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Starship Arena
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Interface Zero Hacking 2.0

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Average Rating:4.2 / 5
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Interface Zero Hacking 2.0
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Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Radosław G. [Verified Purchaser]
Date Added: 04/06/2013 09:34:03
I have mixed feelings about this. I could write more but follwing should be enough: It's cheap but incomplete however what is there is mostly good.

Rating:
[3 of 5 Stars!]
Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Guy S. [Verified Purchaser]
Date Added: 02/17/2013 16:53:55
Hmmm...although very aggressively priced I was a little disappointed with this product. It purports to present a full relaunch of the IZ netrunning rules but in fact falls short mostly as it was never finished. What you get is an admittedly intriguing alternative to some of the netrunning rules concertraing mostly on introduction of the 'Power Globe' device as a unique netrunner tool, and removing the universal hacker powers formerly considered the norm for all TAP equipped citizens. What you don't get is the much hinted at exxtended rules for avatar based hacking, leaving at least this prospective GM of the system suspended between options. I am advised that the reason this was not completed was that the IZ 2.0 rule set will provide the full version and as a supporter of the Kickstarter project I anticipate this greatly. As it is though, I do not feel this product added a great deal for me at this stage and if i decide to run the system before IZ2.0 emerges I'll use the rules pretty much as-is or with the downloadable 1.5 variant you can find elsewhere.

Rating:
[2 of 5 Stars!]
Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Dillard R. [Verified Purchaser]
Date Added: 03/13/2012 14:20:08
Two dollars is a steal. If you have bought Gun Metal Games before you may even be able to get a coupon for a dollar off. Check out their website.

IZ 2.0 in it's glorious entirety is scheduled to come out later this year. This product offers the Basic Hacking rules only. Advanced stuff like hacking vehicles, weapon hacking and even brain hacking will be coming out with the new and improved version.

What you do get is Fast, Fun and Furious. Gone are the "ghosting" rules. Added are rules for "hyper gloves" that allow you to manipulate Hyper Reality at range (albeit hand grenade ranges).

The rules are simplified and fall in line quite nicely with the normal modifier system used in Savage Worlds Explorer and Savage World's Deluxe additions.

Everyone that wanted a hacking system for Savage Worlds that is FFF and doesn't lose the flavor of Cyberpunk these are a great introduction at a great price.

Like Savage Worlds itself this system is "simple like Chess". Easy to learn, with all the levels of complexity you could hope for or need with little likelihood of getting bogged down.

Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Thomas B. [Featured Reviewer]
Date Added: 03/06/2012 23:39:55
WHAT YOU SHOULD KNOW: This mini PDF requires Savage Worlds and Interface Zero for maximum use, as it is an overhaul of the hacking rules from Interface Zero. The PDF has a short intro from Gun Metal Games' David Jarvis, explaining why this document was released (folks having issues with the hacking/virtual world/etc)...IZ 2.0 is coming later this year and will provide both Basic and Advanced Hacking rules. This document is presenting the Basic rules in advance of IZ 2.0's release. Some of the changes on the character creation end is that Hacking gets its own skill, some Edges have been removed (like Programming 101 and Advanced Programming) and new Edges are introduced (Cool Under Pressure lets you ignore penalties when a system goes on Active Alert and Interference makes you harder to hack, for example). There are also three Hacker specific Hindrances, with advice warning the GM to not allow them if a character who isn't REALLY a Hacker is trying to take a Hindrance that won't affect him. Hyper Gloves are also introduced (the first example that comes to mind to me is the FBI Agent from Heavy Rain, but you have seen them in various other media). The system for Hyper Gloves is pretty simple, a basic stat set that can be upgraded. The Gloves determine everything for the Hacker: Armor, Damage, Hacking Bonus and Range and can be set into three modes: Control (in case you need to manipulate a gun turret or an elevator), Edit (for heavy changes to things) and Destruction (when you need to inflict damage). Additionally, Hyper Gloves have additional MODS that can be used to provide extra bonuses. The hacking itself takes up the final few pages: Essentially, it's a normal skill roll in Savage Worlds, with the level of security providing a penalty to the roll and the Hyper Glove and/or Edges providing a bonus. Unlike most skill rolls, however, Hacking is NEVER without risk: Any Hacking roll failure will have consequences (determined on a die roll against the table appropriate to the type of security firewall).

WHAT WORKS: That cover art is awesome. I'm not sure what it has to do with Hacking, but that is probably the single most compelling piece of artwork I have seen on an Interface Zero product. I like the Hyper Gloves a lot. It's a clean, easy to modify system that fits the Savage Worlds vein.

WHAT DOESN'T WORK: Well, if you're planning on buying IZ 2.0, you might not want to pay for content that's going to be in the eventual release.

CONClUSION: Though designed for Interface Zero, there's not much here that you can't use without it, and it's both inexpensively priced and not a huge document, so if you are running any kind of game in which futuristic hacking would be helpful, it's worth a pick-up. Interface Zero got kicked around (a tad unfairly) for changing "too much" about Savage Worlds, but this is a step back to the feel of SW without sacrificing the unique flavor of IZ.

Rating:
[5 of 5 Stars!]
Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Ron T. [Verified Purchaser]
Date Added: 03/05/2012 20:39:14
Quick Look: This is a streamlining of the Interface Zero Rules regarding Hacking. Interface Zero already created a different style of Hacking that Shadowrun or Cyberpunk. As the Hacker doesn't jump into the system, instead he manipulates objects in real-time, the TAP providing him insight as to what's happening visually in hyper reality (Basically a skin over the real world). Only the new hacking rules make it more sleek, bringing it back in line with the Fast, Fun, and Furious design philosophy of Savage Worlds. It's a 14 page PDF. Mostly Crunch, with fluffy examples. I especially love the art on page 6 and the layout artwork.

Main Review: I'll break the review out into quick sections, There's a nice cover illustration, followed by the ToC, then on Page 1 David Jarvis introduces the book and how it came about through feedback with players. Page 2 and 3 cover the changes to the skills, edges and hindrances, including removal of some to complement the streamlining. Pages 4 through 7 describe the Hyper Glove in detail, including the basic modes, control, edit and destruction. The hyper glove itself can be quite the expensive piece of hardware once it's all tricked out, but you're gonna need it if you're hacking a Military Access Network! Page 8 is pretty neat, as it lays out all the Mods for the Hyper Glove, from the Lethal Mod (making your VR attacks lethal damage), to the VR Overlay Mod, letting you re-skin the world with a theme of your own choosing, So if your character wants to see the world in a medieval theme, guards might have repeating crossbows? Page 9 and 10 covers the actual hacking rules, yup, just page 9 and half of 10, simple = fast, fun & furious. The other half of Page 10 to the end covers the different networks and the consequences of failing a hacking roll against them. From the simple Public Access Network, where you might just get nailed for 1d12+2 non-lethal damage at the worst, to a Military Access networks where you might get your synapses fried to a crisp by 3d10 LETHAL damage, all the while locking down the building and powering down, you're in deep in the deep at the mo' ami!

Cost: $1.99 for PDF

Value: It's a bit pricey for a core update, but it's definitely a must have! If it wasn't such a great update, I would say wait for the full book, but if you're playing...get it NOW!!!

Rating: Epic, the new rules really are much simpler and willl lead to faster games, and best of all, the other players aren't sitting around waiting for you to be DONE hacking the system...

Read more reviews on www.EpicRPGBlog.blogspot.com

Rating:
[5 of 5 Stars!]
Publisher Reply:
Thanks so much for your review!
Interface Zero Hacking 2.0
Publisher: Gun Metal Games
by Jefferson D. [Verified Purchaser]
Date Added: 03/01/2012 10:50:46
This my first review at RPGNOW but I had to speak up.

The Hacking 2.0 rules here are a MUST for any players in Interface Zero. The additions & clarifications to the Hacking rules make them so much fun to be a hacker now, your group will have to wrestle for the right to be a Deep delver :)

The hyperglove is a welcomed new tool to this cyberpunk 'verse, streamlining without over or under complicating the system. It really helps in a story-telling sense in how hacking & Deep-interaction in 2088 works & runs in your campaigns.

I can't wait to write new missions for my omaes to hit.

Rating:
[5 of 5 Stars!]
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