jameson (ST)

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  1. Image Source: http://tryingtofly.deviantart.com/art/Resistance-briefing-room-595199320 "Keady. Ee-Ell-Enn-Two-Four-Bee-Omega-One-Six-Epsilon. Over." The transmission was a bit rough, but the voice was unmistakable and the computer confirmed the command code before I even had to ask it to. I looked across the command center at Wan. "Wasn't Keady on Hecate station? How'd he survive that cluster?" I asked. It was a rhetorical question, of course, Wan hadn't left Absolute Zero in five years. Wan just shrugged his shoulders and spoke into his headset. "Lakini, you are clear to approach docking port Two-Seven-Alpha. Welcome to Absolute Zero. Over." He flipped a switch, "Should have have security...?" he asked. I nodded and he toggled the interior security channel. "Security, this is command, send two officers to Two-Seven-Alpha." He paused, listening, then replied, "It's Keady." He cut the line and removed his headset, nodding to the junior comm officer. I met him halfway around the room, "Hecate was obliterated wasn't it?" I'd read the reports but Wan had been one of those who had monitored system-wide communications. "As far as I knew nobody got off Hecate alive. Of course this is Keady we're talking about so ..." Wan grinned even as I grimaced. Keady's reputation was legend, in that a lot of what people claimed he'd done was myth. I pinched the bridge of my nose, feeling a migraine coming on, "Yeah. Keady." I sighed, "Come on, let's get down there and try to find out how the hell this is possible. On the way you can tell me everything you know about this ship, what was it again?" "The Lakini, and we don't have much. It's a private for-hire ship. Registered out of Vesta. Last berthed at Phobos two weeks back. Didn't file a flight plan when it left." Wan paused, probably scanning through the wireless feed to his ocular display. "Captained by ... Nicholas Alexander. Eh, no other official crew registered, like I said, private ship." "And this Captain Alexander?" I asked as we rode the left down. "He's a moonie. Used to run ice for Terra-Form on Mars. Left there eight years back. Resurfaced five years ago on Vesta when he registered the Lakini. That's about all we got in the data-banks." Wan stopped in the hall, "Sir, there wasn't record from Hecate about the Lakini docking. Do you think they were there?" I stopped a few paces ahead of him. "I don't know," I replied over my shoulder. "But I think we're in a position to find out, and maybe find out what really happened to Hecate." I turned fully toward him, "Wan, I'm worried. I think our little private corner of the sky is about to get a lot less quiet." View the full article
  2. Monday Story Seed - Absolute Zero: Arrival Wednesday Nuts & Bolts - RPG Blog Carnival - The Darkness Within Friday Gods of the Fall - Inspirational View the full article
  3. Today's a quick post in words, but a long one in duration, because I'm on vacation at Gary Con! I'm probably busy playing a game or wandering through the dealer hall. Regardless of my absence, I wanted to make those of you who may have missed it aware of a great resource for Gods of the Fall GMs... Crash Course Mythology If you are a fan of mythology (as I have been since I was a kid) you probably owe it to yourself to check out this series just for that alone. If you are a GM or player of Gods of the Fall I think there's some value here in seeing how myths are structured and evolve. I've embedded the first 3 episodes here but by the time this posts there will be two or three more beyond this I think. Well worth the 10-15 minute chunks of time in my opinion. View the full article
  4. Because I seldom come at these blog topics from the obvious angle, and because there is an increasing amount of fiction (and therefore games) derived from exploring a person's headspace, let's take a look at the darkness of the mind and soul.... Dreams & Nightmares Journeying into a person's dreams, or even the world of dreams itself, is hardly a new idea. These kinds of the adventures are not typical but they can certainly be fantastic. As you no doubt know, dreams can be very strange. More than that though dreams can be dark. Exploring a person's nightmares often means coming face to face with their worst fears. The possibilities here are endless. Perhaps the characters have to enter the dreams of a local lord and rescue him from his nightmares. Once inside they have to navigate the twisted nightmare realm and convince the lord that they have the power to awake from these dreams. Likewise character's may be able to enter the world of dreams, a strange parallel to our own world into which people sometimes dream themselves during sleep. The dream world is perhaps safer than a specific person's dreams, and yet also more dangerous. While the character's will not be at the mercy of the dreamer's mind they will still be in a realm where thoughts and dreams can impact the world around them. Worse they may come into conflict with dreams that have become sentient, or other dream walkers who have more control. The Landscape of the Mind Much like entering a person's dreams entering their mind can allow you to experience aspects of their personality that can be personified as individuals. The adventures one can have inside another's mind can allow them to see that person's personality rendered real. A person's dark side may be manifest as a terrible monster, or more insidiously it may be that an evil person's mind if a hostile environment that attacks all outsiders. Exploration of this kind can allow you as GM to explore aspects of an NPC in ways that force the players to re-evaluate their relationship with the NPC. The PCs may learn that deep within the evil sorcerer is a scared and abused boy whose heart turned to darkness because of his traumatic childhood. Or they may learn that within the peaceful monk that runs the orphanage is a sadistic soul that drives the monk's fearful temper or strange behaviour toward certain people. The Hyde Factor Naturally when exploring themes and stories around people's dark sides one need not delve into the character's soul or dreams. Instead of internalizing the narrative one can externalize the darkness through magic curse, science mishap, or madness. This is the Jekyll and Hyde story and is well known. It's fame makes this no less interesting, and indeed can act as the instigator for an adventure that will lead to dream delving or mind walking. That monk's dark side may be causing him to act out, perhaps even channeling his Qi to transform him into an Oni during the dark of night. The characters then need to dive into the monk's mind (during the day) to confront the darkness in the monk's soul and defeat the oni. How do you use the darkness within in your games? Do you explore the dark sides of your PCs and NPCs at all? View the full article
  5. Image Source: http://derbz.deviantart.com/art/Asteroid-Docks-612728801 Fifty thousand credits. More money than my little ship and crew could take in with a year's worth of the jobs we usually executed. Fifty thousand credits for a three month journey into the Oort Cloud to a station that didn't officially exist except as rumor. The risk was that my passenger didn't pay up front, but fifty thousand credits was worth the risk, and I could only assume that there must be something at the coordinates he gave us, otherwise he'd be as screwed as the rest of us. Now I sat in the cockpit, the thin man known only as Keady hovering behind me as we drifted toward what he assured me was the much rumored Absolute Zero station. The asteroid, if you could really call it that covered as it was by structures and gantries, tumbled end over end relative to the view-port. This far from Sol it was dark and only the station lights really gave away the size of the thing. I turned and gave a questioning look at the thin spacer behind me. "This? This is Absolute Zero?" It was far more impressive than I could have imagined. He just nodded. I was about to press him for more information when the comm squawked. "Unidentified vessel, your ship silhouette and transponder are unregistered. Come to a full stop and identify yourselves. Ship name and port of origin. If you fail to comply in ten seconds you will be fired upon. Over." The comm signal cut off, whomever ran this place was clearly in no mood to play games. As if thinking the same thing Keady licked his lips, "You'd better comply. They have mass drivers and gigawatt lasers. At least the last time I was here they did." I was already firing thrusters to bring the ship to a stop relative to the tumbling rock as he said this. I looked back at him again, "How ... how'd they get their hands on military grade weapons?" Keady looked at me with those dark ringed eyes of his and I just shook my head and turned back to my console. I flipped a switch and spoke aloud, "Station is this the Captain Alexander of the Lakini out of Port Vesta, please respond. Over." The reply came quickly, "Standby Lakini." There was a moment of silence, "Lakini, please state your crew compliment, number of passengers, and business here. Over." Perfunctory and straight to the point. "Five crew. One passenger. We were hired on specifically to get this man here after the disaster at Hecate station. Over." Probably more information than I needed to give them, but better safe than sorry. The comm was silent, my skin began to itch and I checked the passive sensors to see if they were powering on a weapon system. "Lakini, who is your passenger? Over." I sighed, even as station control went this was getting irritating. I thumbed the comm on and gestured to Keady to introduce himself. He nodded and cleared his throat, "This is Keady, authorization code Ee-Ell-Enn-Two-Four-Bee-Omega-One-Six-Epsilon. Over." I didn't know what any of that meant but I assumed station control would. I looked at Keady again, wondering who this man was. Not for the first time since pulling this man from a life pod floating in the debris of Hecate station I wondered just what I had gotten Lakini into. "Lakini, you are clear to approach docking port Two-Seven-Alpha. Welcome to Absolute Zero. Over." The flight path sent by station control directed me to a large docking spar that jutted off the central mass. I keyed the ship to automated docking and let the computers do the heavy lifting. When I was done I turned but Keady was gone, and I was left once more wondering what lay ahead. I hoped it included fifty thousand credits. View the full article
  6. Monday Wednesday Nuts & Bolts - Hacking the Cypher System - Mastery Friday Gods of the Fall - The Name of the Thing View the full article
  7. We all know the name of the game, but have you considered what it really means? It's pretty clear from the game's art that there was an overt attempt to stand away from the Western & European classical religions. There's a less obvious lean toward the religions of Middle Eastern antiquity, and more classical and modern India. That's all subtext. It's all in the art and presentation. There's nothing over to direct somebody away from Thor and Hermes, but the subtle touches of names, artwork, and even the mechanics of the game suggest these things. And then there's the title: Gods of the Fall. It's evocative and creates a certain expectation. Unfortunately it may not be the right expectation for some. Because "god" (note the lowercase "g") and "God" are not the same, and given the Eastern lean of the material I started to do some digging. Turns out that that the East may have contributed more than just a visual aesthetic, because there seems to be more than a little Hinduism in the gameplay and mechanics. Take a look at the following I dredged up from Wikipedia when researching "deities" recently: Difference between deity and monotheistic God (from Wikipedia here) A typical deity in Hinduism, differs from the monotheistic concept of God in other major religions, in that the deity need not be omniscient, omnipotent, omnibenevolent, or a combination of these. A deity – god or goddess – is typically conceptualized in Hindu tradition as a "supernatural, divine" concept manifesting in various ideas and knowledge, in a form that combine excellence in some aspects, wrestling with weakness and questions in other aspects, heroic in their outlook and actions, yet tied up with emotions and desires.I'd say that the Hindu model of deities fits Gods of the Fall rather well wouldn't you? I'd even go as far as to say that while "Deities of the Fall" isn't a better title, it is a more accurate one. The characters that the players control are gods but too often that gets mixed up and confused with Gods. The characters are deities, they have limited scope and very real vulnerabilities that balance out their impressive strengths. They are prone to human failings, as were the gods before them. This isn't a condemnation of the game or the title. Gods of the Fall sounds better and it catches the eye and imagination better. It's the title the game needs and even if it isn't perfectly accurate of the intended play style it's the right title for the game. All that said I think it bears understanding that the characters should be defined by their limits and their humanness as much as they are by their powers and dominions. Allowing fear and greed and other failings and weakness mix with their divine attributes will help yield a better story. Either through pure roleplay or by helping you as GM to define stories and enemies that compliment and contrast the characters. Gods of the Fall is a game of deities striving to both transcend their humanity and also lift the world from darkness into light. Keeping in mind that darkness can come from within as well as without will only help tell a better story. View the full article
  8. Image Source: https://www.quotespick.com/tags/the-princess-bride.php inability. Untrained. Trained. Specialized. Cypher System players will no doubt instantly recognize these terms and the significance of them. The skill spectrum assumes that Untrained is the default state; that any character can attempt any task with this basic level of competency. Depending on your type, focus, and descriptor you may have a few, or many skills at levels other than default. Of course, beyond their level of training characters can apply effort to varying degrees to make tasks easier beyond even that which their training affords. The Cypher System Rulebook introduced a new variable into the dynamic when it brought us Shifts. Shifts are incredibly powerful, which fits their use within Superhero games and the players as divinities setting, Gods of the Fall. Using shifts turns a character to 11. Not only do Shifts grant what is essentially a permanent and free level of effort, but depending on the shift type these can apply to a very wide scope (such as with Dexterity or Intellect shifts) or a great depth (such as with Single Attack shifts adding both a level bonus and additional damage). I've said in the past that at its default style of play Cypher System is very well suited to games with a pulpy tone. The characters are very capable, very robust, and stand out from the norm with special abilities or skills (foci). The mechanics of effort and recovery further increase this feel. Characters can take their chances on less important tasks but with effort they can make success of more important tasks more routine. Likewise the ease of recovery (at least the first two recoveries) allows for characters to bounce back quickly at first. Why am I detailing all of this? Because there are times when I feel like a step between basic Cypher and Cypher with Shifts would be nice. While one could certainly limit the number of shifts given to characters the breadth & depth of scope would still greatly alter game play. So what's a GM to do if they want to add just a little more punch to their PCs in keeping with something like a Golden Age Supers game, or a more heroic game of myth? Mastery. Mastery works a little like a Shift and a little like an extra level of Training. Mastery is applied to a skill the character has already gained at least a level of Training in and grants not only an increase in the level of training, but access to a higher level of skill competency: Mastery. Characters with Mastery in a skill reduce the difficulty of tasks associated with the skill by three levels. It's as simple as that. In order to gain the most from Mastery characters will need to already be (or soon to gain) Specialized in the skill in question, and taking Mastery makes them one of the (if not THE) best in the field. These are the peerless Samurai, the genius mechanics, the bleeding edge scientists and engineers. I'd suggest granting not more than one, maybe two, levels of Mastery to characters to hit that sweet spot of allowing characters to truly excel. The use of Mastery can help differentiate between characters of similar type and role. A pulp aviators game (such as Skyward) may find itself with two characters specialized in piloting and mechanics, but one may choose Mastery in the former skill, where the other applies Mastery to the latter. Instead of stepping on each other's toes one becomes the undisputed best pilot and the other the best mechanic. I've not tested this idea out, but I hope to eventually. In the meantime, if you get a chance let me know how it went. View the full article
  9. Monday Story Seed - Barter Wednesday Nuts & Bolts - RPG Blog Carnival - Out in the Dark Friday Gods of the Fall - Rock You Like A Hurricane View the full article
  10. Here I am ... with another look at the setting of the Afterworld. Or more accurately, one part of it; one feature really, and the secret I think it may contain: The Eye of Elanehtar. The Eye is a complicated feature. One part everlasting storm, one part magical fallout, one part howling gang of ravers. Oh and the great granddaddy of ravers, the Delirium. The book dedicates only a small bit of space to the Eye, and with reasonable cause given that the majority of the Eye is centered over the sea-filled crater of what was once Cavazel. As you can see there's a lot going on there. An everlasting storm by itself would be an interesting feature for a fantasy setting, but we get to add a bunch of other goodness to that. It's almost too much. But not really. I've discussed my thoughts on ravers before. The Delirium is basically a raver on steroids, inflicting madness on anybody nearby and spawning curses and chaos. It very likely represents the nearly complete soul of one of the dead gods, one whose death agony was so extreme that it lost all sanity. The Delirium may even be the "queen" raver, spawning and controlling its lesser brethren. Heck I could probably write this whole post just riffing on the Delirium. But I won't. The magical calamity that occurred when Elanehtar "smote" (Bruce's word not mine) Cavazel is very probably fueled by a great deal of released divine energy. The chaotic and sudden release can help explain the massive storm, and the curses that it flings about like almost living creatures. As does the presence of the Delirium. Entering the storm is likely incredibly dangerous for gods and is surely lethal to mortals, though one can assume that such a death would be of the most unpleasant kind. Some may even posit that the danger is sufficient to make any entry entirely pointless. After all, Cavazel is gone there's nothing left but a watery grave presided over by a deadly storm. Who would ever find reason to enter and why? For the first part: gods on the rise. For the second: Elanehtar's ruins. Gods of the Fall is a Cypher System game and so it needed a reason for Cyphers. Bits of crystalized divine energy precipitated (literally) by the fall of Elanehtar provided more than enough reason and context for Cyphers in the game setting. There's even talk that people of the Afterworld believe that maybe, just maybe, Elanehtar could be restored if enough of its energy could be freed from Cyphers. But what if Elanehtar isn't utterly destroyed or cast asunder as Cyphers? What if the remains of Elanehtar are intact and whole and shrouded from the prying eyes of mortal ken by the everlasting storm known as the Eye of Elanehtar? What better place to hide the remains of a one-time heaven than in the calm center of a storm? In its eye? Then again maybe a storm is just a storm. I dunno... View the full article
  11. Once again the circus ... err, carnival, is in town! This month's topic is "Things in the Dark" which is pretty awesome in both its breadth of scope and possibilities for getting just about any RPG and genre involved. You can read the kick-off post here. The Dark. Sometimes it's literal, sometimes it's figurative, and sometimes it falls between the two and straddles that line. In space operas and science fiction the latter is often the case. The literal dark of space combined with the figurative dark of the unknown. The realms of space beyond our solar system, or humanity's empire, or even the galaxy. The Dark, at the edge of all we know, an abyss that holds seemingly limitless potential and danger. True darkness in space is difficult however. The universe is a vast place but it is also full of galaxies and stars and the light of these islands of matter can, and does, travel throughout the cosmos. There's not many places where one can go in space and truly find darkness. Unless one risks the most powerful and destructive objects that we know of: Black holes. Nobody knows what happens past the event horizon of a black hole. Does matter simply collapse into infinite density, being ripped into atoms in the process by tidal gravity difference due to the exponential relation between the strength of gravity and distance from it's center? Do objects continue to exist in a surreal world where even light cannot escape and space is warped into an infinite curve before they eventually fall into the singularity at the center? Or are black holes just the opening of a wormhole in space-time leading to some other where, when, or even another universe? Or maybe something stranger? Depending on how rigorous you want your science to be there's probably other theories you could mine for ideas, and if you are leaning toward something a little more "science fantasy" you can do whatever you want. The fact that light and electromagnetism cannot pierce the event horizon of a black hole may mean something different if you are using magic or psionics. A Spelljammer type setting may find that black holes are also massive anti-magic disruptions. Does the Force bend around a black hole, or pass through it? Alternately maybe black holes are transformers, converting matter and energy into magic or aether, or even providing some kind of baseline field of the Force that Jedi manipulate. But what's inside? Again this would depend on the rigor of your science and the specifics of your setting. If black holes are massive magical batteries fueled by the matter and energy they consume does that make them gods? Could black holes be aware and intelligent? More horrifying, if they are what happens if you make them unhappy? What the heck is the RPG Blog Carnival? Check out Johnn Four's header page for the circus here. View the full article
  12. Image Source: http://ubermonster.deviantart.com/art/Close-up-on-Magus-of-the-Future-560207708 "What are you doing here?" the man asked. Tall and thin he held himself stiffly upright, gazing down with contempt at my companions and I. "We seek council. The wisdom of the Order of the Hollaston is known far and wide." I bowed as I spoke, hoping the others behind me were following suit. The figure regarded us silently, his inhuman eyes looking down a long nose as me. He did not look amused or terribly impressed with my attempt to curry a favorable disposition. After what felt like a millennia her spoke. "Our wisdom is ours. We do not seek or require trade. You have nothing to offer us for our wisdom." I'd expected this. The Order was well known for its xenophobic isolationism. I bowed my head, "Indeed, I am sure that is often the truth, but in this instance your wisdom is superseded by a gap in you considerable knowledge." I reached under my cloak and produced a thick tome. Bound between brass slabs etched in hair thin tracings of runs and sigils, three hinges and three locks held the contents firmly shut, and secret. "This tome we retrieved from the deep ruins of the fallen tower of Ullbac. Surely it contains knowledge long since forgotten within the realms?" I held the tome out with both hands, offering it, "Surely your council is but small payment for the ownership of such an ancient tome?" The wizened figure stood silent, peering down at us through those strange eyes. I found ti unnerving, and swallowed hard to stand my ground. At last the silver grey eyes shifted from me to the tome. I drew a ragged breath, only realizing I'd been holding it as I drew in a chest full of fresh air. I waited and hoped, and wondered if such as the Order could be trusted with whatever lay within the book. View the full article
  13. Monday Story Seed - Seeker Wednesday Nuts & Bolts - Review: Kamandi Challenge #1 Friday Gods of the Fall - Relics View the full article
  14. Relics are a thing in myth. They just aren't really a thing in Gods of the Fall. That's cool and all, and for some groups it probably works out OK, but I think there's some value in godly relics. In items of power so intrinsically wound up in the divine legend of their godly owner that they become an indistinguishable part of that legend. You can't talk about Mjolnir without talking about Thor for instance. That's easily the best example that is commonly known thanks in large part to a comic book god that bears little in common with the myth that spawned him. Consider Hercules (or perhaps Herakles) and the pelt of the Nemean Lion. The Nemean lion's skin was so tough that blades and arrows couldn't puncture it and the lion was thought invincible. Enter Hercules, who used his great strength to strangle and choke the lion to death. He was then able to carefully remove the lion's skin and wore it, both as a trophy and as an unbreachable defense, for even in death the skin of the Nemean lion resisted cuts and punctures. That's a divine relic. Zeus' Thunderbolts, Odin's spear Gungnir, Cú Chulainn's Gae Bolga, and Athena's Aegis are all other examples of relics. For other gods relics may take on a different kind of role, one representing a loss or sacrifice on the god's part. Tyr's missing hand, Horus' eye, Osirus' manhood, and Odin's eye, are all relics in that they are aspects of the god that are important to that god's power and myth. Odin gains knowledge of fate and magic by the sacrifice of his eye much in the way Mjolnir grants Thor strength and the power of thunder. Observant and well read readers may at this point realize that I'm taking huge ques from White Wolf's Scion RPG, and I totally am. I cop to it. I think that, rules issues aside, Scion had a great grasp over the divine legend and how to embody that into an RPG, and I don't think that taking lessons from Scion and applying them to Gods of the Fall in any way lessens either game. How do you introduce relics? Well depending on what kind of relic we're talking about a character may start with a weapon they favor heavily, or they may find something. A relic item may even start play as an artifact, but through continual use by the player grow to be something more. I look at relics as being an artifact that cannot deplete for the character, that grants a special divine shift of some kind to that player. For relics that are represented not by a physical item but instead by a physical infirmity, I would offer two shifts, with the second being offset by the handicap of the injury itself. Tyr isn't going to be using two handed anything after Fenrir bit off his hand, so that's a detriment, but it's also a relic and it represents his steadfast devotion, his honor, and his strength as a god to make a sacrifice; after all, he knew full well that he would lose his hand once Fenrir realized that the gods had bound him. Will I use this in my monthly Gods of the Fall game? Possibly. I like the idea of doing so, but I don't want to jump the gun too early either. we're only just now getting to 2nd tier and I don't think relics should really come about until probably third or even fourth tier. Still, it's an idea I've been toying with, and I think it fits nicely with the themes and helps to deepen the story potential. View the full article
  15. Issue #1 standard cover, art by Bruce Timm Vitals Published By: DC Comics • 43 pages • $4.99 • full color What's In It? The return of the last boy on Earth! I don't usually read comics. The only title I have ever bought as a monthly is Saga (more on that in a future blog post), but I decided to make an exception and buy a copy of Kamandi Challenge #1. A little history: Kamandi was created by the great Jack Kirby and over the years DC has more or less refused to let anybody into the playground since the 1970 after the title's initial run ceased. 2017 is Mr. Kirby's 100's birthday and so DC decided to finally let the post apocalyptic character return. The "challenge" part is what made me decide no to wait until this inevitably got re-released as a trade. See because so many creators have asked DC to write or draw Kamandi over the years (and DC always said no) they decided to take an unconventional approach to bringing back this title. Each month a separate creative team of writer(s) and artist(s) will pick up the story from the cliffhanger left by the previous creative team. They have to resolve the cliffhanger and then tell the next part of the story and leave a new cliffhanger for the next team's month. It means that over the course of the next 12 months we'll probably get one wild ride, but it also means this limited series should be really fun too. Warning: mild spoilers ahead! Issue #1 has a prologue written by Dan DiDio (who also acts as overseeing editor) and drawn by Keith Griffen with the main story (picking up on the prologue's cliffhanger) written by Dan Abnett and drawn by Dale Eaglesham. I'm unfamiliar with either artist, but I at least recognize the names of the writers. The issue introduces us to Kamandi (a name he gets from his home in the Command D bunker) and starts to show us Kamandi's world populated by mutant animals and ruled over by a kingdom of tigers. Much like planet of the apes man is considered an animal while the animals are anthropomorphic and intelligent (though far more varied than just apes). I grabbed this for three reasons. Firstly it just seemed like it could be a fun limited series. Secondly I love post apocalypse stories & worlds. Thirdly between my early days playing the TMNT & Other Strangeness RPG and After The Bomb (the post apocalyptic version of the same) and the upcoming release of Mutant Crawl Classics RPG I thought that reading this series would be both nostalgic and inspiring. In all three respects this was a worthwhile purchase. The promise of the second issue resolving the crazy cliffhanger from this issue will probably make me buy into that as well. I think the biggest risk will be the changing artist and writer each month, which could be either boon or bane. As inspiration for RPGs I'd say they're off to a good start; this issue was mostly split between character introduction and world building. The evocative art certainly gives me some ideas, as does the mish-mash of tech used by the characters. I'm no expert on comics, but I know I enjoyed this and that it made me eager to pick up the second issue. I'd say it's worth the price of admission and then some, at least for what I was hoping to get out of it. Rating: 100% - great art and a good start for this series, at least in my opinion View the full article