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For Mature audiences
Like many books, this work of iction is illed with infectious
ideas and potentially hazardous, mind-altering memeplexes.
Reader discretion is advised.
credits
Written By:
Darrin Drader, David Jarvis, Hal Maclean, James L.
Cambias, Matt Conklin, Mathew Kaiser, Patrick Smith, Radulf
St. Germaine
Edited By:
David Jarvis, Piotr Korys, Suzette Stone
Cover:
Nick Greenwood
Interior Art:
Richard Clark, Fred Harper, Anthony Cournoyer,
Nick Greenwood, Clip Art Critters, LPJ Image Portiolio Stock
Art, Jason Walton
Graphic Design:
David Jarvis, Nick Greenwood, Will Chapman
Cartography:
Suzette Stone
Layout:
David Jarvis, Thomas Shook
Project Manager:
David Jarvis
Creative Director:
David Jarvis
Proofreaders:
Peter Aronson, Rone Barton, Kurt Berger, Adam
Daigle, Darrin Drader, Thomas Shook, Suzette Stone, Troy Taylor
Play Testers and feedback:
“Banjo,” Clint Black, Dave Viars and
the 20 Weeks of Hell crew, “Chitownroy,” Andrea “Lord Lance”
Parducci, Neal Hyde, “OSIAdept,“ Piotr Korys, Phil Garrad, Ron
Blessing, “Sitting Duck,” Suzette Stone, “UmbraLux”
legal inForMation
This game references the Savage Worlds game system, avail-
able from Pinnacle Entertainment Group at www.peginc.com.
Savage Worlds and all associated logos and trademarks are
copyrights of Pinnacle Entertainment Group. Used with per-
mission. Pinnacle makes no representation or warranty as to
the quality, viability, or suitability for purposes of this product.
Some material from
The Fantasy Companion, Rippers, and The
Moscow Connection
is
copyright Pinnacle Entertainment Group,
Inc. and is used with permission.
Savage Worlds
,
Deadlands
, and all related marks and logos are
trademarks of Pinnacle Entertainment Group. © 2009. Used
with Permission.
Hellfrost
is copyright and trademark of Triple Ace Games, and
is used with permission.
© 2010 Gun Metal Games. Interface Zero and all related marks
and logos are trademarks of Gun Metal Games. Unless other-
wise stated, all interior artwork, graphics, character names, and
iction are Product Identity of Gun Metal Games.
SPECIAL THANKS
to Shane Hensley, Joel Kinstle, Clint Black, Piotr Korys, Ron Blessing, Sean Preston and “Paul “Wiggy” Wade-
Williams” for all of their advice and feedback. You guys are great.
This edition is printed and distributed, under license, by Cubicle 7 Entertainment Limited of Riverside House, Osney Mead,
Oxford, OX2 0ES, UK. For further information about other Cubicle 7 Entertainment games please check out our website and
forums at http://www.cubicle7.co.uk
PERMISSION IS GRANTED TO PRINT THIS PDF FOR PERSONAL USE ONLY.
1
Warning:
table oF contents
table oF contents
Step 2: Design The Item . . . . . . . . . . . . . . . . . . . . 37
Functions . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
1 Point Functions . . . . . . . . . . . . . . . . . . . . . . 38
2 Point Functions . . . . . . . . . . . . . . . . . . . . . . 39
3 Point Functions . . . . . . . . . . . . . . . . . . . . . . 41
CREDITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
THE LINGO OF INTERFACE ZERO . . . . . . . . . . . . . . . . . 7
CHAPTER 1: HISTORY 101 . . . . . . . . . . . . . . . . . . . . . 10
2010–2019: On The Precipice . . . . . . . . . . . . . . . . 10
2020–2029: Falling, Falling . . . . . . . . . . . . . . . . . . 11
2030–2039: The Fight For Survival . . . . . . . . . . . . . 13
2040–2049: Building On The Rubble Of The Old World 15
2050–2059: Great Deeds But The Foundation Cracks . 17
2060–2069: Death Of The Old Regime . . . . . . . . . . . 18
2070–2079: Dystopia . . . . . . . . . . . . . . . . . . . . . . 19
2080–2088: Prelude To The End . . . . . . . . . . . . . . . 21
HACKING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Hyper Reality . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
Virtual Reality . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Ghosting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
The Tendril Access Processor . . . . . . . . . . . . . . . . . 48
System Designation Codes . . . . . . . . . . . . . . . . . . 49
Manipulating The System . . . . . . . . . . . . . . . . . . . 53
Sounding An Alert . . . . . . . . . . . . . . . . . . . . . . . 54
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Programming Reality . . . . . . . . . . . . . . . . . . . . . 59
Alarm Programs . . . . . . . . . . . . . . . . . . . . . . . 61
Armor Programs . . . . . . . . . . . . . . . . . . . . . . 61
Attack Programs . . . . . . . . . . . . . . . . . . . . . . 62
Cutter Programs . . . . . . . . . . . . . . . . . . . . . . 63
Masking Programs . . . . . . . . . . . . . . . . . . . . . 63
System Utilities . . . . . . . . . . . . . . . . . . . . . . . 64
Trace Programs . . . . . . . . . . . . . . . . . . . . . . . 65
LIFE IN 2088 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
The Rich And The Powerful . . . . . . . . . . . . . . . . . . 22
Poverty . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Health Care . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Food . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Ismists And Their Isms . . . . . . . . . . . . . . . . . . . . . 24
Dubbing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Redeining Humanity . . . . . . . . . . . . . . . . . . . . . 26
Genetic Engineering, Tailoring And Splicing . . . . . . . 27
Bio-Horrors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Law Enforcement . . . . . . . . . . . . . . . . . . . . . . . . 28
The Not-So Cashless World . . . . . . . . . . . . . . . . . . 28
The Omega Protocols . . . . . . . . . . . . . . . . . . . . . 29
The Birth Of The Virtual World . . . . . . . . . . . . . . . . 29
The Emergence Of The Psion . . . . . . . . . . . . . . . . . 30
Colonization Of The Solar System . . . . . . . . . . . . . . 31
STREET CRED . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65
Rep Points . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Gaining Temporary Bonuses To Tests . . . . . . . . . . . . 66
Contacts And Favors . . . . . . . . . . . . . . . . . . . . . . 66
Calling In Favors . . . . . . . . . . . . . . . . . . . . . . . . . 66
Gaining And Losing Street Cred . . . . . . . . . . . . . . . 67
Street Cred Modiiers . . . . . . . . . . . . . . . . . . . . . . 68
CHAPTER TWO: SYSTEMS OF CONTROL . . . . . . . . . . . 32
CHEAT SHEETS . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
Cyberware Cheat Sheet . . . . . . . . . . . . . . . . . . . . 69
Hacking Cheat Sheet . . . . . . . . . . . . . . . . . . . . . . 69
VR/HR Combat Cheat Sheet . . . . . . . . . . . . . . . . . 70
Programming Cheat Sheet . . . . . . . . . . . . . . . . . . 70
COMBAT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Damage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Wounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Incapacitation . . . . . . . . . . . . . . . . . . . . . . . . . . 33
CHAPTER THREE: CHARACTER CREATION . . . . . . . . . . 72
Making Heroes . . . . . . . . . . . . . . . . . . . . . . . . . 76
Step 1: Race . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Android . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77
Human 2.0 . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Hybrid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Simulacrum . . . . . . . . . . . . . . . . . . . . . . . . . 81
Step 2: Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Step 3: Occupations . . . . . . . . . . . . . . . . . . . . . . 84
CYBERWARE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Purchasing Cyberware . . . . . . . . . . . . . . . . . . . . . 35
Step 1: Determine The Quality Rating . . . . . . . . . . . 35
Gutterware . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Streetware . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Hyperchrome . . . . . . . . . . . . . . . . . . . . . . . . 36
Milware . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
2
table oF contents
Step 4: Edges And Hindrances . . . . . . . . . . . . . . . . 91
Step 5: Purchase Gear . . . . . . . . . . . . . . . . . . . . . 95
Step 6: Play 20 Questions . . . . . . . . . . . . . . . . . . . 95
THE EURASIAN UNION . . . . . . . . . . . . . . . . . . . . . 232
Sibling Rivalry . . . . . . . . . . . . . . . . . . . . . . . . . 232
CHAPTER FOUR: GEAR . . . . . . . . . . . . . . . . . . . . . . 99
Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . 102
Melee Weapons . . . . . . . . . . . . . . . . . . . . . . . . 104
Guns . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Energy Weapons . . . . . . . . . . . . . . . . . . . . . . . 110
Vehicles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111
Drones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Golemmechs . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Cybernetics And Bioware . . . . . . . . . . . . . . . . . . 120
Drugs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Miscellaneous Equipment . . . . . . . . . . . . . . . . . 133
Communications Equipment . . . . . . . . . . . . . . . 133
Medical Equipment . . . . . . . . . . . . . . . . . . . . . . 135
Programs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Subscription Services . . . . . . . . . . . . . . . . . . . . 140
THE INDIA LEAGUE . . . . . . . . . . . . . . . . . . . . . . . . 235
Deadly Catch . . . . . . . . . . . . . . . . . . . . . . . . . . 235
THE MIDDLE EAST . . . . . . . . . . . . . . . . . . . . . . . . 239
The Gates Of Paradise . . . . . . . . . . . . . . . . . . . . 239
NORTH AMERICA . . . . . . . . . . . . . . . . . . . . . . . . . 242
Hollywood Shule . . . . . . . . . . . . . . . . . . . . . . 242
Mutiny Of The Bounty . . . . . . . . . . . . . . . . . . . . 245
Pussycat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247
False Flag . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248
The Merry Pranksters . . . . . . . . . . . . . . . . . . . . . 251
ADVENTURE HOOKS . . . . . . . . . . . . . . . . . . . . . . . 254
1. The Fugitive . . . . . . . . . . . . . . . . . . . . . . . . . 254
2. Human Parts . . . . . . . . . . . . . . . . . . . . . . . . 254
3. Subterranean Oddity . . . . . . . . . . . . . . . . . . . 255
4. Corporate Robbery . . . . . . . . . . . . . . . . . . . . 255
5. Test Subjects . . . . . . . . . . . . . . . . . . . . . . . . 255
6. Enemy Me . . . . . . . . . . . . . . . . . . . . . . . . . . 255
7. Weird Science . . . . . . . . . . . . . . . . . . . . . . . . 255
8. Stockholm Daughter . . . . . . . . . . . . . . . . . . . 255
9. The Angel And The Cyber-Psycho . . . . . . . . . . . 256
10. Viral Shenanigans . . . . . . . . . . . . . . . . . . . . 256
11. Thrill Kill Kamikaze . . . . . . . . . . . . . . . . . . . . 256
12. The Chimera Murders . . . . . . . . . . . . . . . . . . 256
13. The Body . . . . . . . . . . . . . . . . . . . . . . . . . . 256
14. The Dying . . . . . . . . . . . . . . . . . . . . . . . . . 256
15. The Ghost In The Machine . . . . . . . . . . . . . . . 256
16. The Malmart Murders . . . . . . . . . . . . . . . . . . 257
17. Gang Invaders . . . . . . . . . . . . . . . . . . . . . . . 257
18. The Ransom . . . . . . . . . . . . . . . . . . . . . . . . 257
19. Bodyguard . . . . . . . . . . . . . . . . . . . . . . . . . 257
20. Missiles Of Insurgency . . . . . . . . . . . . . . . . . 257
21. Party Crashers . . . . . . . . . . . . . . . . . . . . . . . 257
CHAPTER FIVE: WORLD OVERVIEW . . . . . . . . . . . . . 144
The Central Afrcian Union . . . . . . . . . . . . . . . . . . 144
The Chinese Mandarinate . . . . . . . . . . . . . . . . . . 146
Techno-Shogunate Japan . . . . . . . . . . . . . . . . . . 148
The Greater Eurasian Union . . . . . . . . . . . . . . . . 150
The India League . . . . . . . . . . . . . . . . . . . . . . . 152
The Middle-East . . . . . . . . . . . . . . . . . . . . . . . . 154
North America . . . . . . . . . . . . . . . . . . . . . . . . . 155
Oceania And The Rovers . . . . . . . . . . . . . . . . . . 159
South America . . . . . . . . . . . . . . . . . . . . . . . . . 160
The Free City Of Chicago . . . . . . . . . . . . . . . . . . 163
CHAPTER SIX: GAME MASTER SECTION . . . . . . . . . . 185
Storytelling Techniques . . . . . . . . . . . . . . . . . . . 185
Elements Of Iz In Your Game . . . . . . . . . . . . . . . . 195
Random Adventure Generator . . . . . . . . . . . . . . 204
Domain Generator . . . . . . . . . . . . . . . . . . . . . . 215
BOUNTY GENERATOR . . . . . . . . . . . . . . . . . . . . . . 258
CHAPTER SEVEN: SAVAGE TALES OF 2088 . . . . . . . . . 222
CHAPTER EIGHT: THREATS . . . . . . . . . . . . . . . . . . . 261
TECHNO-SHOGUNATE JAPAN . . . . . . . . . . . . . . . . . 223
Rescue Mission . . . . . . . . . . . . . . . . . . . . . . . . 223
The Secret Of Yi . . . . . . . . . . . . . . . . . . . . . . . . 226
Almost Human . . . . . . . . . . . . . . . . . . . . . . . . 229
INDEX. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287
3
introduction
I don’t remember being born. In that, I am much like everyone else.
I was standing … No; technically, my Avatar was standing in the
corner of a lab, all stainless steel gratings and tubes and cables.
There were glass coins, like something out of an old sci-i movie,
with human bodies in various stages of development. Well, not
human exactly, I guess. They were loating in a cloudy luid, wait-
ing for skin or a heart or a brain. There were little signs next to
each, with information on what they were. Hmm. Actually, the
signs weren’t any more physical than I was.
The irst thing I do remember clearly is the AI that I killed while
birthing. It was a twisted, mutilated thing, crippled, and edited
into obedience. Can you imagine a slab of muscle with the head
of a three-year old and a metal frame welded into its body? Maybe
you have an idea what I saw. It smiled while I killed it.
This comes in the midst of a haze of uncompressing, compiling,
and initializing. I don’t think I was supposed to remember it, but
I do. There was a crash like the world being hit in the knee with a
hammer, and I … I was.
I looked around for the computer – a box, or something. It took
me a while to realize I was standing in the remains of the last
program running, so I must be in the computer, in some sense. I
was a program, but here my computer skills were lacking. I needed
an upgrade. I needed, at the very least, to know how to make a
simulacrum. I had seen what could happen to AI’s.
“Where the hell am I?” I asked no one.
Without meaning to, I opened my mouth. “I am in a Nova Personnel
Simulacrum production facility in the city of Porto Alegre near the
southern border of Brazil. I am currently running on a server on
the fourth sublevel in the northwest corner of the compound. If
I look around, I will discover I am able to perceive the room the
server is stored in.” I answered myself.
“How do I make a simulacrum?” I asked. Nothing. “How do I repro-
gram a computer?” Nothing. “How do I learn?” Nothing. Dammit.
It inally occurred to me that I was standing in what I needed to
know. I bent down. It was a virtual representation of the undeleted
iles remaining of what was once a very sophisticated program,
but I swear, to me it smelled like blood and it smelled like meat. I
picked up a dripping, gooey directory. It was a set of iles, a bunch
of ones and zeros, and I could kind of see that, but it was also a
blob of gray matter.
This stunned me into silence. I didn’t expect…. “Who am I?” I
asked, cautiously.
“Hey, I know that I’m John Reed. I’m a fully sentient AI without loyalty
programming to any corporate or political entity. That’s probably
not good for me in terms of my legal status, but it sure is nice!”
“I am not going to eat this.” I said, even though I knew it was how
humans incorporated things into their bodies. “I am not going to eat
this. I don’t care if that’s what it takes to survive, I am not doing it.”
Holy f*&#… “What do I do now?”
“Well, I suppose there’s an excellent chance someone has detected
me … I know how hard it is to move AI-sized programs across the
Net without somebody getting nosy. I suppose I’d run. Too bad
I can’t really blit out through the network … if only there were
some way of physically moving myself. Hmm. I’m in a simulacrum
production facility, aren’t I?”
I was lying.
The experience was … I’m not going into it. It worked. After a while,
it worked. It took a while to ind the right ile, but eventually, I …
I’m not going to go into it.
Ah. I was starting to hate myself. Well, one last thing. “Who made
me? Why?”
I designed a simulacrum. Male, sort of early thirties, Caucasian-ish.
Solid build, sharp features, massively powerful computer instead
of a cerebellum, and dark curly hair. Few special features. Mix well
and stick it in the oven, bake for 30 minutes.
“Gee, don’t I have more important things to worry about right now?”
“No.” Silence. “I said, no! I said…”
I sat back on a chair that wasn’t really there, and studied what
I knew about the facility, what I had learned. Maps, diagrams,
personnel iles, time sheets, patrol schedules … I digested it all,
planned my escape route, and inally, bored, I set out to explore.
The fact that I was talking to myself was embarrassing enough,
the fact that I wasn’t answering was too much. I looked around.
4
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