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{{веб-архив
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{{редактирую|EvilCat}}
| название = Critical Miss issue 1
 
| ссылка = http://www.criticalmiss.com/issue1/index.html
 
| архив = http://web.archive.org/web/20120709073035/http://www.criticalmiss.com/issue1/index.html
 
}}
 
{{основная статья|Critical Miss (журнал)}}
 
  
 
Hi,<br />
 
Hi,<br />
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=== Where To Go From Here ===
 
=== Where To Go From Here ===
  
This issue of Critical Miss includes a science-fiction scenario, the «[[#Storm Planet Rescue Game|Storm Planet Rescue Game]]», that is run by StoryScape. It includes the [[#USS Endeavour Setting|USS Endeavour]] and [[#Gamma Kanei Setting|Gamma Kanei]] settings.
+
This issue of Critical Miss includes a science-fiction scenario, the «[[#Storm Planet Rescue Game|Storm Planet Rescue Game]]», that is run by StoryScape. It includes the [[#USS Endeavour|USS Endeavour]] and [[#Gamma Kanei|Gamma Kanei]] settings.
  
 
In addition, here is an additional StoryScape setting we’ve thought up — [[#Chicago Dockside Setting|Chicago Dockside]]. It’s a location and and genre idea only, but it’ll hopefully give you something to get started with.
 
In addition, here is an additional StoryScape setting we’ve thought up — [[#Chicago Dockside Setting|Chicago Dockside]]. It’s a location and and genre idea only, but it’ll hopefully give you something to get started with.
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And remember… keep it cheap and tacky.
 
And remember… keep it cheap and tacky.
 
==== USS Endeavour Setting ====
 
 
===== Player’s Overview =====
 
 
The year is 2456. You are crewmen aboard the USS Endeavour, a starship in the Space Service of the Union of Sovereign Worlds. Your mission is to patrol the far frontiers of the Union, searching for new peoples and new worlds.
 
 
===== GM’s Overview =====
 
 
This is one of StoryScape’s most popular settings. Some unkind people have suggested that Danny has «ripped off» a popular TV and film serial, and in fact he is the subject of an ongoing legal investigation, but he doesn’t worry himself about that.
 
 
Note:- When we played this game we used this as part of the backstory. One of the characters was a lawyer working for a legal firm specialising in copyright issues. He was assigned to go undercover as a player at StoryScape to gather evidence. To fill out his cover story he organised his visit as a company outing, by putting up a notice on the notice board in the canteen. So the other players were all fellow workers of his, each paying to go in their own time (whilst he was on double-time and expenses).
 
 
The starship has a crew of 8 officers and 24 ratings (which means you can afford to waste a fair number of «red shirts»).
 
 
===== Location Description =====
 
 
The USS Endeavour is roughly oblong, with its longer edge perpendicular to the direction of travel. It has two engine pods — one at either side — which are totally automated (there is no access to characters).
 
 
The front half of the ship contains two decks, the upper command deck, and the lower residential deck. The rear half of the ship consists of a large combined hanger and shuttle deck.
 
 
The rooms on the [[:Файл:Lower floor plan.gif|lower]] deck are:
 
 
Back Area: The hanger / cargo deck. A single shuttle craft is parked in the centre (this is a wooden mockup which the VR goggles make appear as a gleaming, white shuttle). There are also a number of large storage boxes which contain various engineering stores.
 
 
Lobby: The docking reception area. On the bow wall of this area is the entrance to the docking port / airlock. When the starship is docked with a space station this is how personal enter and leave. At the stern wall of this area are the stairs that lead to the Upper Command Deck (yes stairs… this is a starship with stairs… you got a problem with that mister).
 
 
L1: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L2: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L3: Refreshment Room. This is a combined rest area / canteen / galley / bar.
 
 
L4: General Officer’s Quarters. Three bunks, a desk and a small bathroom.
 
 
L5: Captain’s Quarters. Contains a single bunk and a desk as well as a small separate bathroom.
 
 
L6: First Officer’s Quarters. As Captain’s quarters.
 
 
L7: Gymnasium.
 
 
L8: General Officer’s Quarters. Three bunks, a desk and a small bathroom.
 
 
L9: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
L10: Other Rating’s Quarters. Six bunks and a small bathroom.
 
 
The rooms on the [[:Файл:Upper floor plan.gif|upper]] deck are:
 
 
U1: Storage Area.
 
 
U2: Briefing Room.
 
 
U3: Sickbay.
 
 
U4: Computer Room.
 
 
U5: Engineering. This area contains the reactor that powers the ship as well as various control consoles.
 
 
U6: Communications / Sensors Room.
 
 
U7: Science Lab.
 
 
U8: Storage Area.
 
 
U9: Weapons Room.
 
 
U10: Bridge. This area contains a central seat for the captain, a number of consoles for various personnel and a large view screen set into the bow wall.
 
 
==== Gamma Kanei Setting ====
 
 
===== Location Description =====
 
 
The setting consists of a dwelling tunnelled into the base of a huge cliff. The Back Area represents the ground immediately at the base of the cliff. If any players attempt to walk out of this area (in other words into a very solid horizon) they will be warned over their ear-pieces.
 
 
The left-hand corridor on the lower level will appear to the players to be a smooth tunnel with featureless sides. It has no doorways off it. At the end it turns onto a stair case leading up to the upper level. A concealed door leads into the right-hand corridor. This will appear to be a rough rocky cave / tunnel. It is a dead end, but has openings along it into caves.
 
 
The rooms on the [[:Файл:Lower floor plan.gif|lower]] level are:
 
 
Back Area: The outside.
 
 
Lobby: This is just a room with a tunnel entering from one wall and a flight of stairs leading up from another. In addition, opposite the tunnel is a concealed door.
 
 
Note:- This concealed door is set just far enough down the corridor to allow access to the ladies toilet.
 
 
L1: Blocked — not accessible.
 
 
L2: Blocked.
 
 
L3: Blocked.
 
 
L4: Blocked.
 
 
L5: Blocked.
 
 
L6: Cave.
 
 
L7: Cave.
 
 
L8: Cave.
 
 
L9: Cave.
 
 
L10: Cave.
 
 
The upper level is living quarters. However, a force field across the corridor blocks access to rooms U7, U8 and U9.
 
 
The rooms on the [[:Файл:Upper floor plan.gif|upper]] level are:
 
 
U1: Library.
 
 
U2: Shanna’s Room.
 
 
U3: The Old Man’s Room.
 
 
U4: Kitchen.
 
 
U5: Dining Room.
 
 
U6: Guest Room.
 
 
U7: Generator Room.
 
 
U8: Empty.
 
 
U9: Empty.
 
 
U10: Living Room.
 
  
 
==== Chicago Dockside Setting ====
 
==== Chicago Dockside Setting ====
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U10: The is the main bar area. The counter itself runs along the full length of the far wall (opposite the stairs).
 
U10: The is the main bar area. The counter itself runs along the full length of the far wall (opposite the stairs).
 
== The Storm Planet Rescue Game ==
 
 
The Storm Planet Rescue Game is a scenario for the Dream Park Roleplaying Game set aboard StoryScape’s, USS Endeavour setting. In addition, the later portions of the adventure take place on a custom planet setting, Gamma Kanei.
 
 
The scenario is laid out according to the methods outlined in the Dream Park Roleplaying Game. It might look a little cryptic if you are not familiar with those methods.
 
 
'''Genre(s)''': Space Opera
 
 
'''Epoch''': Future
 
 
'''Limits''': No superpowers.
 
 
'''Universe Rules''': All beautiful alien women fancy human men.
 
 
'''Goal of Game''': Stop the entity from harvesting the natives. Rescue the old bloke.
 
 
'''Back Story''': Put in something relevant for your player characters.
 
 
=== The Characters ===
 
 
The characters should be assigned the roles of the chief crew-members of the Endeavour. These positions are: The scenario is laid out according to the methods outlined in the Dream Park Roleplaying Game. It might look a little cryptic if you are not familiar with those methods.
 
 
* Captain
 
 
* First Officer
 
 
* Chief Engineer
 
 
* Weapons Officer
 
 
* Helm
 
 
* Doctor
 
 
* Science Officer
 
 
* Comms Officer
 
 
If there are not enough players characters to fill all these positions then they should be either combined or eliminated.
 
 
If there are enough characters then… you have eight players? And you fit them all in one room..?
 
 
=== The Scenario begins ===
 
 
The scenario begins with the characters at their positions on the Endeavour…
 
 
'''Hook''': The Comms Officer receives a hailing message from Admiral Johnson asking if he can dock his ship (a small cutter) at the forward docking port. Admiral Johnson comes aboard with his female assistanct, Lieutenant Karen Schmidt. They adjourn to the Briefing room where Johnson explains that Spacebase 5 has just received a distress message from the system of Gamma Kanei. He gives the Endeavour orders to proceed there immediately.
 
 
'''Cliffhanger''': As soon as the Endeavour enters orbit around Gamma Kanei IV (where the transmissions were coming from) it is caught by a powerful energy field which causes severe damage of all electrical machinery (cue explosions and other shit).
 
 
'''Development''': Sensors indicate that the energy field is being generated from the same point on the planet’s surface as the transmissions. Every twenty minutes it pulses, causing more damage. More detailed surveying is rendered impossible by the fierce electrical storms which swathe the planet. The Party take a shuttle down to the point on the planet’s surface where the transmissions are originating.
 
 
'''Cliffhanger''': As it descends the shuttle is hit by a fierce energy storm which scrambles all navigational controls, and much of the flight controls.
 
 
'''Development''': A navigational beam envelops the shuttle, guiding it down to a safe landing beside the transmission point — at the base of a huge five mile high cliff than encircles much of the globe (this area is the «Back Area»).
 
 
'''Cliffhanger''': Upon leaving the shuttle the Party are attacked by a number of vortex like, electrical creatures — that kill upon contact.
 
 
'''Development''': A concealed rock door in the cliff-face opens, and a beautiful, blue-skinned alien girl beckons the Party inside. She introduces herself as Shanna, and explains that she lives here with her father (it later transpires that she is adopted). Her father is a professor whose ship crashed on the planet some twenty years ago.
 
 
At this point the landing team are invited to stay with Shanna and her father for a period. Assuming that they agree the following events can occur in whichever order seems most suitable
 
 
=== If they go with the girl… ===
 
 
'''Cliffhanger''': One of the Party members goes exploring — cracks the hatchway — and finds the old caves on the lower level. If questioned, Shanna explains that the hatchway leads to an area that they had begun to hollow out but had abandoned after finding explosive gases (hence she won’t open it). Room L7 was once a sacred vortex birthing chamber. It contains an open spherical mesh of a lithonite ore (a rare substance that channels electro-magnetic fields). Pictograph inscriptions inscribed on the walls depict a single vortex entering the chamber and splitting into two new vorteces. Need linguist or similar to figure it out.
 
 
Room L9 is the «christening» room. Every surface is covered in detailed and artistic artwork glorifying vortex society. Need linguist or similar to figure out.
 
 
'''Development''': If either of the above linguist tests are succesful, the character will realise that the vortices are an intelligent species.
 
 
'''Cliffhanger''': One of the Party members cracks the forcefields on the upper level. If questioned Shanna explains that the area beyond is their power generation area, and that it contains a «dirty» fission process and that the area is hightly radio-active — hence the force fields). He finds some power generators (which will not be active) in room U7. From there he can see through some windows to the outside world. If he waits a few minutes he will see the generator being to pulse. When it does so a whole flock of vortices hurtle in towards the complex and hurl themselves into the rock wall below. As they do so, the generator pulses, clearly absorbing a huge quantity of energy.
 
 
'''Development''': The characters can now realise that their beacon is designed to draw the vortices in where they are harvested for their energy.
 
 
'''Cliffhanger''': One of the players says they can take them back to the Endeavour. The old man is confused. Shanna doesn’t want to go.
 
 
'''Development''': One of the players gets to talk to the old man if Shanna is not around (she will otherwise manopolise conversation).
 
 
'''Cliffhanger''': He mumbles about how his ship crashed twenty years ago… His comrade Levin died soon after… Then Shanna found him… He hasn’t been well recently… So tired…
 
 
'''Development''': The characters can now realise that he’s cracked.
 
 
'''Cliffhanger''': One of the players sneaks into the library (U1) (all computerised) and looks at the computer to find out the most recent thing she has been looking at. It is plans of a distress beacon.
 
 
'''Development''': She could have built it at anytime. She waited until he was dying. She wants to get a replacement.
 
 
'''Climax''': Shanna turns into a pretty pumped up vortex and tries to consume the Party. They fight and eventually kill her.
 
 
'''Resolution''': They turn off the generator, thus setting the vortex creatures free. Then they return in their shuttle-craft to the Endeavour, taking the Professor with them.
 
 
== IMHO (In My Humble Opinion) ==
 
 
In My Humble Opinion, or IMHO, is what other, less-imaginative magazines would term «the letters page». This is your forum for telling us, and the world, what you think of Critical Miss, roleplaying, or perhaps life in general.
 
 
We’d really like to hear from you, partly because we’d like to know what you think, but mainly because it would be a real boost to our egos.
 
 
Anyhow, in the period before we published issue 1 we received a grand total of two letters — which we felt wasn’t a bad total for an unpublished magazine.
 
----
 
<poem>
 
{{кр|Demonic Madmen wrote}}:
 
 
And what ails thee Knight at arms so alone and palely loitering?
 
 
{{кр|I have no idea what you’re talking about. Quite frankly you’re scaring me.}}
 
{{беж|It’s That Poet Bloke init…}}
 
 
Got room for Vampire?
 
 
{{кр|Might do…}}
 
{{беж|You tellin' me you a Vampire?}}
 
 
D.
 
 
{{кр|Well thanks for your input «D»}}
 
{{беж|But he dint say nufin… Bubba thinks Jonny is too polite…}}
 
----
 
 
{{кр|Ludo sent us the following «random mutterings»:}}
 
 
hiya, heya, hoya (I have _no_ idea why I wrote that(!))
 
 
{{кр|We’re a little baffled ourselves…}}
 
{{беж|Makes perfec sence to me… Clear as Coal… err… COBOL… Crystal?}}
 
 
As I sit here, brain slightly steaming from the frenetic excess of my regular Monday night «In Nomine» game, I wonder whether you know quite what you’re unleashing with Critical Miss — as a GM (ha! that most reviled bringer of restraint!) of a group with more humour than sense, I’m looking forward to this…
 
 
{{кр|What we’re unleashing? You make it sound like we’re meddling with powers beyond our control! Personally, I just figured on having a bit of a laugh.}}
 
{{беж|Whas 'the frenetic'? 's a Band right?}}
 
 
{{кр|But seriously, we’re glad you’re looking forward to it. Hope it’s worth the wait.}}
 
 
We all have stories, told round the table at the drop of a hat of bizarre actions taken, of (in)famous quotes and of — well, quite frankly — downright insane combat situations — but I’m hoping to see stuff from the other side of the reference screen — of scripited dialogues thrown aside in favour of a cheap laugh, of random character names taken from work colleagues you’ve just had blazing rows with — of campaigns consistently winged under the influence of too much Red Bull and Vodka — and of the growing horror felt when you realise that your players know the rules better than you do, but none of them are willing to take on GMing themselves…
 
 
{{кр|You mean the GM is supposed to be better at the rules than the players? Now it all starts to become clear…}}
 
{{беж|Bubba no need rules. Bubba got Server…}}
 
 
{{кр|Actually I’ve never been too good at the rules, hence my famous quote upon having the Dark Conspiracy damage rules explained to me: «Oh, in that case I died half an hour ago!»}}
 
 
And if I don’t see any such — I’ll bloody write them myself — you have been warned ;)
 
 
{{кр|Hey, don’t wait for us to let you down, get stuck in. You got any ideas dash down a synopsis and sent it in. From your letter you sound like just the kind of sick, deranged lunatic we’re looking for.}}
 
 
{{беж|Some People say me Sick deranged lunatic too. Me tell them.
 
Take 2 bottles into the Shower…
 
Not me…
 
I just shave my head.
 
People not talk to Bubba after that..}}
 
 
Ludo the Luddite
 
aka
 
«Him with the evergrowing front room»
 
</poem>
 
----
 
 
If you have something to say then send it to letters@criticalmiss.com
 
 
If you don’t have anything to say then say it anyway. Go on. You can do it.
 
 
== The Creative Team Behind Critical Miss ==
 
 
Critical Miss Magazine is bought to you by the following people:
 
 
[[#Jonny Nexus, Editor|Jonny Nexus, Editor]]
 
 
[[#Bubba, Webmaster|Bubba, Webmaster]]
 
 
General Tangent
 
 
Bog Boy!
 
 
TAFKAC (The Adventurer Formally Known As Chuckie)
 
 
Special Thanx!
 
 
Steven Ward<br />
 
{{беж|As Promized in exchanging for your artical me Bubba wil not send the Boyz round to break your legz. Thanx Buddy!}}
 
 
=== Jonny Nexus, Editor ===
 
 
Jonny was stranded on Earth whilst still a fetus when his birth-parents spaceship crashed and has since worked hard, with limited success, to integrate himself into human society. He is currently employed as a computer programmer in the City (of London).
 
 
Jonny’s major problem in life is apathy. He would do something about it, but he can’t be arsed. Sad to say, Critical Miss magazine is about the most significant creative work he ever actually managed to complete. (If you’ve already read the magazine you’ll realise how pitiful this is).
 
 
If you would like to know more about Jonny, you can see either his description in GURPS character form, or as a Geek Code .
 
 
* [[#Jonny’s GURPS character|Jonny’s GURPS character]]
 
* [[#Jonny’s Geek Code |Jonny’s Geek Code]]
 
 
[[Файл:Johnny.jpg]]
 
 
==== Jonny Nexus’s GURPS Sheet ====
 
 
<big>'''{{кр|Soon OK!}}'''</big>
 
 
==== Jonny Nexus’s Geek Code ====
 
 
Jonny’s Geek Code is:
 
<pre><nowiki>
 
  -----BEGIN GEEK CODE BLOCK-----
 
  Version: 3.1
 
  GCS d- s:+ a- C++@$ U? P L E? W+ N+ o? K- w++
 
  O? M+ V PS+ PE Y+ PGP- t+@ 5 X+ R+ tv+ b+++ DI+ D+
 
  G e h r-- y+
 
  ------END GEEK CODE BLOCK------
 
</nowiki></pre>
 
 
=== Bubba, Webmaster ===
 
 
Err<nowiki>....</nowiki>
 
 
Bub Wuz Ere.
 
Ere Wuz Bub.
 
Wuz Bub Ere?
 
Yes Bub Wuz!
 
 
{{беж|Bubba Maked Funny!}}
 
 
If you would like to know more about Bubba, you can see either his description in GURPS character form, or as a Geek Code .
 
 
* [[#Bubba’s GURPS character|Bubba’s GURPS character]]
 
* [[#Bubba’s Geek Code|Bubba’s Geek Code]]
 
 
==== Bubba’s GURPS Sheet ====
 
<big>'''{{кр|Soon OK!}}'''</big>
 
 
==== Bubba’s Geek Code ====
 
 
Bubba’s Geek Code is:
 
<pre><nowiki>
 
  -----BEGIN GEEK CODE BLOCK-----
 
  Version: 3.12
 
  GIT d+(-) s+:+ a-- C++@ U P+ L+ E? W+++ N+ o K- w+
 
  O- M-- V PS+ PE Y+ PGP++ t+@ 5++ X+@ R+ tv+ b++ DI+
 
  D+++ G e h! r y+
 
  ------END GEEK CODE BLOCK------
 
</nowiki></pre>
 
 
== Reviews ==
 
In the Critical Miss Reviews section we will be looking at both roleplaying products and general products of interest to roleplayers.
 
 
This issue we’ve looked at a couple of Babylon 5 products.
 
 
* [[#The Babylon Project RPG|The Babylon Project (RPG)]]
 
 
* [[#The Babylon 5 Security Manual|The Babylon 5 Security Manual (Book)]]
 
 
=== The Babylon Project RPG ===
 
;Reviewed by General Tangent.
 
 
;Written By: Joseph Cochran
 
 
;Price: £14.99 / $25
 
 
;Publisher: Titan Books in association with Chameleon Eclectic.
 
 
;Pages: 200
 
 
Ok, first off the book has a picture of B5 on the cover. My first impression of this book was that is very impressively laid out. The text is spaced 5cm in from the edge of the book, while the margin has a «deck-plate» look, fake metal studs on a grey background. Side-bars for the book are done in a box titled Babcom.
 
 
The next thing that strikes me about this book is the lack of an index and the contents page has the main information but not what you would need to find out about the PPG (for those interested parties its on page 164).
 
 
This is a licensed product from the show and it attempts to appeal to 1) fans of the show or 2) new gamer’s. Since this is a licensed product, you expect it to have stills from the show. This is not the case, aside from 18 pictures, you have some truly awful drawings!
 
So as not to interfere with the time-line in the show, the game is set in 2250.
 
 
Creation of characters is a diceless thing. First you take a work-sheet, either photocopied or downloaded from their website. The work-sheet is white on black, so they are very printer unfriendly and if you have an inkjet printer you are likely to end up with a damp page that will probably tear when you get it out of the printer.
 
 
Then you take a an average member of your race and modify the attributes up or down by up to two points. However, for each increase you make, you have to make an equal decrease. Then you start to work through your characters early years picking skills and characteristics. Once you have finished you then transfer the skills into their respective places on the work-sheet. A quick word about the skills, this game has some of the strangest skill lists known to man. Take biology for example, you take as a speciality «kingdoms within a biosphere», so you will have to take Insects — Earth, or Mammals — Narn.
 
 
Ok, that’s a minor gripe with the system, so lets move onto the meat of the system, the task resolution. This game requires nothing more than two six sided dice, the usual sort found in a backgammon set, but you need two different colours, one green and one red. The green is positive and the red is negative, now I know what you think, you roll the bones and add the positive and subtract the negative — WRONG! What you do is roll them and take the lowest of the pair, so for example I roll a +3 and −2, you take the −2. So, I will move on to the determination of the tasks themselves.
 
 
You work out the controlling attribute and skill and any speciality you have. So for example, you find a strange looking insect on Narn. The GM decides the attribute is Perception, the skill is Biology. So if you have Narn — Insects as a speciality you are well away!
 
 
Bob has a perception of 4 and level 2 in biology, plus he has the speciality, so we add 2 to four and add another 2 for the speciality and then roll those dice.
 
 
Combat works in the same way, although with ranged combat, stay out the way or you could be dead real quick. One glaring omission is starship combat, that is in a separate book.
 
 
==== Psionics ====
 
 
A small column is given over to this ability but glossed over completely as to what the telepath can achieve.
 
 
The chapter on campaigning offers some good advice about long term campaigns, the section on character improvement is ok.
 
 
The star map is average, it misses off a few locations and has an awful colour! I know of several people claiming this map is useless because they are colour-blind.
 
 
I could go on, but you are too young for this sort of pain!
 
 
==== Overall ====
 
 
A nice idea, but it is let down by very dodgy artwork and the website address on page 2 has changed since the book was published! Buy it if you wish to roleplay in JMS’s world, but beware, to play in the time of the show you will have to do some serious work.
 
 
;Overall Rating: 3/5
 
;Value For Money: 2/5
 
;Usefulness: 3/5
 
;Presentation: 2/5
 
 
=== The Babylon 5 Security Manual ===
 
: Reviewed by General Tangent.
 
 
;Written By: Jim Mortimore
 
 
;Price: £15.99
 
 
;Publisher: Boxtree.
 
 
;Pages: 160
 
 
First off, I am a big fan of the show so I had to get this book.
 
 
The book runs to a total of 160 pages grouped into nine sections and four appendices. Throughout the book; there are some great stills, quite a few in colour; sidebars with «quotes» from characters from the series; and some brilliant diagrams. Since the books deals with B5 in 2260 some of the information will not help gamesmasters running campaigns in 2250. Aside from this gripe the book is well written and presented. The cover is embossed and is a fairly sturdy card which when creased leaves ugly marks. I had to inspect a half dozen copies before I found one almost undamaged. The book breaks down into the following sections:
 
 
==== Part One: General ====
 
 
Unit 1: Station Overview<br />
 
Eighteen pages
 
 
Covers what is B5 and a section layout of the section. Well written and presented, however little is of use to the RPG unless you want info for Minos stations.
 
 
Unit 2: Communications<br />
 
Twelve pages
 
 
2.1: Electronic comms. A nice piece here about the «Link» and its function, what it can do. The small info about Babcom, other comm channels and credit chips make useful background knowledge.
 
 
2.2: Other comms. The award for most holidays goes to the post office! See if you can spot the fictional holiday that belongs to a book title. A section that HAS to be read. There are also some very good shots of C&C to be found here. A few paragraphs about the Dockers Guild, Guilds and the Core shuttle are worth reading.
 
 
==== Part 2: Security ====
 
 
This section runs 97 pages! This is where you find the meat for the RPG.
 
 
Since this is the largest chunk of the book, I’ll skim over the main sections.
 
 
Unit 3.1: The history of EA will do until the EA sourcebook makes an appearance. WARNING!!!! Some of the history items DO NOT match those in TBP! According to this book, PSI-Corp is founded in 2161, TBP gives the date as 2152. Also Centari meet us in 2184 rather than TBP date of 2155. Narns are met in 2230 rather than 2219. Minbari during 2243 and the war begins in 2244 contradicting TBPs 2245 date for both these.
 
 
The rest of this section covers law and so forth. Its all good stuff and IMHO very well written.
 
 
Unit 4: Take time to study the Ranking system and uniforms for material. Rush through 4.2 and stop at 4.3 to see a good diagram of a PPG and the multiple settings. I personally like the multi setting option so I have a quick patch:<br />
 
Setting 1 Shots 15 Dam 6<br />
 
Setting 2: Shots 8 Dam 10<br />
 
Setting 3: Shots 5 Dam 14<br />
 
 
Feel free to ignore.
 
 
Also a couple of good pictures of the PPG Rifle, Grenade Launcher and the Shock Stick. Go past the picture of Zack and Garibaldi to Cells and Identicards.
 
 
4.6 Contains info on disease, whilst 4.7 gives us the first mention of Spoo and Swedish Meatballs, of which the Vorlon ones are intelligent! Also read the dangerous species and toilets.
 
 
Unit 5 covers special security measures. Read and then move onto unit 6 and drool at the Starfury cutaways, this includes the Thunderbolt!
 
 
Unit 7 contains colony information before moving on to individual races and good pictures of the ships. Pages 104 and 105 have pictures of the Vorlon PK. 7.9 has the Shadows and some good pictures of the White Star on the following pages.
 
 
Unit 8 deals with PSI-Corps. Look at the Refined Telepathic Headgear which boost weak PSIs, interesting material for the game.
 
 
Quick patch: RTH boosts a PSI up by 5 points but no higher. The downside, for each hour or fraction thereof of use, the teep has to make an Average Difficulty Endurance roll. The difficulty increases by one level for each hour or fraction thereof past the first hour. Failure results in a loss of PSI ability points for DOUBLE the duration of use of the RTH. Points are recovered at the rate of one per two hours rest. Again feel free to ignore.
 
 
The next pages mention Black Ops and Nightwatch.
 
 
The Appendices are good, listing common comm codes, training schedule and a rather good looking record card. Appendix 3, covers case notes for crimes. Londo is mentioned in the final case, his sentence for Genocide etc. Is funny! The final appendix is a who’s who.
 
 
==== Overall ====
 
 
In conclusion, the book is worth getting, there is more useful information than duff stuff and it is a shame to see all the white space there.
 
 
;Overall Rating: 4/5
 
;Value For Money: 4/5
 
;Usefulness: 3/5
 
;Presentation: 3/5
 
 
Babylon 5 is a trademark of Warner Brothers, a division of Time Warner Entertainment Company L.P.
 
 
== Thoughts For The Soul ==
 
 
At Critical Miss we tend to approach life from the point of view that if you haven’t got a sense of humour then being born into this universe was clearly a mistake. But we also recognise that there is a serious side to existence, and in Thoughts for the Soul we explore this.
 
 
Each issue Thoughts for the Soul will look, discuss and consider a political, social or even spiritual issue, though the use of a selected quote.
 
 
Our quote this issue was originally thought of by a friend of the editor’s employer. This quote, we feel, encourages us to look beyond what we conventionally thing of as rewarding and worthwhile, towards those activities that we perhaps take for granted more than we should.
 
 
'''<big><poem>«There’s nothing so overrated as a bad fuck,
 
and nothing so underrated as a good shit.»</poem></big>'''
 
 
== Feedback ==
 
 
Each issue we aim to give you a chance to tell us what you think about a particular subject. In future issues we aim to find out what kind of games you play, what articles you would like to read, and so on.
 
 
This issue though, we’re focussing on a more narrow issue, specifically whether a letter we received was a bit out of order, as we thought, or if we’re just a bunch of cry-babies who need to grow up and get wise.
 
 
When we began to create the first issue (the one you’re reading now) we put up an initial advert page, which you may have read. This explained what Critical Miss was about, and included a form where people could «subscribe» . We also began trying to get our URL included on various directories.
 
 
One of the directories we approached was Newhoo, which is a non-profit making organisation aiming to create «the largest human-edited directory of the web» using «a vast army of volunteer editors.»
 
 
We applied to go onto their roleplaying section, and were rejected, on the grounds that our site was still being prepared. Fair point. When we thought about it we probably even agreed with the decision. But it was the way it was delivered that got us, frankly, a little bit narked.
 
 
This is the letter we received from a «volunteer editor» is response to our application
 
<poem>
 
From: Xxxxxx Xxxxx
 
To: criticalmiss@internation.co.uk
 
Subject: Newhoo Critical Miss Roleplaying submission
 
Date: Tue, Oct 13, 1998, 5:21 pm
 
 
 
It sounds interesting, but...
 
Could you re-submit when your site is actually UP -
 
i.e., has some interesting information on it?
 
Until then, I, at least,* won't accept it. There
 
are too many Web sites that have "coming soon" on
 
them for years and years.
 
 
Xxxxxx Xxxxx
 
 
*Of course Newhoo has half-a-dozen editors. If you're
 
persistent, eventually one of the others with different
 
standards may get to  a re-submission before I do, and
 
accept the site.
 
I imagine it might be less work to actually get the
 
first issue on-line, no?
 
</poem>
 
 
Now if this had been Yahoo patronising us we would have been ecstatic — just to get a reply from the mighty Yahoo. But Newhoo is not Yahoo by any stretch of the imagination.
 
 
=== Feedback ===
 
 
Have you ever heard of Newhoo?
 
 
# Yes, I’ve heard of them
 
# New who?
 
 
Do you think the reply we got was?
 
 
# Perfectly reasonable, don’t know what you’re wound up about
 
# A bit patronising and sarcastic, considering it comes from a
 
self-appointed editor at an obscure, amateur site
 
 
Now that we have published Issue 1, should we?
 
 
# Reapply to Newhoo to see if they will now accept us
 
# Tell them to get stuffed and apply to Yahoo instead
 
 
We’ll publish the results of this survey in Issue 2 of Critical Miss.
 

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