After playing in a campaign for about 5 sessions now, my impressions are:
+ Looking things up is a pain. I find myself constantly flipping between books (UA or D20 Modern) for the info I want. I should really start recording page numbers next to abilities / feats.
+ Melee combat dominates ranged combat with guns. As does our archer. This is largely because of the strength bonus to damage, the fact that few characters get Personal Firearms Proficiency without spending a feat, and that the non-Strong heroes generally did not start out well-armed. This is becoming less pronounced with levels, as we obtain better guns, pick up proficiencies, and increase our BAB.
+ The premise of normal people being unable to see Shadow feels very flimsy to me. It needs more explanation. (Example: 10' ogre has to duck through a 9' doorway, following a normal 6' human. What does Joe Average see?)
+ Spellcasters are nerfed. This may be a good or bad thing, but it's the standard problem with multiclassing a spellcasting class, while classes like Strong Hero continue to build naturally. (Obviously, at 3rd level, this is not from first-hand experience.)
+ The art is nice.
+ There's plenty of potential for a good GM to work with, but it requires a bit more work to make that potential shine than I generally prefer from supplements.
. . . . . . . -- Eric