Hey /tg/So, I'm running an Interface Zero module for my table. Poverty LATAM corpo shit. I'll run Session 4 out of 7 later today, but I just finished the narrative for the full thing just now. If anyone wants to check it out, here it is.https://mega.nz/file/XwwxRT5Y#8uEKKyEGEJBpN6Mps6m6R1ipZH4DNw2p-7_MbKPFydYI also made a character sheet tool that uses google sheets as a database and google apps script as a frontend (because it's free), if you wanna check it out (it has the characters for my current players, but I'm planning on filling it out with the characters in the pdf later), it's here:https://script.google.com/macros/s/AKfycbyKwpXRVGXMNZgf6DhnJUkNGF54dB4-adYqHovOzjmXNeE2nSpkIlmV0j8y7wIoqL10/execI'll upload both the module and the tool to github likely next week, but I wanted to prerelease a v0.01 here. What do you think of the thing?
>>98776361Looks swell so far, keep us posted.
>>98777158Thanks anon. Just ended my session. Shit was good. They played both Blood Club and Jaguar Spotting, though as they got burned hard for Saving Karol Oshima, they are now playing smarter and avoiding confrontation, so I couldn't do my Jaguar Spotting chase scene.Only 2 sessions to go. But I'll get this on github next week, just gotta polish my tool's code.
>>98776361That looks great so far, nice pdf.
>>98782046Thanks anon. Other than an index tree (which I'm programming in python after work. I had a flat one in google docs, but when I merged the character sheets at the end I lost it), think I should add/modify anything else?What do you think of the story? Ready to go 1.0?
Sell me on Interface Zero.
>>98786383Let's see... in very short, it's cyberpunk (except not in the Cyberpunk universe) for the SWADE system.On top of SWADE and the lore, it adds three primary extra rules:1 - Races. While SWADE Core gives you a list of possible races for your game, Interface Zero defines its set as Human 1.0s (normal humans), Human 2.0 (genetically altered designer humans, think Gattaca. My module primarily uses this race), Androids (think Detroit Become Human), Bioroids (reverse Ghost in the Shell, human bodies with machine brains), Cyborgs (Ghost in the Shell, human brains in android bodies) and Hybrids (furfags. The rules say they get the modifications later in life, so in my module I have a Human 2.0 hybrid and Human 1.0 hybrid mobs. All nyaggers in my module, but Interface Zero provides bear and fish and rhino and whatnot hybrids too).2 - Origins. Think Cthulhu archetypes. For example, a Ganger has a gang member background.3 - Augmentations. Think Cyberpunk cyberware.Races give characters modifiers in their traits (for example, Human 2.0s start ad d6 in Smarts and Vigor instead of d4) and possibly extra or free hindrances and edges. Origins provide free gear (ie the ganter gets an armored hoodie, a survival knife and a light pistol), and augmentations provide modifiers as well.There is a big difference between Cyberpunk and Interface Zero beyond the universe though: no cyberpsychosis. But I added cyberpsychosis rules to my module. I also took advantage of Central America not being defined in the rulebook, so I defined it for my module as a pre-handover Honk Kong kinda world, dominated by corpos.But to be honest, the advantage of Interface Zero over Cyberpunk is a single one: you play it if you like the SWADE system and don't want magic so you don't go Sprawlrunners (which is SWADE Shadowrun). If you don't know SWADE, I guess I can sell you on it too I guess.
>>98786467>HybridsCan I get a sci-fi setting WITHOUT furries for once?
>>98786556Take my module, change the furfags for cyborgs or something. I only added them because I was shooting the shit in a Yani Neko thread a few weeks ago when I had only played a session and a half and only had ideas for the other sessions, and an anon asked for junkie nyaggers to be added to the module, so I added Soraya explicitly and made the gangers nyaggers too. And wrote Jaguar Spotting.I did end up liking how I used them though, Soraya became my favorite character in the module... as a character. She'd be shit to hang out with, I'd like hanging out with Giorgio and Vittoria more. But I like Soraya's tragic background and potential redemption.
>>98786588That image is AI, isn't it? Regardless, she actually looks cool, in a scrappy, street urchin kind of way. Definitely near the edge of my tolerance for anthro characters in these kinds of settings.
>>98786641Yeah, so is the one in OP. So is every image in the module actually. I had Gemini draw them, either over pictures I'd taken or drawn, or for it to come with the images itself.
>>98786467>If you don't know SWADE, I guess I can sell you on it too I guess.NTA, but go ahead!
>>98788181Aight, bet.SWADE is cool for a few mechanics:1 - traits use al the dice instead of just the d20. They explode so you can actually roll very high numbers, but after exploding a few times the roll fails. You also have a wild d6, and you pick the highest roll between your trait die and your wild die. You always roll against a 4 before the modifiers. Every 4 over the target gives a raise, which is kinda like a crit. So let's say you need a 4 and you roll an 8, then you have a raise. If you roll a 12, you have a double raise. Conversely, snake eyes with your trait die and the wild die is a critical failure. This changes the probabilities so it's harder to get a critical failure. Like, if you have a d4, you have a 1/24 chance to snake eyes, and if you have say a d10, you have a 1/60 chance to critically fail.2 - SWADE demands roleplay. The characters have hindrances and edges, that is, advantages and disadvantages they have to roleplay.3 - The system was originally for a wild west setting, but it was later standardized so you can apply it to any setting.4 - Because it was originally wild west, your table also uses a poker card deck to determine initiative, which comes with some extra rules5 - You also give some tokens called bennies to the players, which they can spend to reroll as long as they don't get snake eyes6 - You don't give out experience. You give bennies instead of exp, and they get reset every session.7 - As there's no exp, you as a GM decide when the characters level up. There's some recommendations in the core rulebook, it really depends on how your campaign is structured.8 - The combat sections allow up to 3 actions (with penalizers for multi actions), yet they are fast as fuck.8 - All of these rules make the campaigns very roleplay-heavy, and the dice exploding cause very memorable events.tl;dr: Fuck WotC, SWADE is fun as fuck. Pic related, my player who originally ran Dario now has a clinic doc who fucked up a couple sessions ago.
>>98790158
>>98790158You skipped the best part from a gm pov:Enemies are easy as fuck to stat. Most of the enemies are mooks, they can take a single hit and usually have a single die. There is a lot of variety in there, tho, and the math of the game is transparent enough that it's really, ridiculously easy to come up with enemy statlines on the fly. I don't really enjoy running big combats, but it's superz stupidly easy int Swade. My deadlands campaign had three really big setpiece fights with a lot of moving parts, and it was relatively easy to run.
>>98790158>traits use al the dice instead of just the d20.>SWADE demands roleplay.>your table also uses a poker card deck to determine initiative, which comes with some extra rules>You also give some tokens called bennies to the players, which they can spend to reroll as long as they don't get snake eyes>As there's no exp, you as a GM decide when the characters level up.Doesn't seems my cup of tea, unfortunately.Can it at least handle regiment/group battles?
>>98793648Coolest mob rule is the rule of sixes. Every mob gets a d6 or a 6 in everything (6 parray, 6 toughness, d6 fighting, etc). Then if you wanna modify something, you apply your changes and that's that, a mob in 10 seconds.>>98794027>Can it at least handle regiment/group battles?The FIRST combat section of Rise of the Runelords for Savage Pathfinder has your novice, 0 advancement players fighting 11 gobs. So yeah, very adaptable.>Doesn't seems my cup of teaIt actually simplifies everything. You use all the dice because the target is always 4 before modifiers. Your characters have a forced backgrounds given by their hindrances and edges, so giving them a personality is easier. Poker card initiative makes initiative rolls extremely fast, and the extra rules (drawing a joker gives everyone in the table a bennie, etc) are really fun. The bennies are a good way to motivate players as there's no exp, and again, they reset every session. The advancements by GM decision make it so leveling up doesn't feel unfair - you normally give a level up to all players every session, or every few sessions.