I will take the behind-the-scenes industry shop talk in the process), what is the current state of health care regulations, etc and suchforth, et al ad infinitum. . .
And I was absolutely right to want that, because the Sprawl Survival Guide was positively delightful. I feel completely vindicated right now.
Although, it would be a smidge dishonest for me to act like I learned something new here. I first read this book 20 years ago, and I distinctly remember, 18 or 19 years ago, writing a forum post to the effect of, "This is one of my all-time favorite rpg supplements. I love how it goes over the picayune details of Shadowrun's culture and society. Liking this sort of thing is going to be a part of my personality now."
The question I have to deal with now is whether the book holds up. Is it still one of my favorites? And that's a bit of a thinker.
I still very much enjoy this type of book. And of the books I own, Sprawl Survival Guide is the one most like this type of book. I appreciate and respect its curation of subject matter (for the most part, some of the stuff was a little too "this is criminal information, directed at criminals" for my taste, undercutting the book's best feature - offering a rare glimpse into the mindset of Shadowrun's normies). I enjoyed reading it, even the parts I think should have gone into a different supplement.
But I've changed. My interests nowadays trend more towards the esoteric or, failing that, towards performative spectacle. I still really want this type of book, but I want it to be about Eclipse Phase's chromosphere-dwelling Surya, or Champoor, the Nighted City from Exalted.
Which is to say, Sprawl Survival Guide remains a top Shaowrun supplement, but Shadowrun as a whole has slipped down my list of top rpg settings. Not through any fault of its own, mind you, but just because (3rd edition at least) is a vision of the future that feels . . . aged.
Of course, this is the inevitable fate of all sci-fi, and I wouldn't necessarily say that Sprawl Survival Guide has aged particularly badly. Yeah, it does the thing that all fin de millenaire sci-fi does where it gets the shape of our basic information infrastructure wrong (somewhere along the line, I've lost the ability to relate culturally to pirate television broadcasts, despite the fact that they were objectively badass), and one of the in-character sections is narrated by "a big-shot travel agent," and for some reason it thinks that the only reason our major railways would have to avoid switching to monorails is that they're "dinosaurs." But except for the monorail thing (which, I'm sure, even in 2003, informed people would have told you was wrong) that's just standard retro-future stuff.
Ironically, it's the stuff they get right that's more alienating. Online shopping, the internet of things, your personal electronics spying on you for major corporations - this is stuff that used to feel like sci-fi sizzle and in now just completely mundane. And that feeling is something that this book's particular brand of "everyday sci-fi" can't quite recover from. At one point, one of the Shadowland commentators is interrupting an IoT sales pitch to talk about corporate spyware and another commentor, called Skeptic, replies "Oh, please. There's a limit, you know. Next you'll be telling me the faucet dispenses microscopic tracking devices with my water."
And it's like, one thing if you're talking about fanciful day-after-tomorrow technology "oh, they think the microphone in their futuristic voice-activated refrigerator is going to act as a de facto surveillance device and report back to the manufacturer to help them assemble a more accurate advertising profile, Skeptic is right, that's too paranoid. People would never stand for it." But it's a conspiracy theory that hits differently against the backdrop of our everyday reality. There's some compelling anecdotal evidence that this does happen and the corporations' defense is just . . . that the behavioral profiling they do through other data streams is so uncannily accurate that they don't need to listen to your microphone. So Skeptic is dismissing a theory that, best case scenario, is only slightly more cynical than confirmed reality.
Which isn't a great place for a cyberpunk setting to be. Another pertinent example is the section on health insurance. This book was written pre-ACA, and so technically they have a slightly more cyberpunk healthcare system than us, based purely on recapitulating their present, but they don't properly capture the bleak horror of the health insurance industry. "Sometimes the corp grunts don't have it so good either - health insurance companies have everybody by the short hairs and they know it. They're not supposed to cancel policies when people get sick with something expensive, but they've been known to do it."
Yeah, that's cynical. Yeah, it paints a picture of ruthless capitalist excess. But you left out the part where they use an algorithm to automatically deny claims and then have a corrupt doctor sign off on those denials, forcing the sick and dying to pursue costly and stressful legal action to avoid being sent into bankruptcy, despite doing everything "the system" told them was necessary. Or the part where medical expenses are the driving force behind corporate America's hijacking of the generational transfer of wealth, forcing the vast majority of people into a permanent state of economic precarity.
And this normally the part where I take a step back from being so cynical and ask myself if I really want an rpg supplement to get into this kind of political quagmire. But this time, I think . . . the answer might be . . . yes?
These are, in fact, some of the game's core ideas. There is a real thematic tension between "corporate espionage in the form of your Alexa recording everything you say" and "corporate espionage in the form of heavily-armed mercenaries busting into a competitor's office and rummaging through their computer files."
Or between "a blue-collar worker delays seeking medical attention for a suspicious-looking mole (because they can afford the copay if it turns out to be nothing, but not the deductible and out-of-pocket if it turns out to need expensive tests and/or treatment, but if it's nothing, it would be better to wait for it to clear up on its own, and thus the financially responsible move would be to wait until it's clear that it's not nothing before getting the doctor involved)" and "half-conversion cyborg gets elective surgery to install retractable roller skates into their feet."
It's funny. After reading Target: Wasteland, I mused about the possibility of seeing the Shadowrun setting from the perspective of the winners, and this book is as close as we've gotten, but it has also made apparent to me the fact that shadowrunners are not the losers. They're actually in a poorly-defined in-between place (if only there were some metaphor to properly capture this state of not-quite-light and not-quite-dark) where they're functionally powerless next to the unaccountable capital that employs them, but, as the no-questions-asked hatchet men of the elite, they probably make enough money to avoid the most depressing parts of the system.
Which, incidentally, makes the lifestyle mechanics a little dubious. Not entirely bad, mind you, just . . . of questionable utility. Like, what's the story purpose of allowing PCs to play at the "Street" or "Squatter" (or even "Low," really) level when they're walking around with half a million nuyen in chrome (or a level of magical talent that would let the write their own ticket at any university in the country or special-forces-level combat and infiltration skills, etc)? Obviously, mechanically, it's because the player wants to save money for more widgets and they don't mind the GM describing their character's lodgings as a slum. But when it comes to the narrative . . . you can tell the first part of a "fall from grace" or "risen from humble beginnings" story, but you can only stay there for so long before it looks like a stagnant character arc.
Luckily, this book provides a pretty good hack to the lifestyle rules. It separates character lifestyle into six separate tracks - Area (i.e. the quality of the neighborhood), Security, Entertainment, Furnishings, Space, and Comforts. This reintroduces a lot of the bookkeeping that the Lifestyle system was originally intended to abstract away, but has the advantage of allowing for more nuanced depictions of a character's lifestyle. Now, you can live in a massive warehouse in the commercial district (high Space, medium Area, low everything else. Or a cramped downtown apartment in a building with a doorman (high Area and Security, low Space). Or, more relevantly to the discussion at hand, in an absolutely swinging pad in the middle of the old neighborhood. You know, real gangster shit.
I think, from a fictional perspective, that's probably the sweet spot for shadowrunners - successful criminals with a lot of cash and a lot of swag, but no ability to permanently buy themselves a ticket off the grind. It doesn't make much sense to me for them to be doing this out of true desperation, at least not more than once or twice. If running the shadows buys you the same lifestyle as a cashier at Stuffer Shack, you're probably better off trying to work at Stuffer Shack.
I mean, I'm sure there are SINless criminals who find their way to that economic niche - muggers of opportunity, petty drug dealers, etc - but I'm not sure they'd make for an exciting roleplaying game. You could potentially do some pretty funny satire along these lines - make minimum wage, no benefits, getting shot at for 60 hours a week, on behalf of the world's richest people - but the line as a whole would have to lean into it more.
That's kind of a weakness of Shadowrun, as a game. It's steeped in genre. It exists because it was fun to imagine mixing genres. But it never really embraces genre as a mode of play. To wit - the reason shadowrunners are special, the thing that carves them out a criminal niche and makes them valuable to the megacorporations, is the fact that they lack System Identification Numbers. They are the ultimate in deniable assets, untraceable by the system because they were never officially registered as existing at all. And yeah, okay, that's a good near-future thriller trope . . . or it would be, if the game rules didn't make getting fake IDs a huge pain in the ass. And even if you get one, they're in constant danger of being discovered (like, seriously, it's a coin flip each and every time someone checks your ID, except that the high end of character ID ratings overlaps with the average rating of identity verification devices).
Getting on plane requires a SIN. Shadowrunners going international is an intended mode of play (methods of travel get a whole chapter to themselves). Getting arrested at the airport should be an extremely rare way of ending an adventure. This all adds up to the notion that acquiring and using a fake ID is a casual activity for a career criminal. Just hop on down to the crime mall and buy yourself some fake passports in bulk, because you never want to use the same one on two different jobs. But that's not how the game works, because its fundamental design philosophy does not allow things to be simple just because it'd be convenient for the story. If something seems hard (like fooling a sophisticated computer network with fabricated data) then the rules have to reflect that it's hard.
Oh, wait, I was building to something before I got distracted. Sprawl Survival Guide is the closest we get to seeing Shadowrun's version of capitalism from the perspective of an average person, and it's pretty great, but it doesn't quite understand the opportunity and the responsibility it's been given. This is where the rubber meets the road, re: the setting's overall cyberpunk satire . . . and it misses the mark. There is a certain level of cynicism, and of social critique, but it's unclear what the game as a whole is trying to say.
And I think, regrettably, it's because the game as whole is not trying to say anything at all. That's why I can no longer count Sprawl Survival Guide as one of my all-time favorite supplements. I love that it focuses on small details. I truly believe those details are vital for making a fictional world feel alive. But now that I've been given almost everything I could have possibly asked for, I can't help but notice the world's wasted potential.
Let's call it five gold stars, with the understanding that on this blog, the stars go all the way up to plutonium.
Ukss Contribution: The freight trains of the 2060s, perhaps as a result of stubbornly refusing to become monorails, still have people hopping on and hitching rides cross-country. I'm sure this happens wherever there are unattended train tracks, but it feels to me like a timeless bit of Americana. I'm going to include it out of a perverse sense of patriotism.
Sunday, March 23, 2025
DragonMech
Oh yeah, this is the good stuff. The kind of fantasy I live for. DragonMech (Joseph Goodman) hooked me right away (like, literally, from the first paragraph) and never let go.
Which was probably a pretty predictable reaction, even from the title. My habits and preferences are pretty easy to divine - I almost always like it when a fantasy game does at least one thing different from mainstream D&D - but please, set aside my irrational seething hatred for things that I deem "too popular," because that would be selling DragonMech short. It actually does at least three or four things different from mainstream D&D.
The first paragraph of the introduction, the one that sold me on the game, does a pretty good job of capturing what I loved about it:
"The Dark Age has begun. With each passing day, the moon grows larger in the sky, to the point where it is now literally falling to earth, particle by particle in an excoriating lunar rain that flattens castles and kills anything foolish enough to walk the land of Highpoint by night. The moon is so close that lunar monsters can drop to the surface, whether by choice or as involuntary byproducts of the lunar rain. Day by day, the lunar dragons swarm in ever-greater numbers, while other aberrations stalk the surface. If the lunar rain doesn't skin you at night, the lunar dragons will eat you during the day."
So, obviously, the solution is to move underground and build giant fantasy mechs. This makes complete and perfect sense.
And look, I don't want to be one of those guys that acts like the mark of good media is that it ties up nitpicky "plot holes," but I have to admit - the making sense part of the worldbuilding actually appeals to me a lot. Clearly, there's an endpoint you're aiming for - a mech-based medieval feudalism-style society where "mechdoms" (areas under the political control of a patrolling mech) fill the same niche as kingdoms (areas where the oppressive military leader controls territory by, like, patrolling with horses and shit), but what I love about DragonMech is that it does an exceptionally good job of justifying its predetermined destination. The Lunar Rain is a technological justification for mechs, people fleeing to the underground realm of the dwarves is a social justification for mechs, and most importantly, the giant unearthly monsters from beyond the sky are a genre justification for mechs (perhaps to the point of being the foundational genre justification, like, yes of course we need to have mechs to fight these kaiju, that's what mechs are for).
Although, it's possible to go too far in praising the setting for justifying itself. Sometimes, it over-justifies itself. One of the things we learn about the world around Highpoint is that, prior to the moon falling to earth, it was unusual in another way. "Wildly varying seasonal water levels. The seas . . . rise and fall by more than 30 feet over the course of the year."
I would probably have loved this detail if the massive and unmanageable seasonal tides were simply foreshadowing the moon being a dick, but actually they happen for unrelated hydrological reasons and their Doylist purpose seems to be to justify a world where "This inability to establish permanent settlements in naturally advantageous places contributes to the planet's intensely nomadic lifestyle."
I.e. the people of Highpoint, even before the Lunar Rain, were predisposed to moving around (because they needed to chase or flee from massively shifting water levels) so they adapted quite well to the mechdom lifestyle, where their king's castle can just wander around from day-to-day.
Mr. Goodman has, unfortunately, committed the cardinal sin of worldbuilding - answering questions nobody asked. I mean, I get it. We've all done it (as penance for calling you out, Mr. Goodman, I will confess that I have privately worked out what happens when a human and a goblin have unprotected sex in the world of Ukss). But now there's something that is simple and elegant on the face of it - a military dictatorship of peripatetic mech knights - that becomes baroque and confusing the more you learn about it.
It's not that big a deal, in the grand scheme of things. We get some regrettable creatures out of it ("amphibious life is more common") and a couple of pretty cool locations (like the Wet Desert, a low-lying area that become a shallow sea in the high-water season and a scorched salt flat the other half of the year). But, I mean, the moon is right fucking there. What is this nonsense about "wide seasonal temperature swings at the poles, which trap and then release huge quantities of arctic ice on a regular cycle?"
I think what frustrates me about this particular setting detail is that it's not a ubiquitous style flaw. The book is perfectly capable of relying on audacity in lieu of over-explaining. For example, the crown jewels of the mechdoms, the city-mechs, thousand-foot-tall war machines with a permanent population of thousands, home to shops, farms, and hangars full of lesser mechs . . . these things were built and continue to operate without the aid of magic. They are a completely mundane invention, powered by steam engines and gears.
The book looks me directly in the eye, and stone-faced tells me a huge fucking whopper of a lie. And I love it for that. Never before have I so wanted to kiss a book right on the lips.
Which maybe sounds like I'm sending mixed signals. Do I like it when a setting justifies itself or not? And I don't know what to say. I like it when it provides a cool justification for things that are cool. And I like it when it shows me something so cool that any justification would fall short. So I guess I mostly just like cool things.
DragonMech is cool. I like it.
Mostly. Aforementioned hydrosphere minutiae aside, it has an ice-cold take on orcs and half-orcs (the kindest thing I can say about it is that it was completely unremarkable for a fantasy rpg in 2004). There's a nomadic, wagon-dwelling group called [something one letter off from the G-word]. There is an uncomfortable distinction drawn between "advanced cultures" and "barbarians." And I have extremely complex and uncomfortable feelings about the part of the backstory where refugees fleeing the Lunar Rain invaded the dwarven kingdoms and displaced the natives from their ancestral homes. I don't think it would have read as a dogwhistle when it was first written, but it sure as hell does now. There's nothing that I haven't overlooked in other fantasy games, to the point where it's maybe unfair of me to single DragonMech out. But I think these occasional WTF?! moments stand out more in a book where I'm generally having a pretty good time.
This is the first time I've ever read this book (yeah, yeah, I know - that's part of the motivation of this project, to help keep me on the right side of line dividing "hobbyist collector" from "hoarder") and my worst fear was that it would be something novel, but ultimately bland, which just welded fantasy mechs onto a paint-by-numbers vanilla fantasy setting, and it could kind of be like that sometimes (mostly when it's talking about the nature-loving, forest-dwelling magical elves and the . . . sigh, orcs), but mostly it was a unique fantasy world where the mechs aren't just a gimmick, but an essential part of the fantasy stories it wants to tell. An absolute gem.
Ukss Contribution: Lots of weird and wild stuff to choose from, just how I like it. Undead mechs. Priests with the Engine domain. A variant of the clone spell that creates a clockwork android double instead of a biological clone.
However, my final choice comes from a purely hypothetical situation, where the GM in a non-DragonMech game decides to incorporate mechs into an existing campaign (this scenario was anticipated in the GM-advice chapter). One of the suggestions is a "strange humanoid-shaped mountain in the distance is actually a buried mech, ready to come to life."
I love weird-looking mountains, and I love even more when weird shit pops out of them.
Wednesday, March 19, 2025
(Shadowrun 3e) Mr Johnson's Little Black Book
In the realm of reading hundreds of rpg books in a row, there is nothing quite as disheartening as being blindsided by a GM advice chapter. It's my own fault, though. When I chose Mr Johnson's Little Black Book as the next Shadowrun book on my list, I sort of stopped reading the back cover blurb approximately half way through. Oh, it "provides dozens of locations and contacts for both Shadowrun gamemasters and players." Neat. It's going to be like a monster manual, except the monsters all have jobs. Those are my favorite type of book to read.
Had I read a bit further, I could have modulated my expectations just a little bit more - "It also features advice on setting up and handling shadowruns." Maybe I'd have interpreted it as roleplaying advice and not adventure-creation advice, but forewarned is forearmed, nonetheless.
I'm not exactly complaining, mind you. First of all, the middle three chapters were exactly what I was expecting and I wasn't disappointed. Some of the material was a little basic (it was probably not necessary to explain to me the concept of a bar), but it was a useable cast of characters - a sleazy tabloid reporter, a "parasecurity expert" who was like a supernatural cat lady, a thrill-seeking DocWagon paramedic; a decent cross-section of functional and useful settings - a Lone Star precinct, a bank, and Ultra Suede, a bar so named because all the furniture and some of the walls were upholstered with suede, which is the funniest bar-related bit of rpg trivia since I learned the Fat Candle was vanilla scented; and a bunch of adventure ideas, most of which were not creepy at all (likes - moving a recently dead body to stage a suicide, retrieving a macguffin from a burning building; dislikes - the one where you help a guy fake his death and then arrange a phony "haunting" of his ex-girlfriend and maybe it's a bit hypocritical to feel that way when the game will frequently have you kidnap and murder people, but I'm sorry, it's straight up stalking and it feels uncomfortably real in a way Shadowrun adventures usually don't).
So, you know, I don't feel like I was bait-and-switched at all.
I can also forgive the unexpected GMing advice because as dull as it could be to read sometimes (and to be fair, this GMing advice was slightly less dull than average), it's also necessary. This book isn't just fiction, it's a functional object. If I'm going to GM Shadowrun, I'm going to need to convincingly portray a shady criminal negotiation, something of which I have very little direct experience. Plus, there's all the usual stuff about scheduling sessions and pacing the narrative that everyone has to learn somewhere.
The only real problem I have with this book is that it continues Shadowrun's tradition of being extremely weird about race. When discussing random encounters, one of the reasons given for a traffic stop is "driving while ork."
And that's fucking weird. It's very clearly calling out law enforcement for racial discrimination in the form of coming up with transparent pretexts to over-police an oppressed minority. I've got a lot of contemporary and near-future action adventure games and very few will just come out and say "cops are racist." On the other hand, you can't just replace the word "Black" with the word "ork." You just can't. If you do, you may find yourself in an awkward position where the canonical traits of orks map on a one-to-one basis to vicious real-world stereotypes. It makes you wonder what that find-and-replace was really intended to mean.
Probably nothing. I think the fantasy races were meant to act as a kind of oven-mitt for the handling of hot topics. You can talk very frankly about a sensitive issue, because there's nothing real at stake. "Driving while ork," amiright. Good thing there's nothing comparable that happens in real life, perpetrated by a group I personally identify with. I might have to get defensive and contrary, were I put in that situation. Luckily, that's not the case. Man, Lone Star sure is riddled with institutional bias. That's some compelling antagonist texture.
Like I said, it's weird.
Overall, this is a slight, but useful book. I might have preferred something bigger, weirder, and more specific, but I always think that about everything. For all that it could occasionally be generic and abstract, it's good to get a ground-eye view of the Shadowrun setting. We see the inside of a Stuffer Shack, a middle-class apartment building, and a luxury hotel. We learn that there are still human firefighters, but also autonomous cargo trucks. Also, there's some stuff about a criminal subculture in here, which was kind of cool, I guess. I'll definitely consult it next time I run a Shadowrun game.
Ukss Contribution: The Sea Mall. It's constructed partially underground near the coast and has big windows that look out underwater. It's the sort of fantastic location that's vaguely plausible enough to maybe exist in real life and that always tickles me.
Friday, March 14, 2025
Gamma World d20 Player's Handbook
Anything has the potential to be alive and self aware.
Nothing is too goofy to exist.
Thursday, March 6, 2025
(Shadowrun 3e) Survival of the Fittest
Sunday, March 2, 2025
BESM d20
When it comes to BESM d20 I have no idea how to gracefully address the elephant in the room, so I think I just have to swallow my writerly pride and do it gracelessly - this thing is just profoundly ill-conceived. At some point, pretty close to the start of the entire project, someone made a serious error in judgement and that error led to the book being written instead of the infinitely more sensible alternative of it not being written.
You see, Big Eyes, Small Mouth d20 was meant to be the "anime rpg." I trust you can see why this might be a bit of a problem.
We in the rpg hobby occasionally throw out extremely broad words like "cinematic" or "narrative" to describe our goals for a particular system, and by the strictest dictionary reading "anime" is technically less abstract, but that hair's breadth of extra specificity is an illusion. You use a word that could be plausibly applied to anything and it naturally transforms to jargon (for example, "narrative" in rpg terms usually means "rolling dice less often than expected"). You use a word that can merely be used for almost anything and it just becomes a fog. "A cinematic rpg" probably just means you're glossing over verisimilitudinous details. "The cinema rpg" could mean anything at all.
Which is exactly what happened with BESM d20. It gives us a diverse list of classes that run the gamut of anime stories - Mecha Pilot, Ninja, Pet Monster Trainer, Magical Girl, Sentai Member, Student, etc and it never quite grapples with the fact that those are all ideas that could be the central premise of a complete stand-alone game.
Now, lest you think me obtuse, I must concede that "universal" systems exist. I've got a few on my shelf and some of them are pretty good. Hell, the d20 SRD that forms the backbone of this very book may be considered one of them. But what those universal systems have that BESM d20 generally lacks is a sense of modularity. You take a good universal system like Chuubo's Marvelous Wish Granting Engine or Fate Core and you find mechanics that are as abstract as the space they're staking out. The rules dictate how you interact with a quest or an aspect or what have you, but the mechanics don't depend on how those things are defined, so you can zero in on a particular genre or feel by choosing what those greebles actually are.
Then you have less good, but still competent universal systems like GURPS or d20 Modern that handle the problem of modularity by the simple expedient of being very long and having a bunch of supernumerary rules. You want to play a specific game, you get the specialized supplement that covers your idea and you ignore the stuff that doesn't apply to you. And to be entirely fair to these games, that approach neatly avoids the main pitfall of more abstract games - that player-defined greebles can feel superficial and arbitrary.
BESM d20 technically falls into this latter design camp, but it's unfortunately half-assed about it. Occasionally, it remembers to remind you that the rules are modular, but it doesn't actually show you how to use any of the modules and it's very inconsistent about providing rules that let you simulate its inspirations. Like, a Pokemon ttrpg would be pretty cool, and you can kind of get there by taking the Pet Monster Trainer Class and focusing on your "Pet Monster" and "Train a Cute Monster" Attributes, but there's not much support for collecting a variety of monsters, levelling them up and evolving them into more sophisticated forms, capturing them in the wild, or even dueling with them in an arena setting (beyond just running them as extra characters, that is). You can do it, sure, but you can't do it well, and worse, you can't really do it in the five distinct ways you'd need to have an entire party of Pet Monster Trainers with their own niche protection.
Part of the problem is just that the book isn't nearly long enough to achieve its ambition - only 140 pages. That leaves it feeling only trivially universal. (By which I mean that species of inherent universality that comes from the fact that almost every ttrpg boils down to "say a thing, roll a die to determine if the next thing a player says sounds more like success or more like failure.")
The other big problem is that you're probably going to want vastly different things from a slice-of-life high school sports story than you would from a galaxy-spanning space opera, and those things are not generally present. A baseball team needs something distinct for each position to do. Space exploration could seriously benefit from a method of generating interesting star systems. The book forgets to even mention that you're going to want to look into finding those things somewhere else. (Though, perhaps blessedly, this oversight also applies to the "naughty tentacles" trope that inexplicably gets brought up in the "Fan Service" section of the GMing chapter).
Overall, I can't say I liked this book very much. It was dry reading, the fonts were hard on my eyes, and it was so concerned with covering as much ground as possible that it frequently neglected to make a persuasive case for why that ground should be covered at all.
Ukss Contribution: There were things I liked about it, though. It had a certain turn-of-the-century Japanophilia that was occasionally cringy and occasionally problematic (for example, thinking "anime" is a distinct enough phenomenon to base an rpg around), but which never struck me as insincere. So there's no shortage of Cool Things From Anime to choose for this entry.
My favorite example is from the Train a Cute Monster power description: "The character has carefully studied cute monsters in battle."
While I'm reasonably sure that "cute monsters" is being used here as a term of art, I really like the idea of a naturalist who has abandoned all pretenses of objectivity. "Yeah, I study cute monsters, that's why I got into this business in the first place."
(Although, I suspect this is not as distinct a piece of characterization as I might imagine. Sooner or later, most scientists probably come to think of whatever animal they happen to be studying as "cute").