We have actually had our second session. I'll catch you up on those later...
But for know lets introduce you to our characters...
Raltus - A Skeletal thin Void Born Tech Priest with an infinity for Autoguns (Kyle)
Talon - A Scrawny Gunslinger Assassin with multiple piercings from Gun Metal City (Paul)
Dar - A Guardsman conscripted from a Feral world who loves his Axe very much (Eric)
Klightus - An older Arbiter from the Paradise Planet who has shotgun envy (Rob)
Frak - Rangy young punk of a Scum doing his best to fit in (Mark)
Thadius - A Noble Born Arbiter learning the robes in the family security teams (Steve)
The first adventure I ran the team through was the one provided in the back of the main rule book. Illumination was an interesting start. It didn't have enough pre-programed action I think for a miniature junky to enjoy the game more, but it did have some action to test the combat mechanics.
The group is large and that necessitated increasing some actions a bit. My early feedback on the system is that it can be enjoyable, but does have a lot of dice roll actions. Players could be doing all the right things, but the dice just don't cooperate. For example... The players encountered a Hexilid (Which has no description... Bad adventure, bad!) which causes fear. 5 of the 6 players plus the NPC fail the fear test, not by a little but by 4 degrees. Characters were puking over each other or passing out as this chaos toad thing (my best guess) charged into the party... It was a sticky problem. In short, the game is deadly and unforgiving. The GM must take caution to make it an enjoyable experience.
More to follow...
Inquisitor Globus Vaarak's Representative in Omaha