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Interface Zero 2.0: Full Metal Cyberpunk
by David N. [Verified Purchaser] Date Added: 02/06/2016 06:35:40

I genuinely love this setting, for a lot of different reasons. I won't be talking about the rules, since aside from a few (very good) additions it's Savage Worlds



  1. It's a pure cyberpunk setting and despite how crowded it makes the setting, it tries to cram in every trope into the book. There's a reviewer who claims the setting lifts a lot from Shadowrun. I'd say they share similarities because they're both playing with all of the standard Cyberpunk topics, old and new. This isn't theft. There are a few truths about classic Cyberpunk, the top ones being that the US collapses, the East rises and there are scary AIs busy doing scary AI things. This gives you that wonderful Neuromancer nostalgia that you always want. The book even references Snow Crash, with the crazy pizza delivery driver occupation, which I think some might have taken at face value, as opposed to a joke.


The setting packs in psychics, designer humans, human animal hybrids, full body cyborgs, androids, bioroids and Blade Runner style replicants with limited lifespans. It deals with the descrimination that all are traditionally treated with in such stories, as well as the implications. It doesn't do anything new, but it does do everything you expected.


Best of all, it doesn't act like cybernetics makes you evil. It acknowledges the psychological issues involved with changing yourself, but the rules deal more with the physical and neural strain of modifying yourself, than the danger of flipping out and going psycho because you've lost your humanity.




  1. The setting deals with basically the entire world. The book literally has an overview of everywhere, as well as containing conversations spaced throughout dealing with the prejudices of the different characters and the writers of the different sections (it's all in character and in setting.) It's a nice detail that I learnt carried over from the older edition and on into newer source books. Yes Shadowrun did it first, but I think it was a good choice.



  2. Every cyberpunk disaster that could have happened, has, but they all link up and naturally progress from one another (aside from the AI, but they're kind of meant to be a curve ball no-one was expecting). The environment is wrecked, the economy is nuts, people have popped off nukes at one another, nations are collapsing, you get the picture. Thing is though, it all kind of links together. Why did the economy collapse? The environment and scarcity of resources. Why did wars erupt and nations start falling apart? See above.


One clever edition is how the Chinese communist government fell due to the huge number of disaffected young men in its nation. Real world problems keep on cropping up and coming back to bite us. It's a nice touch.



  1. There's no magic. Yes, there are psychic powers, cybermonks and mecha, alll things which are silly, but find their way into so much of the genre that it'd be a shame to leave them out. But the setting retains the feeling that maybe even if things are utterly bonkers, it's a place that could have once been our earth (Unless we're talking about the Achtung! Cthulhu crossover). Psychic powers have an ultimately human source and the danger isn't some dragon pulling the strings, but a corrupt company or mysterious AI. It keeps it purely cyberpunk, which means if you aren't a fan of magic in you're sci-fi, this might be the setting for you.



Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Full Metal Cyberpunk
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Interface Zero 2.0: Full Metal Cyberpunk
by John D. [Verified Purchaser] Date Added: 11/17/2015 11:29:41

I got this game with hopeful expectations, looking for an alternative cyberpunk game that wasn't Shadowrun, but also didn't have the dated 80s vibe to it. After looking at the vid included in the title, and reading the rave reviews, I decided to pick it up. I am now somewhat disappointed.


First off, there's furries. This isn't a bad thing necessarily, since lets be honest: the moment it becomes commonly available, people are going to become catgirls. But they're a thing in the game's world, so if you're put off by that, there you go.


Second, a LOT of content is ripped off from Shadowrun. I should have taken it as a warning when I heard that most of the reviewers weren't familiar with cyberpunk, because hol-ee shit, a lof of the fluff is blatant copy-catting from SR. The BBS-style comments below info sections, the persecution of magical types, the balkanization of America, the internationally infamous rogue AI. At first, I was willing to give the benefit of the doubt and call it coincidence, or their deliberate attempt to give the game a "Cyberpunk" feel to it, but then I looked at the augments section. Almost ALL the names of the augments aren't even changed from the ones in Shadowrun.


And about the fluff. If you're searching for a serious take on cyberpunk, this isn't for you. It's over the top to the point groaning. There are specific sections in the fluff mentioning the dangers of being a freaking pizza delivery driver, due to the competition always trying to delay each others drivers. Not one, not two, not three, not four, but FIVE major disasters have struck the world, which pretty much breaks the record for the amount of bad luck a single century has ever had. Their portrayal of "the bad guys" has absolutely no subtlety to it. For all the high-tech the world has, some aspects of it feel more primitive than today.


I could go on, but it's very clear the authors had no intention of having this game be taken seriously. Which is fine for the cinematic style of Savage Worlds, but definitely puts me off.


As for the mechanics, I'd heard a lot of good things about the rules, especially the hacking. But what I got was "see the Savage Worlds core rulebook."


The hacking section was uninspired, and actually reminded me of a dumbed-down version of Shadowrun's, but less sensible. This is pretty sad, considered all the good things I'd heard about it.


And the gear! I mean, augments are done alright. Their is somewhat sensible. You multiply the cost by a number given next to the augment. The strain system is retarded fluff-wise, but it seems every cyberpunk rpg has discovered the need to limit the amount of augments a person gets somehow, so as a mechanic it's one of the better ways I've seen of handling it, and all the augments seems useful in some capacity (though as I've mentioned, almost all the names are ripped-off from Shadowrun, with mechanically equivalent effects to boot).


But the gear? It's clear no-one actually built a character with this shit. A basic team communicator will cost the player half of their starting cash, but a decent assault rifle won't even set them back a third. It's impossible for a soldier-type to buy an actual piece of armor out of chargen. There are only three pieces of armor actually worth buying, and they're so affordable and effective that there's no reason the entire team shouldn't be wearing one of them. The gear section is also pretty poorly organized. It's supposed to be alphabetical, but what you end up getting is a gear section, a section for augments (which are bought with a different currency separate from normal gear), two sections of things the players couldn't afford even at the highest levels of starting points for character creation, and then the gear sections the players will actually want.


The effectiveness of something versus its cost is bonkers. And yeah, this is cyberpunk, style over substance and all that. But Giant Mecha are not practical. Seriously, even someone without a head for robotics or combat tactics can see they're a terrible way to design a robot built for combat. And yet there are an entire section dedicated to them. Most people won't know or care about that, but it irks me to no end. -_-


Some of the book has paragraphs-worth of spelling typos, particularly in the hacking section I'd heard -so- many good things about rolls eyes.


There is a huge section dedicated to the world and its fluff, but for reasons I mentioned above, it comes off as over-the-top nonsense that, were I to ever run this game, I'd purposefully ignore 100%.


The only thing I'd heard about this game that rings true is the art. It's top-quality, and very inspiring. But I don't play games based off pretty pictures. Cyberpunk 2020 and Shadowrun had some of the shittiest art I've ever seen in an RPG book, and they are leagues better than this game.


Overall, I'd heard a lot of good things about this game, but it falls very short of expectations. If you're looking for a cyberpunk game with a fast-paced, cinematic style, gets GURPS Lite and its Cyberpunk book, and you'll have a great time. If you absolutely must have a Savage Worlds cyberpunk game, this is pretty much your only real option, so it wins by default. I'm not happy with the purchase, and its very clear the creators worked hard to shill their product with biased reviews before release.



Rating:
[2 of 5 Stars!]
The Exchange
by Lars G. [Verified Purchaser] Date Added: 10/28/2015 17:55:01

Also works WITHOUT Interface Zero. We used the Cyberpunk rules from "Daring Tales of the sprawl".
Took us (GM and two PCs) about 4 hours to finish it and we enjoyed every minute of it.



Rating:
[5 of 5 Stars!]
The Exchange
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Interface Zero 2.0: Full Metal Cyberpunk
by Jose V. [Verified Purchaser] Date Added: 08/06/2015 11:19:38

This book is lush and beautiful. The layout is superb, the mechanics are well-thought-out, the setting is just friggin' amazing, and I feel like I more than got my money's worth with the sheer volume of information in this book.


I haven't run it yet, but I'm definitely going to. I can't believe I missed out on this for so long - I can't wait to throw my players into this spectacular world.



Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Full Metal Cyberpunk
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Phoenix: The Terrible Valley of Static
by David N. [Verified Purchaser] Date Added: 04/06/2015 23:59:33

I really like this supplement. Its very short (only 21 pages, including the cover) and its mostly fluff. But what excellent fluff and the rules that go with it are excellent.



Rating:
[4 of 5 Stars!]
Phoenix: The Terrible Valley of Static
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Japan: Empire of the Setting Sun
by Thomas B. [Featured Reviewer] Date Added: 03/06/2015 07:06:43

SIX POINT SUMMARY:




  • Some of the stuff, like geisha sexbots and the bioforms just seem really creepy, but not out of place.




  • While I get the need to keep word count down, the lack of any game mechanics married to the Savage Tales makes them less user friendly than I, as a Savage Worlds GM, would like. Two of them essentially removing player control of their characters, especially with one of them being for the bulk of the adventure, gives me pause. That can be kind of a huge turnoff for a lot of players.




  • Virtually no wasted space. Double columns of text on the pages, densely packed. Don't let the page count fool you...there's a lot of info here, including great setting elements like the virtual afterlife.




  • The amusing and insightful "commentary" for in character message board/social media-like chatter continues, and I almost always love these asides. They add extra context and flavor for the text and they continue to be just the right length and frequency to get the point across without overstaying their welcome.




  • I want to run a mission that takes the party into the heart of the Fukushima power plant.



  • Some great mechanical tidbits, with multiple Edges and the Second Skin armor really standing out. Ancestral Zeek, Ghost in the Machine, Mask Master and Merciful are all big standouts to me.


I would say this is worth picking up if you're an Interface Zero fan, even if you aren't running a game in Japan (individuals and organizations can travel, after all, and some of the setting elements are entirely too cool to not use). It's certainly not essential, and it's not without its flaws, but the pros definitely outweigh the cons.


For my full review, please visit http://mostunreadblogever-
.blogspot.com/2015/03/tommys-take-interface-zero-20-japan.ht-
ml



Rating:
[4 of 5 Stars!]
Japan: Empire of the Setting Sun
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Interface Zero
by francesco b. [Verified Purchaser] Date Added: 02/22/2015 20:05:25

Alot of great ideas. I don't use the setting, but I do use many of the modifications and additions to the rules.



Rating:
[4 of 5 Stars!]
Interface Zero
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Interface Zero 2.0: Full Metal Cyberpunk
by Gui S. [Verified Purchaser] Date Added: 01/02/2015 12:43:51

This is one of the best sourcebooks i've had in my possession. The background lore is flavorful, very complete and never feels boring, It provides clean and easy to use rules for hacking, cyberware and even psionic powers. The gear lists are as useful as their descriptions are flavorful and fun. The section on randomly generating adventures is particularly useful and creative.


A definite must-have if you're planning on doing a Cyberpunk campaign, even if you're not using Savage Worlds.



Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Full Metal Cyberpunk
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Interface Zero 2.0 GM screen
by Steven J. [Verified Purchaser] Date Added: 11/30/2014 14:20:05

Not bad, I liked the art and layout. two minor points that would have made it better. If the font was a tad bigger, this old school gamers eyes aren't what they once were. and I would liked it have seen the world map from the book included so that it could have been printed as one of the player facing panels.



Rating:
[4 of 5 Stars!]
Interface Zero 2.0 GM screen
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Hot Potato
by rasmus h. [Verified Purchaser] Date Added: 10/01/2014 22:53:50

One of the best things about this adventure is how sandboxy it is, and how it fits into all of the towns in and off world. Want to throw something random and high octane after your group, making their wheels guy shine, then show a Hot Potato after them.



Rating:
[5 of 5 Stars!]
Hot Potato
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The Exchange
by rasmus h. [Verified Purchaser] Date Added: 10/01/2014 22:47:46

Do your players think that they control the world, and no the other way around? Then play "The Exchange" with them and get the laugh of the century as the plot unfolds around them.


While the description says 4-6 hours are there inspiration to at least 12 hours if all things go well.



Rating:
[5 of 5 Stars!]
The Exchange
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The Delivery
by rasmus h. [Verified Purchaser] Date Added: 10/01/2014 22:41:48

One of the best items ever, the "Cyber-restraint" is introduced in this adventure, a gismo that surely are going to inspire many an adventure.


While the plot written in the product only will fill out a single night of session (4-5 hours) are there more than enough material between the lines to plan your whole adventure on. Best 1.50 that I have ever spent on an adventure!



Rating:
[5 of 5 Stars!]
The Delivery
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Real Estate
by rasmus h. [Verified Purchaser] Date Added: 10/01/2014 22:37:28

A perfect scenario to start your cyperpunk adventures out with, and can likewise be used between jobs or simply when the GM thinks that things need a little bit more action, because there are never enough of that in IZ 2.0 (Danger danger! Sarcasm detected!)


One of the few adventures that I really are looking forward to play with my group, knowing that it are going to be just as fun for me to present to them as for them to play it.



Rating:
[5 of 5 Stars!]
Real Estate
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Interface Zero 2.0: Player's Guide
by rasmus h. [Verified Purchaser] Date Added: 09/25/2014 09:46:45

One of the best cyberpunk systems that I have had my hands on to date! Their hacking rules are amazingly easy to understand, and allows you to do a myriad of things without getting too overpowered, while still living up to all the f's in Savage Worlds FFF.


Another really really strong force about this system is the tone of the lore. Normally when you pull up a source book like this (do note that while the world chapters ain´t included in this PDF are there still a lovely introduction to the world) is the tone heavy and dusty, it being like reading up date found from a old history book found in a dusty basement, or more fittingly, like an olden tome from an old crypt. But in Interface Zero do they go with the flow, each and every piece of lore being written like it was taken down from a blog instead of written in a book, really giving the feeling of being drawn into the setting. That a lot of the darker themes are only hinted at and never fully proven is another ace since GMs for once can choose themselves which pieces of lore that they want into their stories.



Rating:
[5 of 5 Stars!]
Interface Zero 2.0: Player's Guide
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Hot Potato
by Niall M. [Verified Purchaser] Date Added: 09/16/2014 03:07:37

A frantic scramble to offload hot goods before they get you killed. Classic cyberpunk stuff. Awesome.



Rating:
[5 of 5 Stars!]
Hot Potato
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