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The game was poorly formatted, the layout garbage, the characters uninspired, and the rules unbalanced. Save your money for better superhero games. Need more than a few short words?
http://twentyweeksofhell.podbean.com/
http://ww- w.rpg.net/reviews/archive/14/14312.phtml
Rating: [1 of 5 Stars!] |
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The scan has some odd glitches if you try to read it with Foxit instead of Acrobat. On the table of contents page, a background image warps the text in front of it. Still, these aren't enough for me to take a star away.
An excellent game, filling a particular gaming niche. This is definitely a "hard" scifi, very detailed setting, which includes a very long history, several races of humanity and aliens, and a tremendous diversity of political, religious, and social institutions. No space opera here. The details and important in-game history are communicated mostly through descriptions of the traits, skills, and the alien races that are big players in the setting, which is a great writing move that gets the exposition done without the typical opening essay in most games.
The best comparison I can make is to Traveller; there are modules for world creation, character creation, creating new technology, and new forms of alien life. Each of these are games unto themselves, involving man...
Rating: [4 of 5 Stars!] |
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The Silencer #4, Created by Fred Van Lente and Steve Ellis and published by Moonstone Books. It is a twenty-eight-page product (two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroic action should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob and now fighting for their own survival against the forces of the criminal Syndicate and its powered enforcers as well as trying to avoid the law. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, and all of them have code names and flashy costumes.
This issue concludes the first story arc begun back ...
Rating: [4 of 5 Stars!] |
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The Silencer #3 (“Spree”), Story by Fred Van Lente, Art by Steve Ellis, Dae Lim Yoo and Kurt Marquart and published by Moonstone Books. It is a thirty-page product (two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob to keep down the competition now fighting for their own survival against the forces of the criminal Syndicate and its powered enforcers. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, as all have code names and costumes.
This issue is mostly told in ...
Rating: [4 of 5 Stars!] |
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The Silencer #2 (Bitter Fruit Part 2 of 2), Story by Fred Van Lente, Art by Steve Ellis and Dae Lim Yoo and published by Moonstone Books. It is a thirty-page product (three of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers previously employed by the mob to keep down the competition now fighting for their own survival. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) of their world, which is a little amusing as all of the Silencers have bought into the same game, as all have code names and costumes.
The issue begins right where Issue #1 left off, with the Silencers under attack by the mysteriou...
Rating: [4 of 5 Stars!] |
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The Silencer #1 (Bitter Fruit Part 1), Story by Fred Van Lente, Art by Steve Ellis and Dae Uyoo and published by Moonstone Books. It is a thirty four-page product (only two of which are advertisements).
The Silencers are drawn by Ellis who has a good feel for the classic look of the American superhero comic and, while rough at times, captures the mood of the story quite well. The entire comic is in full color, as superheroes (or supervillains) should be.
The Silencers are not you typical supergroup. They are criminals, superpowered enforcers employed by the mob to keep down the competition. The Silencers have to act carefully so as to avoid attracting the attention of the “tights” (costumed superheroes) which is a little amusing as all of the Silencers have bought into the same game, all have code names and costumes.
The comic begins with the Silencers breaking up the drug activities of a rival, and mysterious, syndicate and ends with the betrayal of Cardinal, the team leader,...
Rating: [4 of 5 Stars!] |
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How to be Bulletproof # 1 by Kirt Burdick is an odd thing to behold. On one hand, it’s gritty and raw in a very Tarantino sort of way which makes it compelling at the very least, and on the other hand, its tonal naval gazing renders the book’s story incoherent at times and it tends to come off as pretentious. I’m just not sure how much of this is part of Burdick’s grand design.
Joe “Bulletproof” Blue is a junkie. He blames his former boss, Madame Ambrosia, for turning him on to his various vices then abandoning him in his hour of need. When Joe overdoses and dies, he decides to possess someone, or something – in his case it turns out to be a dog – in order to hunt down Madame Ambrosia and exact his revenge. His dog duties involve him in a web of tangentially related organized crime endeavors which inevitably lead him to within one degree of his nemesis.
Burdick’s world is uncomfortable in a very interesting way. You will read page after page which is the point of writing these th...
Rating: [2 of 5 Stars!] |
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A brutal landscape portrayed very well done in both the art and writing.
Rating: [4 of 5 Stars!] |
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The 'Intelligent Mice' premise is what got me to click on the product. The intro was interesting enough to want to buy it; the price was low enough that it was quickly bought. The story hooked me. It's thematic, gripping...And far too short. Things are resolved too quickly. Hopefully, the next series will play out over more comic pages.
If you enjoy stories of epic struggles to survive against overwhelming odds and foes, then read this comic. It's a serious, enjoyable read.
With intelligent mice....
Rating: [5 of 5 Stars!] |
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Every gamer should play this game. Never have I been so impressed by a gaming product, and I have treasured superb works by the likes of Monte Cook's Malhavoc Press (among others) for years.
The game is simple to pick up, dynamic in play, and has some strengths not mentioned in the previous review. For instance, the typical session length is two to four hours. Once everyone gets the hang of the game, don't be surprised to clock in well toward the shallow end of that range. In a session - a two and a half hour session - the story moves forward significantly, every character gets a chance to shine, and interesting decisions are presented and resolved. If you are at all like me, the call for a game that can be played on a weeknight with work in the morning without sacrificing story advancement is acute. If you have more time to play, just stack several "sessions" in to one sitting!
Specific mechanics aside, the game embodies its obvious philosophical position - rules should be fun, ...
Rating: [5 of 5 Stars!] |
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I've been pouring over it for three days; now I am planning my first campaign. Fantastic!
Rating: [5 of 5 Stars!] |
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This is on par with a superhero movie score. Just listening to this makes me want to play the game. Well done!
I recently heard a soundtrack for another supers game and it was just horrible. This one track, on the othe hand, is more than I could have hoped for.
I can't wait for the whole soundtrack now.
Rating: [5 of 5 Stars!] |
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Very funny stuff! I've got this and the next four issues now...looking forward to digging for more. The PDF edition is a good clean read; if you like Groo, KotD, Robert Aspirin or even Thrud, then you'll like Pewfell, too.
Rating: [5 of 5 Stars!] |
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Landon Cole, formerly known as The Sovereign, continues to fill us in on how he went from a super hero in Park City to Joe Six-pack in the tiny town of Rickton. Sitting around the fishing hole with old man Russell, the one trusted friend in Landon’s new life, we told the rest of his story from issue one.
The public blamed The Sovereign for some serious collateral damage by way of a super villain beat down during which Landon lost his powers and nearly died. His identity was revealed during his hospital stay which compromised his safety from the angry mob. Landon was relocated and the rest is history.
Instead of protecting him and his from super villains, it’s the redneck cops he has to worry about now. Is that enough to compel Landon to don the tights, despite his lack of powers? Stay tuned.
The writer/artist duo of Jason Stephens and Eric Boswell continue to bring the quality with Disconnected: Tales of the Sovereign issue #2. The writing blends subversive comedy with a touc...
Rating: [4 of 5 Stars!] |
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Excellent artwork, engaging storyline and some very cool characters.
You can't beat the price either, so what are you waiting for?
Rating: [5 of 5 Stars!] |
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