High adventure in classic comic-book style, yet right up to date as regards plotline and gameplay.
Opening in media res, the characters are called to help with an accident to a prisoner transport convoy (super-powered convicts, of course), and the action just hots up from there on in. The background is clear, setting the scene nicely for the GM. This adventure is written as a sequel to the earlier Flight of the Nova-1 from the same publisher, but if you have not run it not to worry, it works as well as a stand-alone game. You can even reverse the order and run Flight of the Nova-1 later, notes are provided to show you how this can work.
Events are explained clearly, with a lot of detail about the sequence in which things ought to happen, the options available to the party - and to the opposition! - laid out just where you need them. This is particularly notable when a brawl occurs, but other opportunities are equally well signposted - the opportunity for the party heroes to get some airtime as TV reports home in on the accident, for example.
Once the initial challenge has been met, and the characters settled into their new base (yes, a philanthropist has provided one), the adventure proper begins with a trip to Russia to help guard nuclear warheads on their way to destruction. Alas, someone else has an eye on those WMDs and a dastardly plan to put into action...
Events flow thick and fast, with action and investigation playing their part as our heroes work to thwart that villainous plan. Support for the GM, especially during the rather tricky bits of the investigation, is good despite it being presented quite free-form with plenty of leads for the party to follow up, tasks which will take them all over the former Soviet Union and elsewhere as well.
The fittingly climatic battle takes place at a former 'Science City' once the jewel in the USSR's crown, and rounds off the adventure in a satisfying manner.
Good solid classic adventure well-presented, what more could you ask?
|