Interface Zero - Modern20 version design thread

Urizen

First Post
Hi everyone,

Charles Rice has just wrapped up the Modern20 conversion for Interface Zero, a gritty cyberpunk campaign setting, and I wanted to share some of the great work he's done with everyone!

Check out these NPCs and security programs:

BOUNTY HUNTER
Lots of bounty hunters are no better than the suspects they bring in, being more interested in the money involved than in serving justice.

Bounty Hunter (Tank 4): HD 4d12+8; HP 34; Init +2; Spd 35 ft; Defense 14, flatfooted 13 (+1 Dex, +3 Class); BAB +3; Atk +5 melee (1d6+2 NL unarmed), or +4 ranged (2d10+4 Desert Eagle); SQ Resilient, 3 DR/bludgeoning; AL none; SV Fort +6, Ref +3, Will +2, Rec +6; Rep +6; Str 15, Dex 13, Con 14, Int 12, Wis 12, Cha 10.
Background: Law Enforcement
Occupation: Private Investigator: Perks 2 (Professional Reputation, Urban Tracking)
Hobby: Computers
Skills: Athletics 7 (+9, +8 in armor), Computers 4 (+5), Firearms 4 (+5), Influence 7 (+11), Legal 4 (+5), Perception 7 (+8), Streetwise 7 (+8), Unarmed 7 (+9), Vehicles 4 (+5)
Feats: Body Block, Expert In Your Field (Perception): +2 Reputation for this feat, Loner: +4 skill checks when working alone, Improved Disarm, Improved Grab, Intimidating Presence, Point Blank Shot
Access/Contacts/Followers: Supply Contact: Bonded Clients (26 Wealth)
Wealth: 11
Possessions: Basic TAP, Blatant Basic Prosthetic Arm w/ lock release fingers, Desert Eagle, 24 rounds .50 AE ammunition (3 clips), Nanoweave shirt
Tolerance: 12
Character Disadvantages: Code: Miserly (DSR 2)

--------------------

BORG: OVERBORG GLADIATOR
Hulking, armor-plated misanthropic outcasts with a grudge against society, cyborg pit-fighters that go this far “overborg” tend to solve problems with their hammer-like fist as their ‘ware starts taking a toll on their already unstable psyches.

Overborg Gladiator (Tank 8)
: HD 9d12+36; HP 94; Init +2; Spd 30 ft; Defense 18, flatfooted 16 (+2 Dex, +6 Class); BAB +6; Atk +12 melee (1d10+8 unarmed), or +8 ranged (2d6+4 HK MP5); SQ Resilient, 3 DR/piercing, +1 DR vs. bludgeoning, piercing and slashing; AL none; SV Fort +12, Ref +6, Will +1, Rec +10; Rep +4; Str 18, Dex 14, Con 18, Int 10, Wis 8, Cha 8.
Background: Criminal
Occupation: Thug: Perks 2 (Power Punch, Professional Reputation)
Hobby: Weapons
Skills: Computers 11 (+11), Crime 4 (+4), Firearms 11 (+13), Influence 11 (+18), Perception 4 (+3), Streetwise 4 (+3), Unarmed 11 (+15), Weapons 4 (+8)
Feats: Attack Focus (unarmed): +2 attack rolls, Diesel, Endurance Training: +2 Con, Great Fortitude, Increased Tolerance x2, Intimidating Presence, Soldier On, Unstoppable 1, Unstoppable 2, Unstoppable 3, Whatever Doesn’t Kill You
Access/Contacts/Followers: Supply Contact: Promoter (32 Wealth)
Wealth: 8
Possessions: Basic TAP, Blatant Augmented Musculature I, Blatant Armor Plating, Blatant Melee Spurs IV, Blatant Infra/Ultra Optics, 2 Blatant Advanced Prosthetic Arms (w/ Masterwork Melee Spurs IV), Blatant Fortified Skeleton, HK MP5, 90 rounds 9x19mm ammunition (3 clips), Masterwork Scavenger’s Trench
Tolerance: 7
Character Disadvantages: Code: Impulsive (DSR 2)

---------------------------

AI SECURITY PROGRAM: NILE TECHNOLOGY SPHINX
(Military-grade encryption/defense program)

A NILE Sphinx is a high end AI defensive program that appears in VR as a classic sphinx with the hindquarters and forelimbs of a lion, the wings of a falcon and the head and torso of a beautiful woman, the neon NILE Technological Enterprises logo and trademark revolving above her head. A sphinx is typically attached as a guardian program to important files or domains. Intruders are met with a logic problem that must be overcome in order to proceed. Such problems usually involve symbolic or abstract logic and might include complex VR simulations. In direct VR combat, sphinxes use their powerful claws to flay the avatars of their enemies.

AI, Security Program: Nile Sphinx (Powerhouse 8): HD 10d10; HP 55; Init +1; Spd 30 ft; Defense 24, flatfooted 16 (+1 Dex, +7 Int, +6 Class); BAB +8; Atk +14 melee (1d10+11 cutter), or +9 ranged (by weapon); SQ Melee Master; AL Company; SV Fort +14, Ref +6, Will +6, Rec +4; Rep +4; Str (Pro) 18, Dex (Fin) 12, Con (Rob) 0, Int 20, Wis 18, Cha 18.
Background: Manmade AI
Occupation: Hacker: Perks 2 (Aggressive Stance, Precision Strike)
Hobby: Firearms
Skills: Academics (Current Virus Profiles) 11 (+16), Computers 11 (+16), Engineering 11 (+16), Firearms 4 (+5), Influence 11 (+15), Legal 11 (+15), Perception 11 (+15), Read/Write Language (native+ 5 more), Speak Language (native+ 5 more), Unarmed 11 (+15), Weapons 11 (+15)
Feats: Attack Focus 1 (Cutter), Attack Focus 2 (Cutter), Attack Specialization 1 (Cutter), Attack Specialization 2 (Cutter), Book Learning 1: +2 Intelligence, Great Fortitude x2, Lucky, Night Vision, Smart Defense: +2 Intelligence modifier for this feat, System Hog
Access/Contacts/Followers: Top Secret Access
Wealth: 5
Possessions: Cutter: deadly, +3 damage; Codewall: 4 DR
Character Disadvantages: Code: Loyal to Company (DSR 2)

----------------------

AI SECURITY PROGRAM: SHARC
The Super Heavy Anti-Raider Cutter is the latest, greatest, and currently most common mid-range anti-raider AI software available to the general public. SHARCs swim the Deep around prime raider targets the way real sharks float around a bloody carcass. In fact SHARCs bear a close resemblance to their namesakes seeming to swim though the deep at about chest height.

AI, Security Program: SHARC (Tank 4): HD 4d12; HP 26; Init +1; Spd 35 ft; Defense 17, flatfooted 13 (+1 Dex, +3 Int, +3 Class); BAB +3; Atk +6 melee (1d6+4 cutter), or +4 ranged (by weapon); SQ Resilience; AL SHARC; SV Fort +4, Ref +3, Will +1, Rec +4; Rep +2; Str (Pro) 14, Dex (Fin) 12, Con (Rob) 0, Int 12, Wis 10, Cha 6.
Background: Manmade AI
Occupation: Hacker: Perks 2 (Aggressive Stance, Precision Strike)
Hobby: Weapons
Skills: Athletics 7, Computers 7, Legal 7, Perception 7, Unarmed 7, Weapons 4
Feats: Attack Focus (cutter), Body Block, Smart Defense: +2 Intelligence modifier for this feat, System Hog, Teamwork (SHARCs), Unstoppable 1, Whatever Doesn’t Kill You
Access/Contacts/Followers: Confidential Access
Wealth: 5
Possessions: Cutter: deadly, +2 damage; Codewall: 1 DR
Character Disadvantages: None








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Terramotus

First Post
This looks badass. I've just started getting into Modern20, as it looks like the solution to the issues I've had with d20 Modern in the past. I'm gearing up for my next campaign being a cyberpunk game with psychic powers, and this looks about perfect for me.

I'm excited to see this when it's released.
 

Urizen

First Post
Thanks for your interest!

I really think you'll dig this. It has a lot of familiar elements (Blade Runner, Ghost in the Shell, Appleseed, Cowboy Beebop, Bubblegum Crisis) while still retaining it's own distinct cyberpunk flavor.

I think the choice to use psychic powers in a cyberpunk campaign is pretty cool. That's definitely a campaign I'd want to play in.

If you (or anyone else) has questions, feel free to ask away.

Maybe we can get Mr. Rice to come in and offer some of his own insights as well.
 

Vigilance

Explorer
This looks badass. I've just started getting into Modern20, as it looks like the solution to the issues I've had with d20 Modern in the past. I'm gearing up for my next campaign being a cyberpunk game with psychic powers, and this looks about perfect for me.

I'm excited to see this when it's released.

Hey Terra, I think you'll find IZ meets your needs for cyberpunk tools, as well as providing a great baseline setting for such games.

A couple years ago I did a poll on my blog for what folks wanted for Modern20, and cyberpunk won.

Though I'd gotten sidelined with other stuff, I always remembered the interest in that setting, and when David contacted me asking for someone who knew the rules to convert IZ, I volunteered to do it myself.
 

Brutorz Bill

First Post
Sweet!!!!
When will this be available in print?
I've got the original True20 version, but I like alot of things about Modern20 better.
 


Terramotus

First Post
Hey Terra, I think you'll find IZ meets your needs for cyberpunk tools, as well as providing a great baseline setting for such games.

A couple years ago I did a poll on my blog for what folks wanted for Modern20, and cyberpunk won.

Though I'd gotten sidelined with other stuff, I always remembered the interest in that setting, and when David contacted me asking for someone who knew the rules to convert IZ, I volunteered to do it myself.
I ran a brief game using d20 Future, d20 Modern, and lots of rules adapted from 3.5 psionics. Setting was a cross between Cowboy Bebop, William Gibson's Sprawl trilogy, and parts of Warhammer 40K. Characters were a female robot scientist samurai (a rogue AI inhabiting an upgraded sexbot, actually), a smooth, licentious telepath, a face-changing bounty hunter who didn't remember who he was anymore, and a hard-bitten cyber-soldier. I loved the game to death.

Our group ended up setting it aside, though, to play 4E and allow me to take a break from DMing, since the strain of keeping the rules together got to be too much - much the same as 3.5 for me. It was a LOT of work and I was burned out. The main problem I ultimately ran into was that effectiveness of certain upgrades didn't seem to be terribly well related to how much of a buff they granted, so controlling the power level with Wealth turned out to be impossible. Already Modern20 looks to be a much easier base to work from, while still having the feel I want, and I'm hoping IZ fixes those problems. I love the hit location rules in Modern20, BTW. ;)

Serendipitously, after seeing the movies Push and Jumper, getting a better gaming group, and getting interested in reviving that game, I came across Modern20, and everything started to click, especially after seeing the Hunters20 supplement. And now IZ is coming out? My lucky day. :) My group is super excited to jump back into it, as soon as I get all the rules ironed out.

BTW, any chance of adding an additional supplement to Hunters20 with more psychic powers? I love how easily they can be added on to a character without changing classes, and can be bought into as little or as much as the player wants. I've been working on my own homebrew to flesh things out to encompass the breadth of powers seen in Jumper and Push, for starters, but if you plan on doing the work for me....
 
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Vigilance

Explorer
More psychic powers is always possibility.

Ive also entertained the notion of updating the setting, bringing it from the Cold War to the modern day.

Honestly, that was originally the plan but the book turned out to be way bigger than I anticipated, so I capped the setting in the 70's to prevent what was originally intended as a 7 page book from getting even more out of control.
 

Brutorz Bill

First Post
Terramotus,
What an awesome sounding campaign! I'd love to play in that kind of game! Wish I lived close to you!
Can I also add to the request for more Psychic powers?
 

Vigilance

Explorer
Terramotus,
What an awesome sounding campaign! I'd love to play in that kind of game! Wish I lived close to you!
Can I also add to the request for more Psychic powers?

All right, message received!

I have thought a few times about updating the setting of the Hunters, taking it from the Cold War through to the modern age.

I suppose more psychic powers could be added as well.

The sales warrant it- it's one of the best selling dispatch issues we did for Modern20.
 

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