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Interface Zero 2.0: Gun Metal Games gives Savage World Fans a Hardcore Cyberpunk Brainburn!
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<blockquote data-quote="Neuroglyph" data-source="post: 7653463" data-attributes="member: 85633"><p><em>Gritty</em>. <em>High Tech</em>. <em>Urban</em>. <em>Dystopic</em>.</p><p></p><p>All these words can be used to describe some aspect of <em>cyberpunk</em>, and yet none of them can truly capture the mind-blowing enormity of this science fiction genre. Born from the minds of some of the edgiest authors, cyberpunk games have always had a loyal following from the RPG Community.</p><p>[PRBREAK][/PRBREAK]</p><p><span style="font-size: 12px">[align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2014/03/interface-zero-cover.jpg[/align]In March of last year, <strong>Gun Metal Games</strong> completed a very successful <a href="https://www.kickstarter.com/projects/821979583/interface-zero-20-full-metal-cyberpunk" target="_blank"><strong>Kickstarter Campaign</strong></a> to bring forth a new cyberpunk RPG setting. Designed for use with the <strong><em>Savage Worlds Deluxe</em></strong> RPG system, <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> offers a new vision of a gritty, high tech, urban dystopia of the near future, where the very definitions of humanity have been blurred and even the internet is out to get you!</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Interface Zero 2.0: Full Metal Cyberpunk</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Authors</strong>: Peter J. Wacks, David Jarvis, Hal Maclean, Matt Conklin Jr., and Patrick Smith</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Illustrators</strong>: Aaron Acevedo (cover); Sam Manley, Robert Shields, Jason Rainville, Adam Kuczek, Tomek Tworek, Jason Walton, Alex Drummond, Nick Greenwood, Eduardo Brolo, Carlos Herrera, Paul Bourne, Savage Mojo (interior); Alida Saxon, Keith Curtis (cartography)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Publisher</strong>: Gun Metal Games</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Year</strong>: 2014</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Media</strong>: PDF (323 pages)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Price</strong>: $14.00 (Regularly $20.00 through from <a href="http://www.rpgnow.com/product/124685/Interface-Zero-20-Full-Metal-Cyberpunk&amp;filters=0_0_0_31813_0?affiliate_id=270466" target="_blank"><strong>RPGNow </strong></a>– <em>on sale for 30% off until March 15</em>) </span></li> </ul><p><span style="font-size: 12px"><strong><em></em></strong></span></p><p><span style="font-size: 12px"><strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> is a role-playing game setting published by <strong>Gun Metal Games</strong>, and utilizes the <strong><em>Savage Worlds Deluxe</em></strong> RPG system. <strong><em>IZ 2.0</em></strong> contains information for creating a cyberpunk player-character, complete with rules variations and new content, new racial types, new skills, and new hindrances/edges. This setting sourcebook also contains all new gear appropriate to a cyberpunk genre, including vehicles, robots, and cybertech implants (augments). There is a complete and detailed history and discussion of this near-future setting, and information for game masters on how they can best utilize the content for their <strong><em>IZ 2.0</em></strong> campaigns.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Production Quality</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The production quality of <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> is exceptional, offering excellent writing by the authors in a sharp and stylish layout. The content writing is both informative and very entertaining, and engages the reader utilizing internet-style “comments” to offer additional information. The use of font color enhances the content presentation, and makes clear distinctions between sub-topics in a chapter.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The purchase of <strong><em>IZ 2.0</em></strong> comes in a two PDF package with a full-color version and a second copy that is IPAD/Kindle friendly. The PDF has hotlinks in both the table of contents and index, as well as a full array of bookmarks for easy navigation. Important tables scattered throughout the book are consolidated in a sizable appendix at the end of the sourcebook for quick referencing.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The illustrations in <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> are excellent, starting with a stylish and gritty action scene on the cover, to the various full-color illustrations inside the book. To its credit, <strong><em>IZ 2.0</em></strong> has a decent amount of artwork gracing its pages, including some nice renderings of character archetypes, cityscapes, weapons, and other gear. There were a couple sections in the book with a bit of “wall of text” feel, but overall, the page to illustration ratio was OK.</span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Welcome to the Future</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The rules and setting contents of <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> are contained in seven broad chapters, covering character material, game master material, and overall setting information. A copy of the <strong><em>Savage Worlds Deluxe</em></strong> rules is absolutely required for use with this setting material, although there is a considerable amount of new content provided in <strong><em>IZ 2.0</em></strong> which is quite uniquely different from the base system.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">This cyberpunk RPG setting is, literally, an unapologetically adult-themed game setting, as stated in the opening credits by the authors themselves. </span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">To further enhance the cyberpunk genre in their setting book, the authors of <strong><em>IZ 2.0</em></strong> use a stylized layout in which much of the contents is written as though coming from a hacker-owned “wikileaks” site of the near future. And further, the information presented is interspersed with comments (in blue text) from fellow hackers and leakers with colorful nicknames like <em>Neon_Bright</em> and <em>ilicit_behavior</em>. These additional comments –sometimes quite rude and irascible - often contain additional information pertaining to the subject at hand, and make reading the book considerably more fun.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> opens with an <em>Introduction</em> in <em>Chapter 1</em> that discusses the world in the year 2090, a dystopia of a fractured United States after a Second Civil War, a rising powerful Chinese empire, and dominated by megacorporations controlling governments and resources. In the world of IZ 2.0, nearly every human has a chip to access the internet, and are now susceptible to being hacked into by rogue computer programs and other persons. A few rare individuals have developed psychic powers, and many people possess cyberwear parts in their bodies. Even the definition of humanity is questioned when there are humans, enhanced humans, human-animal hybrids, androids, cyborgs, and vat-grown simulacrum (think <strong><em>Blade Runner</em></strong> replicants here) all living on the same world.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em>Chapter 2</em> concentrates on <em>Character Creation</em>, providing all the rules and new content necessary to generate a wide range of player-characters. Generally, character creation is much as expected for a <strong><em>SWD RPG</em></strong> campaign, but the authors add a few new derived stats (like <em>Firewall</em> and <em>Street Cred</em>)and new skills to the ones used in the <strong><em>Savage Worlds Deluxe</em></strong> system. Racial types are quite varied as discussed previously, allowing for considerable variation of human and artificial human possibilities. There are a number of <em>hindrances</em> and <em>edges</em> which do not fit with the <strong><em>IZ 2.0</em></strong> setting, but new ones are added which are more in line with a cyberpunk world. The authors provide 13 archetype characters that can be found in the year 2090, including a fascinating one called a <em>Cyber Monk</em> which is a master of martial arts techniques and cybertech augmentations. Psychic characters are called <em>zeeks</em>, and are divided into three categories of <em>peeks</em> (telepaths), <em>tweeks</em> (telekinetics), and <em>freeks</em> (odd assortment of flashy powers) – although it should be noted that being a zeek can get you arrested or worse in this setting. Characters can also have an <em>Occupation</em>, and the authors provide more than two dozen possible background jobs to add depth to characters. Overall, the character creation section is incredibly well stocked with options, and players will find it quite easy to generated very unique alter-egos for an <strong><em>IZ 2.0</em></strong> campaign.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The authors provide the <em>Malmart 2090 Catalog</em> in <em>Chapter 3</em> which contains descriptions of a dazzling variety of gear, cyberware, vehicles, and more. There is an overview of the major megacorporations which provide gear for the catalog, with the ubiquitous comments from the “message board”, then lists and descriptions of the various consumer goods available to characters in alphabetical order by type. The authors provide a good assortment of items here, including high tech combat offerings like energy weapons and powered armor, as well as more recreational items such as drugs and entertainment packages. (How about a subscription to the virtual RPG called <em>Dead Lands MMO</em>?) Although discussed later in the book, cyberware that characters can implant is unlimited but each costs a certain amount <em>strain</em>. Exceeding one’s <em>Vigor dice</em> in <em>strain points</em> can have dangerous and even deadly consequences. (Yes, you can kill your own character on the operating table by trying to implant too much cyberware.)</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em>Chapter 4</em> is a massive and detailed discussion of <em>The World</em> in 2090, taking up nearly half the pages of the PDF! Although long and very descriptive, it is actually a really fascinating read, covering social, political, and religious topics, megacorps, gangs, and a lengthy section on zeeks. Then this chapter goes on to discuss each continent and each major political unit (country, confederation, league, etc.) from around the globe, including factions and institutions which affect life there. The authors make some fascinating predictions in creating their future vision of a cyberpunk world setting, such as China conquering the Ukraine and half of Russia, and the United States dividing itself up into several different countries after a civil war over the issues of fundamentalism and the separation of church and state. (But is anyone really surprised to learn that Texas becomes its own country after seceding from the union?) With so much detail, this chapter allows for a wide range of locales for a campaign, as well as unusual plots involving characters to arise over political and corporate conflicts.</span></p><p><span style="font-size: 12px">Even the other planets in <em>The Solar System</em> (<em>Chapter 5</em>) are being colonized in the <strong><em>IZ 2.0</em></strong> setting, and there are politics and megacorporations at work here as on old Terra. While this chapter is fairly short, it does provide enough information for GMs to create a few adventures out to offworld locations, but clearly most of the campaign action is going to take place in some sprawl somewhere on earth.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><em>Setting Rules</em> are important to differentiate the nature of a campaign using the <strong><em>Savage Worlds Deluxe</em></strong> system, and <em>Chapter 6</em> covers major rules and variants for the <strong><em>IZ 2.0</em></strong> setting. There are rules here for the grades of cyberware (including the effects of strain and cybertrauma), how street cred is used, lost, and gained in the setting, cost of living expenses, and building customized drones and golemmechs. The authors include an interesting form of <em>resurrection</em> in the setting by using the idea that a characters mind and experiences can be downloaded, and then placed in a cloned body if necessary (or a cyborg, hybrid, or even android body). Finally, this chapter has a set of nifty hacking rules, and for powers that zeeks and cybermonks can create using the powers in the <strong><em>SWD</em></strong> rulebook.</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The final chapter, <em>Game Mastering</em>, provides the GM with advice, random generators, and other content to make their campaigns run more smoothly. There’s a nice table on creating reasonable payoffs for missions, depending on the power level of the characters, along with a random adventure generator to get a quick idea for a mission. There is a generator for creating random gangs, and another for creating <em>bio-horrors</em> – creatures designed by altering the DNA of normal animals, gene-spliced monstrosities, and cybered-up <em>things</em> best left undescribed. The authors include some stock bio-horrors for characters to encounter, like toxic roaches and cyber hounds, as well as a selection of enemy sprawl dwellers, robots, and Intrusion Countermeasures (encountered in hacking scenarios).</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong>Overall Score</strong>: 4.4 <strong>out of</strong> 5.0</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Conclusions</u></strong></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">So it turns out that <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> is a really amazing campaign setting, one which draws on a wide range of cyberpunk tropes but brings them together into a fascinating and dark new vision of the future. The writing is top-notch, and the authors did an excellent job of creating and tweaking rules to allow the <strong><em>Savage Worlds Deluxe</em></strong> system to really work well for the setting they created. The setting is highly detailed, interestingly speculative, and provides plenty of the intrigue and action one would expect in a cyberpunk world.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">The PDF set of <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> is very reasonably priced for such a complete setting – and it’s currently on sale at RPGNow until this weekend. Cyberpunk fans should really consider giving <strong><em>Interface Zero 2.0: Full Metal Cyberpunk</em></strong> a serious look-over for their next campaign setting!</span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong>Editorial Note</strong>: This Reviewer received a complimentary copy of the product in PDF format from which the review was written.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"><strong><u>Grade Card (Ratings 1 to 5)</u></strong></span></p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: 4.0</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Design: 4.5 (Exemplary writing; cool layout)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Illustrations: 3.5 (Cool cover and illustrations; would like to see more)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: 4.75</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Crunch: 4.5 (Awesome adaptation of SWD rules!)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Fluff: 5.0 (Massive and detailed cyberpunk world setting!)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: 4.5 (It’s a steal at the sale price this week!)</span></li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 7653463, member: 85633"] [I]Gritty[/I]. [I]High Tech[/I]. [I]Urban[/I]. [I]Dystopic[/I]. All these words can be used to describe some aspect of [I]cyberpunk[/I], and yet none of them can truly capture the mind-blowing enormity of this science fiction genre. Born from the minds of some of the edgiest authors, cyberpunk games have always had a loyal following from the RPG Community. [PRBREAK][/PRBREAK] [SIZE=3][align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2014/03/interface-zero-cover.jpg[/align]In March of last year, [B]Gun Metal Games[/B] completed a very successful [URL="https://www.kickstarter.com/projects/821979583/interface-zero-20-full-metal-cyberpunk"][B]Kickstarter Campaign[/B][/URL] to bring forth a new cyberpunk RPG setting. Designed for use with the [B][I]Savage Worlds Deluxe[/I][/B] RPG system, [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] offers a new vision of a gritty, high tech, urban dystopia of the near future, where the very definitions of humanity have been blurred and even the internet is out to get you! [B][U]Interface Zero 2.0: Full Metal Cyberpunk[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Authors[/B]: Peter J. Wacks, David Jarvis, Hal Maclean, Matt Conklin Jr., and Patrick Smith[/SIZE] [*][SIZE=3][B]Illustrators[/B]: Aaron Acevedo (cover); Sam Manley, Robert Shields, Jason Rainville, Adam Kuczek, Tomek Tworek, Jason Walton, Alex Drummond, Nick Greenwood, Eduardo Brolo, Carlos Herrera, Paul Bourne, Savage Mojo (interior); Alida Saxon, Keith Curtis (cartography)[/SIZE] [*][SIZE=3][B]Publisher[/B]: Gun Metal Games[/SIZE] [*][SIZE=3][B]Year[/B]: 2014[/SIZE] [*][SIZE=3][B]Media[/B]: PDF (323 pages)[/SIZE] [*][SIZE=3][B]Price[/B]: $14.00 (Regularly $20.00 through from [URL="http://www.rpgnow.com/product/124685/Interface-Zero-20-Full-Metal-Cyberpunk&filters=0_0_0_31813_0?affiliate_id=270466"][B]RPGNow [/B][/URL]– [I]on sale for 30% off until March 15[/I]) [/SIZE] [/LIST] [SIZE=3][B][I] Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] is a role-playing game setting published by [B]Gun Metal Games[/B], and utilizes the [B][I]Savage Worlds Deluxe[/I][/B] RPG system. [B][I]IZ 2.0[/I][/B] contains information for creating a cyberpunk player-character, complete with rules variations and new content, new racial types, new skills, and new hindrances/edges. This setting sourcebook also contains all new gear appropriate to a cyberpunk genre, including vehicles, robots, and cybertech implants (augments). There is a complete and detailed history and discussion of this near-future setting, and information for game masters on how they can best utilize the content for their [B][I]IZ 2.0[/I][/B] campaigns. [B][U]Production Quality[/U][/B] The production quality of [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] is exceptional, offering excellent writing by the authors in a sharp and stylish layout. The content writing is both informative and very entertaining, and engages the reader utilizing internet-style “comments” to offer additional information. The use of font color enhances the content presentation, and makes clear distinctions between sub-topics in a chapter. The purchase of [B][I]IZ 2.0[/I][/B] comes in a two PDF package with a full-color version and a second copy that is IPAD/Kindle friendly. The PDF has hotlinks in both the table of contents and index, as well as a full array of bookmarks for easy navigation. Important tables scattered throughout the book are consolidated in a sizable appendix at the end of the sourcebook for quick referencing. The illustrations in [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] are excellent, starting with a stylish and gritty action scene on the cover, to the various full-color illustrations inside the book. To its credit, [B][I]IZ 2.0[/I][/B] has a decent amount of artwork gracing its pages, including some nice renderings of character archetypes, cityscapes, weapons, and other gear. There were a couple sections in the book with a bit of “wall of text” feel, but overall, the page to illustration ratio was OK. [B][U]Welcome to the Future[/U][/B] The rules and setting contents of [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] are contained in seven broad chapters, covering character material, game master material, and overall setting information. A copy of the [B][I]Savage Worlds Deluxe[/I][/B] rules is absolutely required for use with this setting material, although there is a considerable amount of new content provided in [B][I]IZ 2.0[/I][/B] which is quite uniquely different from the base system. This cyberpunk RPG setting is, literally, an unapologetically adult-themed game setting, as stated in the opening credits by the authors themselves. To further enhance the cyberpunk genre in their setting book, the authors of [B][I]IZ 2.0[/I][/B] use a stylized layout in which much of the contents is written as though coming from a hacker-owned “wikileaks” site of the near future. And further, the information presented is interspersed with comments (in blue text) from fellow hackers and leakers with colorful nicknames like [I]Neon_Bright[/I] and [I]ilicit_behavior[/I]. These additional comments –sometimes quite rude and irascible - often contain additional information pertaining to the subject at hand, and make reading the book considerably more fun. [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] opens with an [I]Introduction[/I] in [I]Chapter 1[/I] that discusses the world in the year 2090, a dystopia of a fractured United States after a Second Civil War, a rising powerful Chinese empire, and dominated by megacorporations controlling governments and resources. In the world of IZ 2.0, nearly every human has a chip to access the internet, and are now susceptible to being hacked into by rogue computer programs and other persons. A few rare individuals have developed psychic powers, and many people possess cyberwear parts in their bodies. Even the definition of humanity is questioned when there are humans, enhanced humans, human-animal hybrids, androids, cyborgs, and vat-grown simulacrum (think [B][I]Blade Runner[/I][/B] replicants here) all living on the same world. [I]Chapter 2[/I] concentrates on [I]Character Creation[/I], providing all the rules and new content necessary to generate a wide range of player-characters. Generally, character creation is much as expected for a [B][I]SWD RPG[/I][/B] campaign, but the authors add a few new derived stats (like [I]Firewall[/I] and [I]Street Cred[/I])and new skills to the ones used in the [B][I]Savage Worlds Deluxe[/I][/B] system. Racial types are quite varied as discussed previously, allowing for considerable variation of human and artificial human possibilities. There are a number of [I]hindrances[/I] and [I]edges[/I] which do not fit with the [B][I]IZ 2.0[/I][/B] setting, but new ones are added which are more in line with a cyberpunk world. The authors provide 13 archetype characters that can be found in the year 2090, including a fascinating one called a [I]Cyber Monk[/I] which is a master of martial arts techniques and cybertech augmentations. Psychic characters are called [I]zeeks[/I], and are divided into three categories of [I]peeks[/I] (telepaths), [I]tweeks[/I] (telekinetics), and [I]freeks[/I] (odd assortment of flashy powers) – although it should be noted that being a zeek can get you arrested or worse in this setting. Characters can also have an [I]Occupation[/I], and the authors provide more than two dozen possible background jobs to add depth to characters. Overall, the character creation section is incredibly well stocked with options, and players will find it quite easy to generated very unique alter-egos for an [B][I]IZ 2.0[/I][/B] campaign. The authors provide the [I]Malmart 2090 Catalog[/I] in [I]Chapter 3[/I] which contains descriptions of a dazzling variety of gear, cyberware, vehicles, and more. There is an overview of the major megacorporations which provide gear for the catalog, with the ubiquitous comments from the “message board”, then lists and descriptions of the various consumer goods available to characters in alphabetical order by type. The authors provide a good assortment of items here, including high tech combat offerings like energy weapons and powered armor, as well as more recreational items such as drugs and entertainment packages. (How about a subscription to the virtual RPG called [I]Dead Lands MMO[/I]?) Although discussed later in the book, cyberware that characters can implant is unlimited but each costs a certain amount [I]strain[/I]. Exceeding one’s [I]Vigor dice[/I] in [I]strain points[/I] can have dangerous and even deadly consequences. (Yes, you can kill your own character on the operating table by trying to implant too much cyberware.) [I]Chapter 4[/I] is a massive and detailed discussion of [I]The World[/I] in 2090, taking up nearly half the pages of the PDF! Although long and very descriptive, it is actually a really fascinating read, covering social, political, and religious topics, megacorps, gangs, and a lengthy section on zeeks. Then this chapter goes on to discuss each continent and each major political unit (country, confederation, league, etc.) from around the globe, including factions and institutions which affect life there. The authors make some fascinating predictions in creating their future vision of a cyberpunk world setting, such as China conquering the Ukraine and half of Russia, and the United States dividing itself up into several different countries after a civil war over the issues of fundamentalism and the separation of church and state. (But is anyone really surprised to learn that Texas becomes its own country after seceding from the union?) With so much detail, this chapter allows for a wide range of locales for a campaign, as well as unusual plots involving characters to arise over political and corporate conflicts. Even the other planets in [I]The Solar System[/I] ([I]Chapter 5[/I]) are being colonized in the [B][I]IZ 2.0[/I][/B] setting, and there are politics and megacorporations at work here as on old Terra. While this chapter is fairly short, it does provide enough information for GMs to create a few adventures out to offworld locations, but clearly most of the campaign action is going to take place in some sprawl somewhere on earth. [I]Setting Rules[/I] are important to differentiate the nature of a campaign using the [B][I]Savage Worlds Deluxe[/I][/B] system, and [I]Chapter 6[/I] covers major rules and variants for the [B][I]IZ 2.0[/I][/B] setting. There are rules here for the grades of cyberware (including the effects of strain and cybertrauma), how street cred is used, lost, and gained in the setting, cost of living expenses, and building customized drones and golemmechs. The authors include an interesting form of [I]resurrection[/I] in the setting by using the idea that a characters mind and experiences can be downloaded, and then placed in a cloned body if necessary (or a cyborg, hybrid, or even android body). Finally, this chapter has a set of nifty hacking rules, and for powers that zeeks and cybermonks can create using the powers in the [B][I]SWD[/I][/B] rulebook. The final chapter, [I]Game Mastering[/I], provides the GM with advice, random generators, and other content to make their campaigns run more smoothly. There’s a nice table on creating reasonable payoffs for missions, depending on the power level of the characters, along with a random adventure generator to get a quick idea for a mission. There is a generator for creating random gangs, and another for creating [I]bio-horrors[/I] – creatures designed by altering the DNA of normal animals, gene-spliced monstrosities, and cybered-up [I]things[/I] best left undescribed. The authors include some stock bio-horrors for characters to encounter, like toxic roaches and cyber hounds, as well as a selection of enemy sprawl dwellers, robots, and Intrusion Countermeasures (encountered in hacking scenarios). [B]Overall Score[/B]: 4.4 [B]out of[/B] 5.0 [B][U]Conclusions[/U][/B] So it turns out that [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] is a really amazing campaign setting, one which draws on a wide range of cyberpunk tropes but brings them together into a fascinating and dark new vision of the future. The writing is top-notch, and the authors did an excellent job of creating and tweaking rules to allow the [B][I]Savage Worlds Deluxe[/I][/B] system to really work well for the setting they created. The setting is highly detailed, interestingly speculative, and provides plenty of the intrigue and action one would expect in a cyberpunk world. The PDF set of [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] is very reasonably priced for such a complete setting – and it’s currently on sale at RPGNow until this weekend. Cyberpunk fans should really consider giving [B][I]Interface Zero 2.0: Full Metal Cyberpunk[/I][/B] a serious look-over for their next campaign setting! [B] Editorial Note[/B]: This Reviewer received a complimentary copy of the product in PDF format from which the review was written. [B][U]Grade Card (Ratings 1 to 5)[/U][/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: 4.0[/SIZE] [*][SIZE=3]- Design: 4.5 (Exemplary writing; cool layout)[/SIZE] [*][SIZE=3]- Illustrations: 3.5 (Cool cover and illustrations; would like to see more)[/SIZE] [*][SIZE=3][B]Content[/B]: 4.75[/SIZE] [*][SIZE=3]- Crunch: 4.5 (Awesome adaptation of SWD rules!)[/SIZE] [*][SIZE=3]- Fluff: 5.0 (Massive and detailed cyberpunk world setting!)[/SIZE] [*][SIZE=3][B]Value[/B]: 4.5 (It’s a steal at the sale price this week!)[/SIZE] [/LIST] [/QUOTE]
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Interface Zero 2.0: Gun Metal Games gives Savage World Fans a Hardcore Cyberpunk Brainburn!
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