Resenha - Sally Slick and the Steel Syndicate

Toda saga tem que começar de algum lugar e em algum momento. Para alguns, esse local é O Condado. Para outros, Tatooine. Para alguns outros é a Rua dos Alfeneiros, 4. E para Sally Slick e Jet Black, é o pequeno vilarejo de Nebraska Township, Illinois, nos Estados Unidos dos anos 1910.

Você talvez conheça esses nomes de outros títulos da Evil Hat, como do RPG Espírito do Século (que foi publicado no Brasil pela Retropunk) ou da Trilogia Dinocalypse . Mas em Sally Slick and the Steel Syndicate vemos como a Sally Slick de 15 anos, ao lado de seu melhor amigo Jackson “Jet” Black começaram a se envolver em aventuras. Mesmo antes de enfrentarem o Mal com M Maiúsculo, os dois já eram jovens completamente fora do padrão que se esperava para os anos 1910: uma garota que nunca se conformou com a vida no campo e para quem correr atrás de garotos não era tão interessante quanto transformar um trator aparentemente normal em uma espécie de Monster Truck de 1910, e seu amigo, um garoto magricelo que sempre se posicionou pelo que é certo, mesmo sendo espancado de quando em quando pelo valentão do vilarejo, Eugene Falks. Não é o tipo de jovens que você imaginaria que teriam importância no futuro.

Mas quando o irmão mais velho de Sally, James, volta de Chicago, ele traz consigo alguns problemas bem sérios, na forma de um autômato protótipo defeituoso, o Mecanismo Bípede Energético, Bipedal Energetic Mechanism (BEM) em inglês, que ele tenta esconder no cemitério dentro da fazenda dos Slicks. Ele estava trabalhando no mesmo com seu chefe o cientista maluco Doktor Proktor e isso o colocou em um problema sério com a gangue criminosa conhecida como O Sindicato de Aço. Para salvar sua família da ameaça dos gangsteres do Sindicato de Aço que vêm para roubar o BEM e (possivelmente) acabar com seu irmão, Sally luta contra vilões de verdade pela primeira vez.

Porém, não importa o que aconteça, ela ainda é uma garota de 15 anos de idade em uma vilazinha do interior, e precisa também lidar com os problemas locais e cotidianos, o que mostra que o mal surge em vários envelopes: seja os grandes, como o Sindicato de Aço, e os pequenos, como Eugene Falks. E ela também precisa entender que ela não é uma ameaçada exatamente por ser forte, o que nesse momento nem ela e nem Jet são, mas porque eles tomam partido e enfrentam dificuldades, não importa quão desfavoráveis a eles as chances são. E isso faz com que pessoas más que não acreditem que as pessoas tomem partido contra eles, mesmo eles sendo mais fortes e durões que os demais, não possam deixar passar barato, pois essa é a única linguagem que o mal entende.

O Mal também pode tentar, como o Sindicato de Metal fez, ao oferecer algumas migalhas por meio do Estimulador Mental, uma ninharia que eles podem ceder a Sally para a convencer de assumir um contrato Faustiano apelando ao que ela mais ama, que são máquinas e o conhecimento sobre como elas funcionam. E também pode ameaçar: eles sequestram seu irmão e exigem o BEM pela vida de seu irmão.

Mas a ajuda sempre pode vir dos locais mais estranhos para aqueles que agem pelo bem: seja de maneiras estranhas, como no caso do gangster Frankie Ratchet que os salva dos valentões locais; ou de pessoas realmente boas, como no caso do Mestre Lingyu que os guia pela Chinatown de Chicago até o Golden Pagoda.

Enquanto vemos Sally assumindo a responsabilidade, com Jet ao seu lado, a vemos crescer de uma garota da fazenda para alguém que compra as brigas que ela sabe que precisa. Ela não é mais empurrada pelas circunstâncias, e sim age por vontade própria e passa a enfrentar os desafios que lhe são impostos com o apoio das pessoas nas quais ela confia, como Jet, sua família, e por aí afora.

E tais desafios são enormes: não apenas contra o valentão Falks, mas contra os criminosos do Sindicato de Aço e até mesmo contra o insano Doktor Proktor. E os dois últimos tem objetivos sérios envolvendo Sally: cooptá-la para seus fins malignos se possível, usando sua engenhosidade e a controlando para usá-la como um meio para seus fins nefários, ou destruí-la caso contrário. Para isso ambos os lados possuem tecnologias tentadoras, como o Visonador de Proktor e o Estimulador Neural de Sally. Isso, porém, apenas mostra a Sally que a tecnologia pode ser usada para fins malignos, da mesma forma que as pessoas.

E os problemas de Sally não envolvem apenas capangas tentando matá-la ou valentões tentando surrá-la: irmãos ingratos também estão nessa conta. E, infelizmente, eles ainda são jovens: não importa o quão engenhosa Sally seja ao construir coias, ou o quão corajoso Jet seja mesmo diante de situações terríveis, eles ainda precisam estar em casa antes do jantar, ou lidar com terríveis consequências, como ficar de castigo, ou, no caso de Sally, ser mandada para classes de Etiqueta e Comportamento!!!!

E ainda tem os mistérios: o que realmente é o BEM? Como ele foi construído? Qual o interesse do Sindicato de Aço no mesmo? E de Doktor Proktor? E de James, o irmão mais velho de Sally? Por que os estranhos homens do Lótus de Jade mencionou magia? E o que é o Sussurrante?

No final, muitas coisas mudam. Jet começa a entender a si mesmo e sua coragem quase suicida, e o prazer que sente ao se meter em aventuras, mesmo em sua imaginação. Sally passa a entender a si mesma, sua posição no mundo, seus sentimentos, e já que ela não quer ser uma garotinha que fica sempre brincando com o cabelo como todos esperam dela… Bem, a sua avó não foi uma, então ela também não será. Ela sabe agora o que quer. Mas ela também sabe que terá que lidar com o fato de que algumas pessoas não mudam, como o valentão Eugene Falks, e outras mudam para pior, como James, seu irmão invejoso.

Mas ela se sente a vontade com lidar com tudo isso, ao menos enquanto ela tiver ao seu lado seu cérebro engenhoso, seus amigos (em especial Jet) e suas melhores ferramentas. Enquanto ela tiver isso, ela sabe que é capaz de enfrentar o que der e vier.


Já li vários tipos de histórias pulp, com alguns livros de Tom Swift e a série Circus Boys, que você pode obter legalmente no Projeto Gutemberg. E Sally Slick segue pelo mesmo caminho e traz os tropos dos mesmos fielmente: o companheiro divertido, o herói (no caso, heroína) inconformista, os vilões que ou se envolvem no status quo ou simplesmente chutam qualquer ética de lado, todos eles.

O livro também mostra que Sally e Jet nesse momento são inexperientes ao ponto da inocência em muitos momentos; suas ideias sobre heroísmo são baseadas em coisas que leram em histórias ou simplesmente surgem impulsionadas pelas circunstâncias. Eles são verdes, eles são imperfeitos, eles fazem escolhas erradas e cometem erros. E pagam o preço por isso, nem que seja ficar na detenção após a aula, limpando apagadores.

Sally é durona, mas de bom coração. Ela pode não saber o que quer, mas sabe onde está seu coração: com sua família, mesmo considerando seu irmão ingrato; com Jet, mesmo ele sendo muitas vezes atrapalhado; e ela está com o que é certo, sempre. Para nosso ponto de vista cínico do século 21, isso tudo pode parecer uma grande babaquice, uma inocência tão grande que é a forma mais rápida de conseguir vestir um paletó de madeira e ir para a terra dos pé-juntos, mas Sally representa uma ideia a muito perdida de se levantar e lutar pelo que é certo, independente do que aconteça. E isso é a principal marca do Espirito do Século.

E Jet Black atua como um grande companheiro para Sally (ei, é Sally Slick and the Steel Syndicate, não Jet Black): magricela, aéreo, sonhador, com vários parafusos a menos, mas espevitado quando a situação exige e com uma capacidade de dizer verdades inconvenientes no pior momento possível. E que, como Sally, assume uma posição e se levanta pelo que é certo, mesmo quando enfrenta caras três vezes mais altos que ele e capazes de o desmontar como um bonequinho de madeira com apenas um soco!

O livro é muito bem escrito: mesmo meu Inglês sendo segundo idioma, eu não tive problema algum ao ler o mesmo. O texto é leve, fluído e fácil de assimilar, o que faz com que você se sinta rapidamente em casa: juro por tudo que há de mais sagrado que estive no Golden Pagoda! O ritmo é bom e extremamente satisfatório, e você não consegue largar o livro do momento em que você o começa vendo Sally mexer em Calamidade, o seu trator de corrida, até o fim.

E temos também toda a galeria de personagens: Eugene Falks, o valentão local, e sua gangue; Frankie Ratchet, o gangster com alguma ética, mas esperto o bastante para não chamar demais a atenção; O Don de Aço, o Don com uma face de metal vivo e uma ilusão de poder; Mestre Lingyu, e os irmãos e a Mãe de Sally; todos eles fazendo o mundo ao redor de Sally ser mais vivo e dinâmico, e dando tudo o que é necessário para manter os tropos do pulp funcionando! Eles tem suas próprias características e belezas, ao ponto de você ficar babando de vontade de dar umas belas dentadas em um pedaço da torta da Mãe Slick ou de passear com o gentil Mestre Lingyu por Chinatown, mesmo isso significando que você se enfiou em uma tremenda de uma encrenca!

E é muito bom ver Sally Slick crescendo, como seu inconformismo e suas ambições a ajudaram a tornar-se autoconfiante e independente. Ela sabe de suas forças e fraquezas e sabe o que quer e, mais importante, o que não quer.

Nós conseguimos visualizar que um grande futuro espera por Sally, mas ao mesmo tempo, percebemos que ela não é perfeita: ela (ao menos no início) ainda sente as pressões sociais sobre ser uma garota tem dúvidas, fica paralisada quando sob pressão. Mas, no fim, vemos uma Sally Slick pronta para os desafios que o futuro lhe reserva.

Eu dou para o livro uma nota 4,5 de 5: ainda existem termos que podem ser confusos por serem jargão do período, como dingy (sombrio) ou yahoo (brutamontes)… Mas à exceção disso, esse livro é muito bom, em especial para quem gostou do Espírito do Século, da Trilogia Dinocalypse ou de qualquer outro livro da série Spirit of the Century presents.


ATENÇÃO: Recebi cópias de Sally Slick and the Steel Syndicate, Young Centurions e do futuro livro da Série Young Centurions Sally Slick and the Miniature Menace, da Evil Hat para essa resenha. Essa resenha representa minha visão do mesmo e pode não ser totalmente acurado.

Esther Sheridan

Aspects

Type Aspect
High Concept An expatriated English lady, and Headmaster of Madam Sheridan’s Orphan’s House And Boarding School
Trouble My life is my Boarding School and Melissa
  Maxima potentia persona, Educatio est (Education is someone’s ultimate weapon)
  Everything is fair enough to make everyone receive a good education
  The _Century Club is all abput courtesy, respect and human growing_

Approaches

Approach Level
Careful Fair (+2)
Clever Fair (+2)
Flashy Good (+3)
Forceful Average (+1)
Quick Average (+1)
Sneaky Good (+3)

Stunts [ Refresh: 3 ]

  • Cold Read (p. 95)
  • Don’t mess with me (p. 95)
  • Hey, Did I Ever Tell You About (p. 95)
  • Call in a Favor (p. 95)

Appearance

Esther Sheridan is already a somewhat old lady, but still beautiful and gracious, a English lady through and through that brought some sensation in the growing New Yorker High Society and jet-set. As part of the Century Club, she works through his school, the Madam Sheridan’s Orphan’s House And Boarding School. She’s always dressed into a sober way, without luxury, but she can extract elegance from simplicity.

Behavior

Pomp and circumstance are a constancy in Esther’s life: no matter her money is not what was in the past, she try to take beauty, elegance and elan for each and every moment. In school, she demands discipline, but offers in exchange erudition and good place for education. Also she’s very tolerant: no matter the kind of people, as long she’s well-behaved, will be respected and helped by Esther.

History

Madam Esther Sheridan came from England in the end of 1890. No one knows why she came, and there’s lots of gossip about the reasons she came to America. The fact she’s linked with the Century Club don’t help: many believes that the Club is a weird kind of cult.

Esther don’t care, because she knows by her heart why she came: to maintain, with Club’s help, and orphanage and boarding school, from where she could find some of the 20th Century Spirits and teach them their roles (and maybe use them to recover Shadows from their dark path).

But the more incredible was when she received a letter from a preacher from a backwater township in New Mexico, about the Last Will from a dame that gave birth for a child into tragic circumstances in January 1st, 1901.

Her name: Jeniffer Cartway, née McCoulaugh.

She had no time or right to get herself into a better emotional stance, when recognized the name of an old friend from the England’s Boarding School, a vibrant and intelligent woman that came to America as long she finished school.

Esther got into train and made the thousand miles train voyage to New Mexico, where she got into the little Township, where she got with the preacher the little kid. By her eyes, Esther knew: she found one of the 20th Century Spirits.

When she got back to the Orphan’s House, the little girl grown with the other kids, without any extra rights. So, she developed lots of knowledge and skills to interact with them, making that everyone (including herself) did their best in everything: the cookie profits was always the best; the Christmas Cantatas was always beautiful and profitable; and everything was very goo, with lots of importance on her, that she shared with the other kids.

It was when, some months ago, she decided to talk with Melissa about the Century Club: as all the kids in Melissa’s age was receiving some teaching outside the Boarding School (almost everyone via the Club’s Outer Circle), the time has come to Melissa to learn and take her role with this Century.

And, if Esther can do this, she’ll do this with all elegance and elan!

Review - Young Centurions

  • Nicola Castrogiovanni got away from his foster home and get into the circus. He had worked for the food he ate and was put into the show as a little clown, and then a lion had gone mad and got rampant into the circus (work of his foster brother). But, with his optimism, as Spirit of the Optimism, he made it stop just by talking respectfully with it!
  • The Irish community at Clinton, New York, is being menaced by some goons from the local crime syndicate. But they ran away, putting the tail between their legs when Mairead Mag Raith remember people the importance of Neighborhood, as she is the Spirit of the Community, and they fight for their place
  • Ibi, Spirit of the Earth, confront some mean hunters in the middle of Amazon Forest. When she was catched by some people, including a Nobility Shadow. But when she felt she was alone, her mentor, the 19th Century Spirit of the Earth shows herself and help her to scape.

Alright: you had read Spirit of the Century, some of the Spirit of the Century presents books and Young Centurions series (if you don’t, go and read it. JUST DO IT!). And you thought on putting your kids (or grown-up kids: as a very wise Doctor said sometime, There’s no point being grown-up if you can’t be childish sometimes) living their own adventures against goon bosses, powerful mind kids, or hunters in Amazon Forest or drug dealers in New York (believe me, the last ones were really fun), with kids that are able to do things that others can’t.

We are not speaking about doing lighting bolts, fireballs or so (there’s other RPGs about this), but being able to convince people to give them clean clothes, calling to the other’s hearts, putting their fantasious mind to work against goons, or by calling the Earth’s and Nature’s heart to her help.

Young Centurions RPG is that one.

Young Centurions is a Fate Accelerated Edition (FAE)-powered RPG by Evil Hat that bring us back in the history of the Spirit of the Century setting. In the 1910s, the old time 19th Century Spirits, the ambitions and hopes from the 19th Century, are now weak and searching the world by the special kids that were born in the first seconds of the 20th Century beginning at January 1st, 1901, to bring them to the Century Club, the special institution where they’ll learn about their special knacks as 20th Century Spirits and about their counterpart, the Shadows, the death-rattle left by the last century and the darkest ambitions and desires the new Century will bring on. This millennial fight between Spirits and Shadows someway affects the future of the world.

But there are not only the Shadows as Enemies: mad scientists that messes with magical powers, monstrous guys with green eyes and dark ambitions, intelligent gorillas, crazy mobsters with faces made of a weird kind of living metal, and a thousand-year man that works magics with mathematics. All of them are enemies.

And there are also other kinds of adversities: school, bullies, homework, fighting against other kids’s gangs… And do all this getting back home before supper without losing their baseball cards… Or else!

And it’ll be on this setting that your players will fight against terrible enemies, discover wonders and start their fight for the 20th Century! All of this in the time between school and homework!

The Book

Young Centurions is a beautiful book, with 160 pages (very big for FAE standards), with all the rules needed to play young Centurions adventures. The art is beautiful and the text is fluid, like any Evil Hat product. The books is split into 10 Chapters, Introduction, Example of Play and Index. Let us see a little about it:

In the Introduction we have some examples of the kind of people that would be Spirit Centurions, some text about what Young Centurions is all about, the supplies you need to play, about Game-mastering and the requisites for kid players and so (things like be able to read, write and stay focused);

Chapter 1: The World of Young Centurions explain us about the 1910s world, the world were the Young Centurions lives, and about the kind of setting pulp adventures are, and what kind of heroes are the pulp heroes like the Young Centurions (and yup, Dora The Explorer could be a pulp heroine, in the end). We see the kind of people that are the Spirits, that can as much deal with problems than be involved into them.

We learn also about the Century Club, the Society that provides support, tutelage and training for the Spirits, so they can fight against their counterpart, the Shadows, and about the Retainers, some of the Century Club supporters that, although not as powerful than the Spirits, have some little powers based on the fact they were birth into the first day of each decade that provides them with tools to try and find and mentor the Spirits. There’s also tips about how the Club find and recruits the Spirits and about the dangers involving the false positives that can make them find a Shadow instead of as Spirit. And we learn a little about the 19th Century Spirits, the Centurions from the past, now devoid from the most of their powers, but still strong enough to mentor the New Century Spirits.

And there’s also the Shadows: born in the last seconds from the previous Century, they represent the death rattle from the past, the ambitions that could go havoc into this century, the skeletons in the attic that humanity left behind. They are exactly like the Spirits, only evil. But not all Shadows are necessarily mean: they are those who are able to spread discord, and with an alarming ease and knack, and even when they do good things there’s a dark taint on their good that sooner or later could result into bad results for those they help. The conflict between Spirits and Shadows came from so long back in time, and they are somewhat important to make clear the path humanity can go.

And one of the functions the Spirits have is to hunt Shadows: to redeem them if possible, imprison if not. Sometimes, a Shadow can be redeemed someway. And unfortunately sometimes a Century Club Retainer find a Shadow instead of a Spirit, as the birth records are not reliable and the Shadow’s knacks and abilities.

Still in the Shadow’s topic, there’s fortunately no kind of Century Club, Evil Edition, as the Shadows repeals each other into their search for power and so. Although some Shadow Retainers (called Negatives) and 19th Shadow Centurions still lingers in the world to mentor those Shadows humble enough (or clever enough) to submit themselves to them (at least for some time), normally Shadows are not humble enough to do this. And we could say fortunately, as a Negative/Shadow combo is powerful enough to bring trouble easily.

And good and evil isn’t made only of Spirits and Shadows: the “common” world has their fair share on heroes and villains, From mobsters and cops to crazy scientists and Science Heroes like Doc Savage or Tom Strong, in Young Centurions there’s lots of people that can help (or hinder) the Spirits. In fact, you can see that is there a great chance the Spirits be helped by non-Spirit good people, like cops, scientists, and even Pa and Ma. There’s also other secret societies involved into the mysterious time in Young Centurions, like Ars Scientia, the Jade Lotus and the blossoming organized crime that would in the future bring birth to Mafia, Cosa Nostra and other criminal leagues. The exception are those from the Orient, like the Chinese Triads and the famous Japanese Yakuza, as they came from a historical background of blood, honor and crime.

And in the end we have a background in the 1910s, on how the society is growing progressive at one side, while the shadow of the Great War (World War I) is growing like a hate tsunami. You also receive some ideas on how to use the historical events, like the Titanic crash or the Assassination of Archduke Ferdinand, and other things. You can also bring your characters into the ill-fated Madeira-Mamoré Railway construction field, in the middle of the Amazon, with cannibal indians, tropical disease… Or it was this? Only the Centurions knows.

And there’s also about what was being a child in 1910s, before iPods, Internet, even computers, TV and so. Young Centurions bring us a very detailed idea on how was to be a kid in the 1910s, playing baseball or capture the flag, buying saltwater taffy and Tootsie Rolls with their pocket money (normally given after they did a good thing, like being the best one in Spelling Bee or after lawning the grass). And there was always the pulp magazines, called this way because the cheap kind of paper they are made (you can compare them, somewhat, with the pocket books you buy in airports), like Argosy, Weird Tales, or Blue Books, with adventures from Doc Savage, Tom Swift, Conan the Barbarian, Captain Future and so on!

So, we end Chapter 1

Next, Chapters 2 to 5 bring the basic rules for Young Centurions, about how to create your Young Centurion (Chapter 2), resolve simple actions (Chapter 3), deal with more complex situations (Chapter 4), and deal with that kind of situation where your Character is walloped by the local bully and you need some Iodine on your knee (Chapter 5). For those who already played FAE before, there’s not too much extra info here, but some rules are better described here, so the reading is recommended. And if you didn’t played FAE (or even RPGs) before, don’t worry: the rules are well-described and easily understood. Just need to give a good read and rules will be soon understood, and even you have some confusion, don’t worry: everyone does mistakes from the beginning. Read the book, play, read again, play again and repeat the cycle over and over and, sooner as you can believe, you’ll learn everything you need! For the veterans, there cool new material here, like the new Initiative system, more cinematic than the normal sequential system; tips about guns in a setting like Young Centurions, focused on little kids (NO ONE SHOOT KIDS!) and so.

Then, we have Chapters 6 to 8, focused on topics that were talked into Chapters 2-5, but that need a better detailing, like Aspects and Fate Points (Chapter 6), Stunts (Chapter 7), and Character Advancement (Chapter 8). Again, for the veterans, there’s more details and some new rules, specially the Centurion Stunts, a more powerful stunt that Spirits (and Shadows) have. There’s also a good set of Stunts Packages, pre-built stunts that you can you use based on the kind of character you want to play, by picking those you like and get in action very fast. For those who are green into RPGs, those chapters get into some detail that would be a little difficult to understand at first, but getting back on them after an adventure or two (or even while playing) will make things more knowledgeable.

And for those green into RPGs, before getting into GM stuff, there an Example to Play that shows how the rules works and how to translate rules into narrative and vice-versa. It’s very fast and simple and provide also guidelines showing which rule is being addressed where. It’s very cool and should be read and understood before getting into a game.

And now we have the kind of things that normally only the GM, the Game Master that adjudicate and moderate all the things in the table, should know (at least for a start).

In Chapter 9, there’s some discussion on the GM’s Job, tips on how to deal with kids in playing, how to put adults NPCs (Non-Player Characters, the ones that the GM uses) and how to build your campaign, including guidelines on how do set your campaign rating, so you can deal with violence and other sensitive issues in adequate levels. Then you’ll have tips about scenarios (the adventures your characters will try to solve) , setting the difficulties of the tasks and so. And then we have how to play the NPCs, from the Mentors that brought the characters to the Century Club to the group of Homicidal Alien Robots that want to EX-TER-MIN-ATE! everything (I catched the reference, Evil Hat!). For the veterans, there’s lots of new tips here, like the campaign rating, the scenarios creation, and some new tips on how to create new stronger mooks, the experts, more stronger on things even more specific. The read is a must.

To finish, Chapter 10 bring you some resources, like some adventure hooks (the Old Man Jenkins… Could he wants some Jelly Babies?), tips on how to create new hooks, some sample characters, either Young Centurions, Mentors, Shadows and Retainers, including some old fellows for those who read Evil Hat’s books, like Sally Slick, Jet Black, Benjamin Hu, Jared Brain and (gulp!) Doctor Methuselah. And in the end, some reference books and Movies, from Little Princess and Mary Poppins to Goonies and Doctor Zhivago, for inspiration!

The book is very beautiful, a exquisite artwork and layout, and a very fluid reading. The rules are described enough to not scare newbies and, at the same time, provide veterans with new things that they can use into their adventures. The setting description in Chapter 1 is a really must read, so you can understand where you will be putting yourself. The sample characters and so are very funny, and it’s incredible for those who already ready Spirit of the Century things to understand that this is the beginning of everything, the ground zero, the first mile for them, where they put themselves asides by choice, to fight the good war and for great deeds.

I recommend this as a 5/5 stars product. This is a must be product for everyone, either those who like pulp, like Fate, like Spirit of the Century or want a good, family focused, pulp-esque setting. You will soon want to have your character doing stuff like fighting the Steel Syndicate side by side with Sally Slick, or maybe trying to avoid the drug Fortivitus to be sold and make people goes amok into 1910s New York with Mairead Mag Raith and Nicola Castrogiovanni (PS: my characters and adventure)


DISCLAIMER: I’ve received copies of Sally Slick and the Steel Syndicate, Young Centurions and the upcoming Sally Slick and the Miniature Menace from Evil Hat for review. This review express my own opinions and only my own, and they can be not accurate. I would like to thank my cousin and friend Leonardo Melo, that did some corrections in the text. Thank you, Leo!