![]() ![]() Unless otherwise stated, all interior artwork, graphics, character names, and fiction are Product Identity of Gun Metal Games. Interface Zero and all related marks and logos are trademarks of Gun Metal Games. Savage Worlds, Deadlands and all related marks and logos are trademarks of Pinnacle Entertainment Group. Pinnacle makes no representation or warranty as to the quality, viability, or suitability for purposes of this product. Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. LEGAL INFORMATION This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at com. Thank you for believing in me and standing by me. Your hard work and diligence has brought this reboot of IZ to life. Wacks, Jordan Peacock, and the rest of the development team. The facebook crew for your help designing the Black Knight Limited! Double-barreled pain is coming your way amigos! Curtis, Sarah, Peter J. Rone Barton, the voice of the kickstarter. David Viars, for your incredible passion and love for this genre, and this game. ![]() Your ideas and concepts formed the basis of the Virtual Reality rules in this book. Nick Nundahl for your work on Hacking 2.0. This book wouldn’t be possible without you. SPECIAL THANKS TO Everyone who backed this kickstarter, both before and after. Szczepanik, Jr., Jimmy Grossebaff, Thomas Shook, Jordan Peacock, Keri Ann Drader, Piotr Korys Writing: Andreas Rönnqvist, Andy Klosky, Guy Anthony De Marco, Benn Williams, Charles Green, Curtis and Sarah Lyon, Darrin Drader, David Chadderton, David Jarvis, David Viars, Don Whitney, Hal Maclean, Josh Vogt, Michelle Lyons McFarland, Peter J Wacks, Uri Kirlianchik, Rob Wieland, Ronald Tilton Wacks Editing and Proofreading: Ron Blessing, T.R, Knight, Ed Wetterman, Tommy Brownell, Lee F. Wacks Art Coordinator: David Jarvis Graphic Design: Alida Saxon, David Jarvis, Keith Curtis Layout: David Jarvis, Thomas Shook Cartography: Alida Saxon, Keith Curtis Project Manager: David Jarvis Cover Art: Aaron Acevedo Interior Art: Sam Manley, Robert Shields, Jason Rainville, Adam Kuczek, Tomek Tworek, Jason Walton, Alex Drummond, Nick Greenwood, Eduardo Brolo, Carlos Herrera, Paul Bourne, Savage Mojo Line Editor: Peter J. Wacks, David Jarvis, Hal Maclean, Matt Conklin jr., and Patrick Smith Development Team: David Jarvis, Curtis and Sarah Lyons, Thomas Shook, David Viars, Peter J. Interface Zero 2.0 is created by Peter J. We hope you keep on reading, but will understand if you don’t. To water this book down is to do a great disservice to the genre as a whole. It doesn’t concern itself with your belief system, or your slant on politics. It doesn’t care if you like the word “fuck” or not. The Cyberpunk genre isn’t politically correct. We use the races and cultures in Interface Zero as an abstraction of the evils of racial intolerance in the real world. We’re going to talk politics, and we’re going to talk religion. ![]() We’re going to use language some people might not be comfortable with. It can get goofy real fast so if you like more serious roleplay I suggest making sure all the players understand the themes and type of history you may be trying to create.CREDITS WARNING! MATURE AUDIENCES ONLY! Interface Zero 2.0 is a cyberpunk game with adult themes. Once the question is answered you stop the roleplaying and write down the answer.Īnyways you'll basically go around the table taking turns creating periods,scenes, and events. Maybe you want to find out why an assassin killed the president? So you setup a scene like a director and you create characters and each player can take a characters role where you go about roleplaying the characters and seeking to answer the question posed by the scene. Scenes seek to answer a question posed by the player creating a scene. So for example you could have an event that is a war and then have a scene where you are roleplaying as soldiers within that war. And finally under events you have scenes which is where the actual roleplaying comes in. Under Periods you have events where you describe things that happened within that period, maybe a war, maybe there was a great famine, whatever you can think of really. ![]() I generally like to keep each Period as about the length of 100 years, but you can make it longer. Periods are the top of your history hierarchy and they are long periods of time spanning decades or even centuries. You and your friends before the game begins will list things you'd like to see included in the story and things you don't want to see. Basically the game is about creating a timeline or history. I haven't played in about a year, but its one of the most creative and fun games. This is coming from someone who hasn't played many tabletop games, just a little bit of D&D and Microscope and I think the game is a blast. ![]()
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