Tom McCarthy
Feb 10th, '03, 12:13 PM
Just some broad thoughts on the issue.
The Object Creation power from Heroglyphs looks useful, but my gut says it's putty or filler for the cracks between Transform and Entangle. The way the adders stack to build particular powers seemed unclear.
Nice wrapup to the Star*Guard articles by Darren. Good to end on a strong note with usable characters, rather than saving vehicle and base writeups for the end (sorry, I'm just a guy who enjoys character writeups more than vehicles and bases; as a GM, I personally like to have writeups for important NPCs and villains, but just hand wave the inanimate stuff).
The powers and advantages for vehicles seemed fun and colourful, but I could have done without the random waterway generator.
The article on roleplaying by Joe Campanella was a good reminder of the basics, while the article on using multipowers to capture a variety of applications of your 'special effect' or power was top notch. It managed to remind the reader of the basics, and then clearly illustrate it in depth with multiple examples.
You Gotta Have Character was interesting, as usual. I like historical characters, though I prefer the 'non-historical' twist on the musician over the relatively accurate and historical representations seen over the last three issues.
The three characters at the back prove interesting, though none of them will probably see play any time soon. I particularly liked the author's explanation of the inspiration for Zor'Iblis'Zor.
The fictional kenjutsu styles looked like lots of fun. With Ninja Hero and the Dark Horse reprints of Lone Wolf and Cub, I kind of wish I had time for a martial arts campaign, too.
The Object Creation power from Heroglyphs looks useful, but my gut says it's putty or filler for the cracks between Transform and Entangle. The way the adders stack to build particular powers seemed unclear.
Nice wrapup to the Star*Guard articles by Darren. Good to end on a strong note with usable characters, rather than saving vehicle and base writeups for the end (sorry, I'm just a guy who enjoys character writeups more than vehicles and bases; as a GM, I personally like to have writeups for important NPCs and villains, but just hand wave the inanimate stuff).
The powers and advantages for vehicles seemed fun and colourful, but I could have done without the random waterway generator.
The article on roleplaying by Joe Campanella was a good reminder of the basics, while the article on using multipowers to capture a variety of applications of your 'special effect' or power was top notch. It managed to remind the reader of the basics, and then clearly illustrate it in depth with multiple examples.
You Gotta Have Character was interesting, as usual. I like historical characters, though I prefer the 'non-historical' twist on the musician over the relatively accurate and historical representations seen over the last three issues.
The three characters at the back prove interesting, though none of them will probably see play any time soon. I particularly liked the author's explanation of the inspiration for Zor'Iblis'Zor.
The fictional kenjutsu styles looked like lots of fun. With Ninja Hero and the Dark Horse reprints of Lone Wolf and Cub, I kind of wish I had time for a martial arts campaign, too.