The first thing to say: this seems to have little to do with Crash Cart I, except that both focus on the Progenitors. It seems to implicitly be tied, but I don't believe that Crash Card is mentioned once in it, which is a bit odd.
The product is broken into four parts: an antagonist (who seems to use 1st edition Technocracy tricks, but a barrabus can be weird), a brief overview of who is around in Tampa that could be tied to the antagonist, a couple of enhancements/biomods, and then rotes (adjustments and procedures).
The third and fourth sections are fairly strong, though throughout the book is fairly paradigm-light, so the Barrabus is indicated to do things that don't really fit into a Technocratic paradigm. But it's a very brief overview, so most such things are forgiven. The weakest thing was tying it specifically to Tampa when nothing about it really seemed to require that city, just an arrangement of players that was similar to what is described in part 2.
The most jarring thing is just how monstrously powerful the NPC is. This is a common problem with NPCs in White Wolf/Onyx Path mage books, but it's still jarring to see what should be a gritty, street level sort of antagonist with Enlightenment 8, all spheres at 3+ except for Time, and other absolutely massive statistics.
Rating: [4 of 5 Stars!] |