Showing posts with label GunMetal Games. Show all posts
Showing posts with label GunMetal Games. Show all posts

Wednesday, March 13, 2013

IZ2.0 Equipment, ALMOST done.

So I'm finalizing the Interface Zero 2.0 Equipment, 40,600 words currently. 102 pages at 9 font size single spaced....(I'm at free words now! heh)

WHOA!!

There will be some things you're going to look at and think...wow that's cool, that's so Cyber Punk! There will be some things that will just amaze you. And of course there's plenty of standard fare.

Oh and there's plenty of nods in there as well...

Note that the stuff I did, does not include Cyberware, Drones or Golemmechs/Power armor, all of that is additional which will be tacked on to the rest of the equipment section. I think Cyberware is 11 is pages, Golemmechs is around 40 pages and no idea what the drones are at. 

Needless to say this book is going to be a Gear Porn joygasm. I had to include most of the gear from IZ1, but there is so much MORE as well. 

Monday, February 25, 2013

Kickstarter Update - Interface Zero 2.0 (Savage Worlds)

3 days remain, the KS is now almost at $60,000. The Solar System sourcebook has been unlocked. That's a really exciting unlock, since that is entirely new material which has never been explored in Interface Zero.

Knowing how the final days of Kickstarters go, this could possibly hit the New York or even the Mexico sourcebooks.

If you like Savage Worlds, jump in...if you like Cyberpunk, jump in. This is my favorite Cyberpunk setting, it's set in 2090, and David Jarvis (creator/publisher), David Viars (line developer), and myself (Main book equipment chapter) have been pushing the boundaries of futurism, to bring thoughts and ideas from nearly 100 years in the future. 90 years ago was 1923, imagine how far we currently are from there. Imagine the leaps and bounds that have happened in the last THIRTY YEARS. One of the things I recently did for research was watch the Discovery series 2057. Then I thought about how far that goes, then push another 30 years beyond that point.

The 2.0 rules is a profound advance from the SW edition of Interface Zero, with updated rules for hacking and cybernetics, and brand new construction rules for Golemmechs (power armor and mecha). Also the update to the Deluxe edition of Savage Worlds. I'm working with David Viars to make the game as Fast Fun and Furious as possible. We're eliminating the 'kevlar binding ' issue of AP reduction. Which removes and entire layer of math that takes place mid combat.

Just wait, and see where this book goes!

Sunday, February 3, 2013

Kickstarter - Interface Zero 2.0 Update

This Interface Zero 2.0 Kickstarter is over halfway done now. 25 days remain.   Here's where the Stretch goals are currently sitting. Malmart at 55K looks pretty nice...only 13k to go before that goal!




Monday, January 21, 2013

Kickstarter - Interface Zero 2.0 (Savage Worlds)

If you read this blog, or have checked out our top 5 lists, you should already know that Interface Zero is my favorite setting. Cyberpunk has been one of my favorites since I first saw Shadowrun back in high school. 
It was complex, and that was good when I was younger, but with age, comes less time to do other things, that's why when I found Savage Worlds I instantly loved it, it's simple, cheap and of course, it's "Fast, Fun and Furious". Enter Interface Zero...amazing, Gun Metal Games definitely is looking forward to the future, and extrapolating what the future will possibly be. Now, GMG is back updating the original SWIZ, with a second edition. Updated to the new Savage Worlds Deluxe rulesystem, and more...keep reading...

Here's the link for the Kickstarter   INTERFACE ZERO 2.0

Here's part of the KS info:

Some of you might be new to this part of the sprawl, and you're probably wondering, "What is Interface Zero anyhow?"
Good question my friend.
Like it says in the short description at the top, IZ (that's short for Interface Zero) is a sci-fi/cyberpunk game set on Earth in the year 2090. Interface Zero is powered by Pinnacle Entertainment's Savage Worlds Deluxe System.
In this dark and grimy world of corrupt, power-mad government, greedy megacorporations and fringe science-gone-wild, you play ronin: rogue street operatives who make their living doing the things nobody else can, or will, do. You have no master, no loyalties beyond your bank balance, tomo. Your only friends are those of convenience. Your tools of the trade are computer code, high-powered weapons, combat drones, cybernetic augmentations, mental powers and maybe even a little bit of luck.
In 2090, the line between human and non-human has blurred to the point where the word "human" is little more than an abstract concept. 
Fully-sapient androids walk the streets alongside vat-grown simulated bio-forms. These bio-forms are known as simulacra, or "sims" for short. The science of hybridization allows anyone with enough cash or credit to splice her DNA with anything from a beetle to a rhino. The human genome has been hacked, kouyuu, rewritten to suit the latest fashion trends.
So, which face are you going to put on before you go out tonight?
The internet of 2090, more commonly known  as "The Deep," is a vast ethereal matrix of interconnected cloud networks that we access via a cybernetic implant known as the Tendril Access Processor, or TAP for short. The TAP is a wireless modem for your brain, providing constant access to the hyper-real world around you. Of course, that constant access has a downside, tomo.
People can use your TAP against you and hack your brain. They'll steal your personal information and empty your bank account before you even knew you were hacked. Heck, some brainers can even swipe your memories and sell them on the black market, so watch your back. Be sure and get the latest mods and firewalls installed, or you might wake up one day and find you no longer remember the world around you.
Our technology has increased to the point where we can augment our bodies with cybernetic implants, or even completely replace body parts.  Most of these, such as the Tendril Access Processor, help us in our daily lives. Of course, there are other reasons to get "cybered," omae. If you want to stay at the top of the food chain, if you want to get the best jobs the mean streets have to offer, you need an edge. Cyberware gives you that edge.
As I see it, the only real reason to do a second edition of a game or setting is if you can make said game or setting better. And that's precisely what we are doing with Interface Zero 2.0. We think we can improve on the first edition, while at the same time bringing you much more setting material so you can go even deeper into the world as it exists in 2090.
Interface Zero 2.0 is going to be at least 200 pages long, but stretch goals may take the book as high as 300. It really depends on how much more you want to see. IZ 2.0 will be a full color, hard back book, and will be printed through the Drivethrurpg's digital print program. Below is a small list of the new material you'll find in the book.
  • Character Archetypes: You'll see an array of archetypes modeled after the Archetype packages found in the Streets of Bedlam RPG (Thanks Jason!).
  • Advanced Hacking Rules: Hacking 2.0 went a long way towards streamlining the rules found in the first edition, but they didn't address elements of Interface Zero involving virtual reality, hacking weapons, or vehicles, etc. So we're adding some advanced rules which will give your team's hacker more utility in the game.
  • You're going to see new gear, more vehicles including mecha and power armor, new weapons, purchasable androids (robot minions, anyone?)
  • Streamlined cyberware rules.
  • Streamlined hybrid creation rules.
  • We're adding rules for mecha creation to the book.
  • We're bringing in rules for dubbing, so you can make a virtual "backup" of your mind, just in case you catch a bullet between your eyes. Hey. You never know.
  • More NPCs and threats for you to use in your Interface Zero 2.0 game!
  • More information about the world, including cities such as London, Christchurch, New York, Denver and Philadelphia!
  • There will be a full-length plot point campaign, and numerous Savage Tales to keep you and your friends busy for a long time to come!

Friday, May 4, 2012

Reviews - Interface Zero Zeeks (Savage Worlds)

Zeeks! Psionics in 2088 (Interface Zero - Savage Worlds)
Published by GunMetalGames

Once more I'm reviewing a product from my favorite line of products for Savage Worlds. This one is a must have in reality, well must have if you want to run some psionics, and what Cyberpunk is complete without some mind magic?

http://rpg.drivethrustuff.com/images/2212/88041.jpg

WANNA PLAY SOME MIND GAMES?
When Hernando Vasquez walked into the North American Coalition embassy in Madrid and torched everything just by glaring at it, everybody knew: zeeks are among us. Some people hate 'em; some people love 'em. And make no mistake about it, tomo, that means most people either want to shoot them or use them to their own ends. But then I suppose that just makes life more interesting, ne?


HAVE YOU GOT WHAT IT TAKES?
Zeeks: Psionics In 2088 gives you an opportunity to explore the subculture of zeeks, either as a GM wanting to incorporate them into your game or a player wishing to play a psychic character. Whether you want to have a full-blown campaign focusing on the tumultuous world of psions, or just know what might be lurking back there in the shadows, we've got your back -everything from the Psi-Hunters who stalk zeeks to the fringe cults that worship them.

IN THIS BOOK YOU'LL FIND:

  • Loads of information about psions and how they fit into the world of Interface Zero.
  • Rules for creating psionic characters for Interface Zero, including new Edges, Hindrances and Powers.
  • A new system for Savage Psionics, without the Power Points - and still Fast, Furious and Fun!
  • More occupations for your characters, as well as new goodies from Malmart.
  • Two complete Savage Tales and a half-dozen plot hooks to help bring zeeks into your game.
  • Stats for new NPC friends and enemies, as well as stats for a few... other things.
This is an expansion for Savage Worlds Interface Zero, and not a stand-alone game.



Format:
I'm reviewing the PDF format provided to Epic the RPG Blog for review purposes.

Page thru: Paging through this book you'll find it is full-color, and has lots of art, including several full page pieces. I right away notice new edges and hindrances. I also notice several pieces of gear, everyone needs a little bit of gear in a cyrberpunk game.

Main Review: OK we start out the book with some good story fluff. The very first piece of fiction covers what's going on in the picture on the cover. A picture is worth a thousand words, but then you get the words too. The introduction covers research and origins with a historical reference to the research both the US And USSR did during The Cold War. Love that GMG gets those details into IZ.

Chapter 1: 2088 Through the Eyes of a Zeek
This chapter is told from the perspective of a zeek talking about what it's like to live as a zeek in the world of 2088. What countries it pays to be known and what countries it pays to keep the the shadows. It then drops into a section on 'zeekisms', from psychic vampires to religious stigmas clouding the view of what a seek actually is. Every zeek pretty much believes in Shangri La, a place where zeeks are welcomed with open arms, just not too many can actually agree on where it is. (Leaving that up to the GM...I like it.) That section finishes with Psiders, thought eating monsters that love to prey on zeeks. Who's a zeek? Well typically only humans, sims, androids and AIs aren't psions (though there is a direct contradiction about sims, thinking that was an extra that got missed in editing.) What flavors do zeeks come in, well, there's zeeks, freeks, peeks and tweeks. Zeeks being the catch-all term for psions. Peeks are mind readers, psychometers, and clairvoyants. Tweeks have powers that generally cause destruction, like a pyromancer, or cryomancer or any other mancer you can think of. Freeks being the bastard child of psions, they're the ones who exhibit strange powers; teleportation for example. With all these psions running around, there's going to be those who hate them, those that worship them, and those that hunt them. The final sections of Chapter 1 covers Psi-Division, Cults and orders and Hate groups.

Chapter 2: Building a Better Psychic
Best part of this book, is the new Power (psionics) system, it's very familiar but tweaked enough to really change it without making it something you really have to learn. First power points are not used to fuel powers, but as a bonus modifier to cast them, failed rolls can now inflict Fatigue, so they provide an optional rule for adding another level of Fatigue, to make Zeeks a little more durable in that regard. To have a zeek you must choose the Arcane Background (Psionics) Edge, as well as an additional minor hindrance, which doesn't count as a choice, so you can still have additional hindrances as normal.

Five new Hindrances are presented: Debt (LOVE this one, minor nets you a single purchase of up to 15k, but a 500/month upkeep, while major doubles those numbers...fail to keep your upkeep and you might just be getting a house call from your loan shark.), Shakes (which are pretty brutal unless you pay the 500creds per month for your meds.), Stress Trigger (which can cause psychic powers to go off at the wrong time), Weak Zeek (weaker starting power of 1) and Latent Talent (which requires two advances to buy off and lets the GM select your powers, though any powers you haven't had manifest randomly can still be chosen when you buy it off).

Eight new edges are presented in the Edges section, and also points out the ones that do not fit Interface Zero. It overhauls the other Powers Edges to fit the system. Freek, Peek and Tweek give you bonuses when using related powers. If you don't want to be a full blown zeek, Wild Talent gives you a single minor power. Psychic Leech is particularly nasty, causing other people within range to suffer the fatigue when the Zeek uses their powers (it's a contested roll, not automatic). Enhanced Ability allows a zeek to take a power from a higher power level, so a seasoned zeek could take a legendary power, failure costs double fatigue however. Mind over Matter lets the zeek soak fatigue with a successful spirit roll, pretty handy in a drawn out combat. Finally, PSI-Hunter grants bonuses for locating zeeks.

Seven new occupations are presented, from the Fortune Teller to the Waitress. However unlike the occupations presented in the Core rulebook, these have a bit more info included, like suggested pre-reqs. Now I'll have to go back and create the same for the other occupations, however this gives me lots of ideas for my Savage Rifts conversion work.

Some good additional information in this chapter is the Fatigue Results chart and the Oops factor table. Eight additional powers are also presented in this chapter, including such classics as astral projection, and telepathic link. Filling in some needed gaps in powers to bring that classic psion feel to Savage Worlds.

Chapter 3: Malmart 2088 Fall Update
I do love gear, I'm really looking forward to the Malmart book when its coming out, so I enjoy every bit of gear I can read in these books. N-Vogue programmable clothes are pretty epic, and I actually wonder how many years it will be before these are reality. The Lone Rider .30cal rifle is good in either single shot or burst mode. The I-Spex and disposable I-Spex are perfect for those who don't have a TAP, allowing visual interface with the Hyper-reality of 2088. Kilner Specs, Kirilian Damper, Psi Enhancer and Psi-kick fill out the rest of the Malmart update.

Chapter 4: Savage Tales...Zeek Style
Two fleshed out tales are presented in this section as well as seven short plot hooks. Lots of quick to run adventure ideas in here, should help out any game master.

Chapter 5: Friends and Foes
A couple of major players are presented first, they could have used up some additional text space to expand them. Generic Zeek, Psi Division Analyst, Psi Division Soldier, Psider, Psychic Vampire, Zeek Ganger (urban), and Zeek Ganger (wastelander) round out the 'Other Threats' in this section. 



Artwork: GunMetal makes sure great artwork is used in their book, full color with lots of setting specific flavor. There are an awful lot of full page pieces for such a small book. There are 5 full color pages, which are gorgeous pieces, very good quality, but lots of realty space.

Rating: 

of 20


Cost: $8.99 for the PDF at Drive-thru RPG. You can also purchase the print/pdf bundle from Cubicle 7 for $14.99.

Value: If you're wanting to run Psions in Interface Zero, this is not a must have as you can use the normal Arcane Power for it, but it is well worth it for a well-crafted rule addition.

Monday, March 5, 2012

Review - Hacking 2.0 (Interface Zero - Savage Worlds)

So I saw that GunMetalGames released the new Hacking 2.0 rules, had to get them to check it out, I must say I'm impressed...

Hacking 2.0 (Interface Zero) by GunMetalGames


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 realtime, 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...

out of 20

Wednesday, February 15, 2012

Review - Interface Zero Boston


Boston: The Broken Cradle of Liberty

An Interface Zero supplement produced by GunMetal Games under license for the Savage Worlds Role-Playing Game.


Disclaimer: This is a review of the PDF version, provided for review purposes. 


First Glance: You get a full-color PDF that runs 60 pages. Artwork as always is very nice, I especially like the picture of the pizza delivery car mounting massive weaponry on it. A pizza delivery subscription...There's an idea I can get behind!

Core: This is another great supplement by GunMetal Games. If you've already read my review of San Francisco Ruins by the Bay, this review will run about the same. The book is laid out the same. It begins with a quick overview of the area. Followed by a dozen pages on areas of interest, now I'm not familiar with Boston, but these areas give me enough to work with to have a functional game in Boston. Next up is the organizations, similar to San Francisco, which makes sense, as Boston was published first, this section covers the ACF (Atlantica Combined armed forces), Atlantica Governement, Atlantica Police Force, Emperor Pharmaceuticals (A Pharma MegaCorp), Harvard University & Technical Institute (Which absorbed all the other schools in Boston...), Pinkerton Security (yup they're still around), The Scions of Liberty (a nasty bunch of anarchists), and finally, The Ship Rats (Boston's organized crime syndicate). Again, like San Fran, this book has the "Declassified" sidebar running throughout most of the book, giving 'commentary' on the fluff, by the locals, kinda like Anon+Wikileaks combined.

CRUNCH TIME! Oh this is definitely a crunchy product, the crunch is packed into the rear half of the book, but it's delicious. First is the new Hindrance: Zealot, that's a great hindrance, great for antagonistic NPCs and for characters who just can't keep their mouth SHUT! Love it an it's easily portable to other games. Several new edges are presented, I especially like the Run & Gun edge, and Off the Grid, though the Bodyguard Professional edge is well written and very useful. We finish out the character stuff with two occupations, The fisherman and pharmacy tech. Neither is a glamorous occupation, but they both have their beneficial perks. Not Bad.
     Now to the MalMart updates, my most favoritist (bad grammar intentional) part of the book!!! Armor and clothing, if you're trying to infiltrate a base, you should pick up some of the surplus uniforms, while the city is under martial law, the riot armor, helmets and shields will let you blend...or piss off those who've already been suppressed. The final bit, brings a little steam to the cyber, with victorian clothing from "What the Dickens". You can see "Mistress Lilly" from the Declassified site modelling it in the artwork...Looks a bit mixed up, Cyber/Lolita/Gothy...nice art though, the ride she's on is Wicked Sick!
GUNS!!! GUNS ARE NEXT!!! First up is the Watchdog, nice, but you're quickly distracted by the TAW2022 surplus Combat Assault Weapon...it packs a 5.56mm assault Rifle, 12g shotgun AND an under rifle Grenade Launcher, this thing would make Rambo throw away his M60. Finally we get satchel packs and 6-packs of Molotov Specials..
     Then it gets to the vehicle section....Plug into your 'Vicky', or VCI, Vehicle Control Rig and get ready to rumble in several armored vehicles, from the Armored Bus, and Limo to the Armored Taxi, you need armor to get around the mean streets of Boston. The VTOL capable LAV Loader is used primarily for unloading ships, but with its Terminator machine stylings, it would make a sweet ride for a team of mercs. Finally the Razorback APC...brutal and very stylized, though I'm not quite sure what the wheels are about, they look like a road crews worst nightmare. Cool picture, just a bit odd.
     Continuing on finds you looking at a flying drone, then cybernetics with the purely fashion forward N-Vogue line of nanotech additions. This is where is gets into some crazy Sci-Fi. Cybernetic eye glow, and Nanite Hair that you code with a spray paint can, as well as the N-Vogue "Mood Skin" That is some ORIGINAL ideas, and I something I could see for the rich kiddies of the future; no matter how insane it sounds.
     The section rounds out with Sage Medical Team Coverage, and you might need it if you get hooked on "Jet"...a highly potent Meth.

A Couple pages in City trappings are similar if not exactly the same as SanFran...No big deal to me if they're the same rules...because as I said in the SanFran review, it's brilliant! Next up is the Gangs of Bostons, which gives you some tools for creating the gangs of Boston. Including a handy dandy gang name generator. Pages 49-54 are an adventure to run, just add heroes...err...mercs, hmmm....characters. Plot Hooks are presented from 55-58, giving you lots of tools for running a game in Boston.

Artwork: One of the things GMG does, is make sure the artwork is top notch. And really, that's one of the reasons I love Interface Zero so much, is that artwork, it really brings the world to life, in all its scary glory.

Family Rating: PG-13. As with the rest of the setting, it's a dark future, with sex, violence, drugs, and murder. It's not for young kids.

Value: Love it, IZ is one of my favorite settings, and this product is up there. It has the same layout issues as San Fran, but the layering is spot on and it's easy to turn off the background and the sidebar layers to provide faster viewing and easy printing. At $8.99 it's a great value.

Overall Rating: Epic! Another solid offering from GunMetal Games

Available at RPGNow for $8.99


Friday, January 20, 2012

Review - San Francisco (The Ruins by the Bay)

Disclaimer: Provided free by GunMetal Games to Epic the RPG Blog for review purposes.


San Francisco - The Ruins by the Bay (Savage Worlds Setting)
Produced by Gun Metal Games, under license for the Savage Worlds Role Playing Game. Currently available in PDF format at RPGNow for $8.99.



First Glance: With bright red background and heavy borders, this appears to be a bit cluttered at first. The graphics are top notch for a small company. Better than the art for many major game companies really. Only Paizo and Alderac come to mind right off the bat with consistent awesome artwork. It's 67 pages of crunchy, meaty, savage goodness. (Note: As this PDF is layered properly it was easy to turn off the background and borders layers for ease of viewing...This is a bonus, not a bummer.)

Core: This product delivers from the word go. The fictional writing is great, especially with the interaction of the hackers in the sidebars, which runs the entire book, from the neighborhoods to the NPCs. Pages 5-15 are neighborhoods, from Chinatown to Pacific Heights this gives a good indication of what you're in for in San Fran. The next 7 pages cover the organizations operating in San Fran, there's 13 of them, so you can imagine there's plenty of space for conflict.

 The next 8 pages are what I usually look for first...crunchy character info. First we start out with a neat hindrance called: Nano-infection, a nanite virus, totally cool, totally futuristic and affects the wild die associated with a specific trait. (This could easily be worked into a normal hindrance such as a chronic disease for your non-scifi games). Next is the new edges. Four of them, Bedroom Eyes (Social), Bounty Hunter (Professional), Feral Throwback (Racial) and the Sword-Whip Training (Combat) edge for the swip from the equipment section. The next thing covered is the Occupations. These are one of the unique elements of IZ, making it slightly more complex than a standard SW game, but I like it, gives clarity of a purpose in life, without nailing you down to a class. The two introduced here are the Caravan Guard and the Professional Escort...yes that kind of professional escort, a companion you might say. Next up...Mad Max style gear from Road Wear, a new Armored jacket and Armor suit...plus wasteland survival wear. Only three new weapons, but man, start with the SWHIP, the sword whip, a heavy blade that can extend out to have reach 1 (with reduced dmg.) and you should probably pick up the edge as well. Next up is a big beefy carving knife...a 3 lb twin titanium blade with a carver motor in it...YIKES! I love it. Last up is a 50Cal sniper rifle...makes big holes in things including heavy armor, it's effectively a Barrett 82. Two new vehicles, the bay runner (a sea motorcycle effectively) and the Wasteland chopper, complete with gorgeous artwork show a nice chopper mounting a mini-gun on the handle bars...Then there's the designer drug, Black Zombie, nasty stuff, which is perfect for sadistic gamemasters. The final piece of gear is "Pipe Cleaners" a catchy name for a hacking filter for the less than perfect San Fran local web. [Also provided in the book are the racial templates for Rat Hybrid (pg 6) and Bull Hybrid (pg 28) characters]

The next section is pure genius!! City Trappings. Really this is brilliant, effectively it is templates for anything from a building to an entire nation. Each trapping has unique characteristics based upon it's trapping, so a building that has brown-outs obviously has power issues, unreliable power makes hacking a little more risky. The trappings are Black Market, Brown Outs, Combat Zone, Humans Only, Hybrids Only, Interdicted Zone, Kingpin, Martial Law, Military Base, Slum Dogs and Wilderness. Really these are awesome and worth the $8.99 in and of themselves.

Next up is "Salvage Tales" 4 pages of crunch for rummaging through ruins. These are also rules that can easily be used in other SW games, or even converted for scrounging rules for other systems. A quick bounty generator for those bounty hunter characters is provided, then we're on to Plot Hooks. Seven plot hooks are provided, not bad at all. The book rounds out with almost 30 NPC stat blocks, some of which are unique NPCs, typically leaders or major contact for an organization and typical members of those organizations.

Artwork: As I said in the Quick Glance, GMG puts out top-notch artwork that surpasses a lot of Big Game companies...The cover is awesome with the Bull hybrid toting the mini gun...

Family Rating: TEEN! With drugs alcohol and sex this supplement, like its parent setting screams parental discretion advised.

Value: Oh yeah this is easily worth the $8.99 the PDF costs!

Rating: Epic!!