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    Game Geek, Issue 27, Mar 2012 

    An Avalon Games Product, All righ

    reserved, Version 1.0, 2012

    All comments, suggestions and

    contacts can be made at…

    Avalon Games,

    [email protected]

    Or visit

    Avalon Games at…

    www.avalon-games.com

    Some game design, artwork and lay

    by Robert Hemminger

    Cover by Robert Hemminger

    Some art by Sade, LPJ and Art Fant

    Miguel Santos

    Contents 

    Musing of the Avalon Stogie .................................................................................................

    Behind the Game,

    TSR ….......................................................................................................................

    Coral Throne

    Interlude XVIII .............................................................................................................

    Dept 13 Comic, Issue #12 .....................................................................................................

    Mark's Musings ................................................................................................................

    Avalon Pathfinder ................................................................................................................

    Heroes Wear Masks Preview ..............................................................................................

    Multi-Verse ……….....…….…………....................................................................................

    Avalon Models ...................................................................................................................

    Arcana ………………………………………………………………………………………………

    Reviews ..................................................................................................................................Cool Stuff ...............................................................................................................................

    Whats New ............................................................................................................................

    Free Stuff ………………………………………………………………………………..……….…. 

    Page 2

    Page 3

    Page 5

    Page 10

    Page 16

    Page 21

    Page 23

    Page 34

    Page 35

    Page 36

    Page 40Page 41

    Page 42

    Page 45

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    p ten time around here at Game Geek. This time around we look at my top ten list of super heroes. There are a lot o

    per heroes out there, the list is endless it seems with more arriving every day. Still there are a few iconic characters

    at must be included in the top ten.

    Superman.  The first, the best. Yeah, he has seen better days - the 50's and 70's where low points for him. Still, he

    the super hero we all think of first. Recent views of him have been interesting and he is even becoming the subject o

    holarly reviews and articles.

    Spider Man.  He started the super hero craze at Marvel and is still their flagship character today. The webslinger i

    eryman - every loser that gets a chance to be something more. Spidey's personal life is as important as his super

    wers.

    Batman.  More mood than super, the Batman is still an iconic figure and in the top ten for sure. I could go on and

    about the metaphor between Batman and Superman, or the historical need for a dark hero, but in the end he is just

    ain cool.

    Wolverine.  By far Marvel's most popular character, this dark warrior and mutant brings a gritty side to things and

    as born in the 80's and their dark side genre of comics. Claws and super healing make him a great tool for story

    ling.

    Fantastic Four.  Now not just one

    aracter but four, they are still the best superro team out there. Where the Avengers or

    e Justice League might have more heroes

    d wild adventures, the Fantastic Four is

    ore than a super-powered band of characters

    hey are a family.

    Captain America.  While he is my

    vorite character, and should be the top of

    s listing, good old Cap comes in 6th. He is

    t quite as iconic as the others, but still my

    rsonal favorite.

    The Hulk.  Big and green, well he was

    ey to start. Over the years this character has

    d his ups and downs, some great stories and

    me great art. The movies have also been hit

    miss, as well as the T.V. show.

    Wonder Woman.  Well she started out as

    ore of a bondage fetish than anything else,

    t she has grown over the years to be the

    rd leg of DC's universe.

    The Flash.  Fast is good. Fast and dressed

    a red body suit is better. The comic has

    ways been a dud but the character has al-

    ays been cool.

    . Everyone else.  There are so many, and

    are cool, so I will lump all the rest here,

    e Green Lanterns, Thor, Doctor Strange,

    octor Fate, and on down the list.

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    TSRTSR, Inc. was the game publishing company most famous for publishing theDungeons & Dragons (D&D) role-playing game.

    When Gary Gygax could not find an established games company willing topublish Dungeons & Dragons - a new type of game he and Dave Arneson wer

    co-developing - Gygax and Don Kaye formed Tactical Studies Rules in 1973.

    However, needing immediate financing to bring the new game to market beforseveral similar products, Gygax and Kaye quickly brought in Brian Blume as

    an equal partner. When Kaye died unexpectedly in 1975, Blume's father,

    Under the Blumes, the company ran into financial difficulties in 1984, and although Gygaxmanaged to have the Blumes removed from the board of directors, they subsequently sold

    their shares to company manager Lorraine Williams, who succeeded in forcing Gygax out of

    the company at the end of 1985. The company continued to prosper under Williams for some

    years, but by 1995, it had fallen behind several other companies in overall sales. A failedattempt in 1996 to enter the collectible card game market with a product called Dragon Dice,

    coupled with an unexpectedly high return of the year's hardcover fiction novels, left the

    company with no cash reserves to pay its printing bills. With no way to make money and

    facing insolvency, the company was sold in 1997 to Wizards of the Coast. Although the newowners made use of the TSR name for D&D products for three years, they stopped using the

    TSR name when a new version of the Dungeons & Dragons rules was published in 2000.

    Now you can say what you will about TSR – yes, they put out some real crap in the 90's - bu

    they were still the gods of RPGs in the 80's. Everyone played D&D, and everyone bought

    stuff from TSR. It was like belonging to a cult or something - a not so secret society of

    people who had the inside scoop on what was fun.

    I still have my copies of the old D&D books, including a first edition of the Monster Manual

    with the illustration of the Chimera not having wings drawn in.

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    ell me good sir, what are your feeling on the coming

    ttle? Will we route the pirates fully?” Paula asked,

    ght and cheerful once more. Jon looked over to

    adora and then back to Paula. “I am sure the royalty of

    e realm will show these pirates a thing or two and send

    em packing like the dogs they are.”

    et us all hope,” Isadora said. She was not so

    nvinced herself, but still she knew that Jon’s words

    ere more to set the girl’s worries aside then to tell the

    th. Both Jon and Isadora knew that the fighting would

    a hard, and the realm may well lose, the cost of such a

    feat both high and terrible.

    they rode along Paula offered up gossip about this

    d or that lady, romantic things mostly, unrealized love

    d secret admirer’s all the rage in the queen’s court

    ese days it. Isadora could have cared less, but Paulaok it all with a light heart, it did bring a question to

    nd.

    With your mother ill for so long,” Isadora asked of

    ula, “who has been running the court?”

    Well for the most part it sort of runs itself. The realm’s

    ficials are all quite bright and skilled in their duties.

    ll Maxis has taken charge more and more this year.”

    Do you think this a move on his part to sit the throne?”adora asked in reply. Paula thought it over a moment

    fore answering. “I could be, but then Maxis has

    ways been a take charge sort of man. We two have

    ver been all that close, he being so much older then I.

    ll he has always been a force in the court, even when

    other was healthy and in full control.” The three of

    em rode on in silence for some time thereafter, each to

    eir own thoughts.

    the hours flew by, the group of riders stopped on a

    mall hill to have lunch, Isadora making it a point tovite the guards to sit with Paula and her this time. It

    as clear that Paula and the guardsmen were a bit

    comfortable with this arrangement, but she would not

    ve these men sitting off by themselves. These soldiers

    ould give their lives for the two women sitting with

    em and Isadora felt they had the right to be treated as

    uals, not servants or furniture.

    After lunch they all continued on, finally arriving at th

    cliffs on the north face of the island. There they rode f

    a short while along the white stone walls above the sea

    reaching a lower bluff soon enough and the rock cover

    beach below. They had to take a steep path down the

    cliff side, leaving the horses behind with a handler. On

    the breach itself Isadora watched as waves crashed into

    the cold stone beach before her.

    “It seems odd that you have not placed some sort of

    defensive works here to protect this side of the island.”She asked Jon as he walked between Paula and her.

    “It would be a waste of time milady,” answered Jon.

    “The surf here is to strong for a small craft to land on t

    beach and the reef out before us prevents a larger vesse

    from making a landing. No this is better protected the

    our city’s harbor I think.”

    “Hum, if you say so,” mused Isadora. She though cou

    think of several ways to land a small enough boat here

    should she be determined. Isadora was sure this was ablind spot in the realm’s defenses.

    “Paula?” Isadora asked of the girl. “Would you help m

    collect some of these stone, they are all so pretty.”

    Isadora leaned down to pick up one of the smooth, whi

    rocks at her feet. It was washed clear, bleached by the

    sun and made smooth by the pounding of the surf at hi

    tide. Looking about the whole beach she could see it a

    nothing but a large garden of bones, for many of the

    stones looked like bones that had been thrown about as

    they all stood in some mad graveyard. Isadora worriedfor a moment if this would be the fate of this realm,

    becoming some great graveyard of the dead. Silvia

    seemed to worry that this could be the destiny of this

    realm, some fate that had yet to raise its ugly head.

    Isadora put it all out of her head, she had come to this

    beach to relax and enjoy the day, not fret about unseen

    futures and possible horrors to come. Besides she had

    idea on a use for some of these white stones.

    She called over to Paula as the girl began to pick up a

    rather hefty rock, smiling at the game. “Make them

    small though, I do not wish to carry a mountain back

    home with us.”

    They collected stones, even Jon joined in at one point,

    gathering a small hand full and handing them over to

    Isadora. Eventually as Paula and Isadora walked the

    beach apart from the men, holding hands as they move

    along the beach. They skipped from stone to stone, litt

    ponds of seawater forming tidal pools about them. Pau

    reached in and pulled out a starfish, holding it up to

    Isadora.

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    used to collect these. Sammual would bring me here

    metimes and we would gather them and sea shells.”

    ula told Isadora as they walked along the rocks. “I

    ce had quite the fun collection of pretty shells,” Paula

    fered. Dropping the creature back into the salty water

    e turned to Isadora becoming a bit serious. “I’m glad

    u brought Sammual back to us. I did not think he

    ould ever come home after the fight between Maxis and

    m.”

    What fight?” Isadora asked, this being a bit of history

    e had not heard.

    m sorry,” Paula said, stepping over a small pool to

    and next to Isadora once more, “I thought you knew

    hy Sammual left home? Maybe I should say no more,”

    e offered, a sly look on her face. Isadora smiled back

    d bending down to pick out of the water one of the

    nny sea creatures, she holding it up to Paula’s face.

    Tell me all little child or I shall have to feed you to thisvenous sea beast.” Isadora laughed as she shook the

    arfish before Paula. Paula squealed at the sight of the

    eature which then drew hard looks from Jon. Isadora

    mbarrassed, dropped the critter back into the water and

    ntinued to walk along, Paula following.

    Well it’s no real secret I guess,” Paula offered. “Maxis

    cused Sammual in court one day of sinking the ship his

    fe and child were on. The rumor had been going

    ound for awhile and I guess Maxis had just had

    ough. They got into it right there, Mother and theurt watching. Words soon enough turned to spells

    ing cast by the both of them, a nasty magical duel

    ught right there in the middle of court. Mother and

    artin had to finally step in before one of them got

    lled, Sammual then stormed out, leaving the palace that

    ry day.”

    o they have had bad blood between them for some

    me?” Isadora asked as they both turned back towards

    e captain and his waiting men. It was getting late and

    ey had to start off if they wish to reach the palacefore nightfall.

    Yes, they have been at each other for years I think.

    axis loss though seemed to have turn the feud into

    mething more, they had gone from dislike to outright

    te I fear.”

    ammual would never have slain Maxis family though.”

    adora offered in defense of her husband.

    “I know, as do many others. Still the rumor was out

    there. Some have sought to keep the feud going betwe

    them, hoping it would open doors to their own

    advancement.” As they spoke they climbed the slope

    back to where their mount waited.

    “Who would benefit from such a fight?” Isadora asked

    climbing behind Paula.

    “Jules for one,” Paula offered. “Lessiter I think would

    rise higher in the succession should they cancel each

    other out.”

    “So it could have been either of them that sunk the ship

    that carried Silla and Yivvia?” Isadora asked as she

    walked over to her horse.

    “Hum, I guess it could have been one of them, althoug

    think it was just a terrible accident. Not all tragedy ha

    to flow from our families inner struggles,” she offered

    mounting her own horse.

    “Was there any evidence that it was my Sammual bein

    the one behind it all?” Isadora asked as they began the

    ride home.

    “None at all, but then sometimes you don’t need proofa wrong deed to know that one has been committed. N

    it’s all done and over with now I think. Maxis’ seems

    have come to terms with it, and Sammual seems so

    different now that you are with him.”

    “How so?” Isadora asked. She had wondered at times

    what sort of man Sammual had been before they had

    fallen in love.

    “Well…,” Paula started, unsure how to put it all into k

    words. “Don’t get mad, but Sammual was sort of aprick.” She smiled at the off colored word she choose

    describe her elder brother. “Don’t get me wrong. I lov

    him and all, it’s just that he was always more interested

    in himself then others. Sort of selfish and even a bit

    mean,” Paula admitted.

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    And you think he has changed?” Isadora had thought

    he same thing of her husband the first time she had meet

    im. A snob at best, possibly even a true ass of a man.

    ammual and she had not gotten along at first, not till

    ater in their adventure.

    Why yes, he seems so nice now, happy even. You have

    made a different man of my brother I think.”

    Let us hope he has made a different woman of me as

    well,” Isadora answered, riding on.

    **********

    sadora knocked on the door to Martin’s tower. The old

    utor called something from behind the door and then a

    ew moments later opened it. She had to stifle a small

    augh as the old wizard stood there before her. Dust

    unnies lay all about in his long white beard and hair, a

    rilly apron tied over his neck, covering his long blackobe. Seeing the look on Isadora’s face Martin also

    urned a bit red. “You have caught me in a bit of house

    eeping my dear, that is all,” he confessed.

    tepping aside to allow Isadora to enter, she walked past

    he tall man and steeped into the first floor of his tower.

    he queen had awarded him one of the palace’s many

    owers all for his own use. The first floor seemed to be

    sed as a study of some sorts. Bookshelf lined the walls

    while more books lay in tall stack about the floor, the

    hairs, tables all having piles of texts stacked on them.its of junk, animal skulls and feathers lay all over and a

    uge desk piled high with loose papers and more junk sat

    cross from the door. A steep staircase sat to the side

    which lead up through a hole in the ceiling to the second

    oor above. Isadora assumed it was a bedroom, for the

    op floor of the tower she knew was taken up by the old

    utor’s most prized possession, a brass and copper

    elescope he used to observe the stars. He had told her

    ll about it the other day when they walked back from

    heir lunch in the gardens, Paula having maneuvered

    erself into having the rest of the day off and running off

    o seek out some fun.

    House cleaning?” Isadora asked as she steeped into the

    oom. “I would think a mighty wizard such as yourself

    would just cast a spell and have the whole place cleaned

    p for you.” Isadora reached out as she spoke and

    lucked the largest of the dust bunnies out of Martin’s

    eard.

    “Humph,” he puffed as she showed it to him, “no my

    dear, magic is too difficult to work to waste on cleanin

    dirty rooms. By the time a magician has gathered up t

    needed energies, formed them into a spell and hung th

    for later use, he or she could have cleaned the room by

    hand, washed their clothing and made dinner.” Martin

    offered with a flourish of a hand while a feather duster

    flopped about in his other.

    “Could you not summon some wild magical creature t

    do it all for you?” She inquired, taking a rag as she

    asked the question and beginning to wipe off one of hi

    selves, helping him to clean. Martin stood there a

    moment eyeing her as Isadora continued to wipe off d

    from a small glass orb sitting on the shelf, then movin

    on to other objects next to it. As she continued to clea

    smile came over Martin.

    “You are quite the remarkable woman milady,” he saidwith a smile. “If I was a hundred years younger, our d

    Sammual would have a time on his hands keeping me

    from stealing you from under his very nose.”

    Isadora smiled.

    “As to summoning a mystical beast to clean for me, th

    same trouble comes about. I would have to spend the

    time ordering it all about. That or have to summon on

    smart enough to do the task on its own, which would

    mean it was much to powerful and untrustworthy tobegin with. No the conjuring of creatures can and is a

    dangerous affair. Too weak and it is of no use, too str

    and it’s a possible danger to the caster.” He moved ov

    as she spoke, putting books back into their place on on

    of the shelves, handing the duster to Isadora.

    “No, magic is no easy way out of life's many tasks.

    More often then not is more work then its worth.

    Isadora gave him an odd look then. “I would think th

    someone who has spent all their life mastering magic

    would be more prone to talk it up, not putting it down

    “Ha,” he laughed, “spend enough time on anything my

    dear and you begin to see the reality of its true value.

    Had I spent as much time on living my life as I did on

    study of magic,” he paused. “Well I might have had th

    time to find a wife and had a daughter as fine as you to

    help me clean.”

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    sadora bowed in respect to him with that honest admission.

    utting the last book in place he sat down at his desk. “Now my dear, you did not come here to clean my hovel, so s

    own and tell me what you want.”

    sadora smiled. “What makes you think I wanted anything?” She said, moving a pile of books off a chair and sitting

    cross from him.

    Why else would you be here, not to gaze upon my good looks?” He laughed with this jest which filled the small

    hamber and brought a broad smile to Isadora as well. “I am at your service,” he finally said, catching his breath an

    owing his head, “be it in whatever matter you may need.”

    sadora smiled, he was such a fine gentleman, she could not help but like the old wizard. Pulling out the vial she han

    to him. “Could you tell me what this is?” After taking the vial of medicine from the queen’s nightstand, Isadora h

    washed out a small perfume bottle and transferred the potion to it, so as to mask where she had stolen it.

    Martin eyed the liquid in the small colored glass bottle. “What is it you mask?” Opening the top to take a smell.

    urning his nose at the stink he offered. “Not perfume I would guess,” he smirked with a smile on his face.

    ooking it over a bit more he finally asked. “May I ask where you got this?”

    I would rather not say,” Isadora replied.

    Very well then,” he told her. “I will examine the contents of this vial and report to you what I have found. It may t

    it of time, alchemy is not my strongest suit. I would suggest that you take it to Lessiter, I think though you would r

    one of the others in your family were to know what you have here,” he offered with a raised eyebrow.

    No, not yet at least. I hope I am wrong, but I would like to find out one way or another.”

    Then I shall work on it this very day,” Martin offered.

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  • 8/16/2019 Game Geek Issues 27

    11/63Bad Baby Productions, 20112 Art and Story by Robert Hemminger

    Well we found what

    we were looking for,

    now what?

    We help this

    poor creature

    escape these

    foul Nazis.

    Easier said

    than done.Thank

    you.

    It speaks

    English?

    No, I am simply speaking directly into your

    mind, which is taking my telepathic messages and

    turnin them into a lan ua e ou can understand.

    Cool.

    Best get

    out of

    here.

    Hey you!What are

    you doing

    here?

    Lets o

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    Who are

    you?I have no

    name; my

    species

    does not

    use them.

    Well we

    need to

    call you

    somethin

    Bob

    sounds

    good to

    me.

    Bob?

    I had a dog

    named Bob,

    cute little

    puppy.

    Thanks you for

    your aid. I believe

    the humans you call

    Nazis planned to

    dissect me. 

    That

    would be

    their style.

    How did

    you gethere?

     

    My ship crashed landed on

    your world. As I crawledfrom the wreckage the Nazis

    fell upon me.

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    Shomer?

    Well we can hide you

    until we can figure out

    a way to get you home.

    That will not be necessary.

    My rescue is already on the

    way. The ship will arrive

    anytime now.

    Damn,

    looks like

    Shomer is

    here with

    his damnrobots.

    In the meantime

    we have

    company.

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    Ya another Nazi madman. He lost his head in the

    war and now crawls about in a robot body.

    How horrible.

    Ya, he's quite the freak, and insane.

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    How much longer until

    this recue ship arrives? 

    Kill Them! We're

    Trapped

    God I hate

    that freak.

    That's the strangest

    rescue I have ever seen.Don't complain, it just

    saved our bacon.

    Well

    Bob, safe

    trip

    home.

    Thank you

    for the

    help.

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    Mark’s Musingsby Mark L. Chance of Spes Magna Games

    Going Low Magic

    This month, I'm writing about using the Pathfinder

    Roleplaying Game to simulate a low-magic,

    swords-and-sorcery sort of world. Yes, I know

    there are other games on the market that already do

    what the Pathfinder Roleplaying Game isn't

    designed to do. To answer your question: because I

    enjoy tweaking -- even torturing -- game systems

    so that they'll do new things. So, with that out of

    the way, let's move on and look at the this low-

    magic world (and let's call that world Cìhan).

    Character Classes

    The inhabitants of Cìhan have some knowledge of

    magic, but neither arcane nor divine magic are asubiquitous as they are on other worlds. When

    making a character for Cìhan, players find class

    choices constrained.

    1. Alchemists, bards, clerics, druids, inquisitors,

    magi, oracles, sorcerers, summoners, witches, and

    wizards are prohibited. These classes simply do not

    exist in Cìhan.

    2. Paladins and rangers exist, but they do not gain

    the ability to cast spells.

    3. Barbarians,

    cavaliers, fighters,

    gunslingers, monks,

    and rogues are

    unchanged.

    Paladins & Rangers of Cìhan

    Instead of spells, paladins get bonus feats start

    at 4th level. These bonus feats must be chosen

    from among channeling feats and combat feats

    and the paladin must meet the prerequisites

    before a feat can be selected. An additional bo

    feat is gained at 7th, 10th, 13th, 16th, and 19th

    levels.

    Rangers also get bonus feats starting at 4th lev

    These bonus feats must be chosen from either

    combat feats or any general feat that provides bonus to skill checks (such as Alertness). Of

    course, the ranger must meet the prerequisites

    before a feat can be selected. Like the paladin,

    additional bonus feat is gained at 7th, 10th, 13

    16th, and 19th levels.

    As an alternative to bonus feats, you might wa

    to allow archetypes that remove spellcasting

    ability. This option would include the warrior

    the holy light for paladins, and the skirmisher

    trapper for rangers.

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    It would have been easy to mock the old woman, forher vanity was far more obvious than her capabilities.

    This would have been a mistake, however; she was avery powerful sorceress and those who felt the need to

    express their superiority would find themselvestransformed by her terrible magic. Her cottage was

    surrounded by a rainbow menagerie of peafowl, whichshe fed as she waited for more disdainful visitors that

    onl saw a dressed-u old ha .

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    The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world

    beset by magic and evil. It’s a very short trip from there to the world of superheroes.

    Pathfinder games and superhero fiction have a lot in common. They’re both tales of powerful extraordinary

    individuals, some heroic, some definitely not, who go out and have adventures. Saving a town from being

    destroyed by a rampaging monster works equally well as a Pathfinder adventure or an issue of a comic book.

    Something about the core experience of Pathfinder and the superhero milieu fundamentally click. Heroes

    Wear Masks seeks to capitalize on that natural synergy and bring superheroes to Pathfinder.

    Heroes Wear Masks is Pathfinder after it was bitten by a radioactive spider. If you’re familiar with Pathfinderyou’ll recognize most of the rules. If you’re familiar with superheroes you’ll be familiar with most of the

    setting. If you’re familiar with both, you’ll be right at home here.

    A metropolis strains under the weight of crime. The police are helpless against a new breed of costumed

    super-being. The city cries out for heroes. Will you answer the call, or help burn it to the ground?

     

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    Characters found in Heroes Wear Masks are

    superheroes and villains like those you’ve read about

    in comics or seen in movies and television. The

    character possibilities offered by the world of

    superheroes are nearly limitless. You could play

    anything from a vigilante detective who has reached

    the peaks of human potential, to a mysterious alien

    visitor with superhuman abilities they barely

    understand. Wizards, robots, mythic monsters,corporate ninjas and manufactured soldiers, almost

    anything you can imagine you can play in Heroes

    Wear Masks.

    CharactersThe characters in Heroes Wear Masks are

    superheroes and villains, just like ones you may have

    read about in comics, or seen in movies. You might

    play a masked crime fighter who survives on his wits

    and skill alone, or an incredibly powerful alien whosepowers come from the light of earth's yellow sun.

    Superheroes and villains come in all shapes, sizes,

    and types-let your imagination run wild!

    The adventures of superheroes and villains are

    similarly diverse. These stories can take the

    characters to such exotic locations as undersea

    kingdoms, alien worlds and alternate dimensions,

    sometimes all the in same adventure. Characters

    might seek to save the world from destruction by

    aliens, or to destroy all human civilization as revenge

    for mistreatment. Energy flinging fights in the

    downtown core of a metropolis, races against time tostop the activation of a doomsday device,

    investigations into conspiracies which manipulate

    entire governments, adventure of every kind can be

    found in the world of Heroes Wear Masks.

    “You're about to discover the depth of strangeness

    and beauty the world holds.” -Warren Ellis, Planetary

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    Heroes Wear Masks is based very heavily on the

    Pathfinder d20 rules and is fully compatible with that

    system. If you are already familiar with the

    Pathfinder system, you'll find that you already know

    most of these rules. The goal with this project was

    not to reinvent the wheel, nor to create an entirely

    new superhero system. Instead, the goal was to allow

    players to easily transfer from the Pathfinder rulesinto a different genre, without having to learn an

    entirely different rule set. Many of the changes are

    cosmetic ones, designed to make the game feel more

    like a superhero game and less like a fantasy one.

    In reality Pathfinder is nothing more then super

    heroes set in a fantasy setting, so the conversion from

    one genre to the other is simple and to master.

    The Game has detailed information on several

    origins, which will take the place of races in a moretraditional fantasy RPG.

    You of course have the standard...

    HumanThere are those rare men and women who, despite

    the lack of supernatural talents or abilities, have

    chosen to take up the mantle of the superhero. These

    heroes make up for their lack of powers through a

    combination of rigorous training and dedication totheir cause that often borders on fanaticism. Many

    begin preparing for a life of crime-fighting at a young

    age, influenced by an older mentor, or a tragedy from

    their youth. Sometimes older men and women take

    up the mantle of a crime-fighter in response to a

    personal tragedy or perceived need.

    Enhanced HumanEnhanced Humans have been artificially granted

    powers beyond those of mortal men. Some EnhancedHumans are the results of accidental exposure to

    cosmic rays, radioactive bug bites, or mystical

    talismans, while others deliberately choose to

    undergo procedures designed to make them stronger,

    faster, and better.

    MutantsSome believe that Mutants represent the next

    evolution of humanity. Others feel that they are

    freaks, cursed by the whims of genetics or the hand

    of a vengeful god. Whatever the cause, Mutants are

    born with their powers, though many do not manifest

    superhuman abilities until sometime during

    adolescence. Because the cause and nature of

    mutations is poorly understood, Mutants are often

    feared and hated by the general population, and many

    government officials believe that Mutants should be

    regulated or restricted because of their superhuman

    abilities. The prejudice that they face on a daily basis

    leads many mutants to form Mutant-only

    communities, where they can learn and grow without

    threat or interference from the outside world. Such

    communities, while often benign, only serve to

    heighten the paranoia of those who believe Mutants

    are a threat to humanity.

    Strange VisitorNot all of the heroes of Earth were born here; some

    come from distant worlds, or even distant galaxies.

    Others are products of mystical realms, heroes whose

    names were spoken in the distant past, returned in

    humanities greatest hour of need. Some come to

    Earth with a purpose, seeking vengeance, justice, or a

    simply a place where they can isolate themselves

    from whatever society they were born into. Others

    arrive by accident, the last survivors of a dyingworld, rocketed towards the one place that might

    prove to be their salvation.

    25

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    Several Core Classes allow you to build iconic heroes

    and villain, which will fit all the basic settings

    covered by the comic book hero genre. These

    included...

    Brick

    The thick of battle is the mantra of the brick. Theyare the brute muscle of a super group. Physical

    strength and resistance to injury are the things that

    separate the brick from anyone else.

    Energy ManipulatorsFor what ever reason the character has gained the

    ability to generate and control energy fields and

    forces. Some use this ability to jet across the skies

    while others fling bolts of cold, fire or bio energy

    about, blasting their foes. A true icon of the Super

    powered heroes or villain; the Energy Manipulator is

    to be feared.

    AcrobatHighflying athletes and skilled tumble, the Acrobat is

    hard to fight, hard to get a hand on and even harder to

    defeat. They are often skilled t witty banter and

    highflying kicks.

    DetectiveA shadow among shadows. Watching unseen. The

    dark shadow of the city. The Detective sees

    everything while saying little. He is a mysterious

    figure, using knowledge as his greatest weapon in

    fighting crime.

    Super HumanWhether they are born with super powers, or by some

    twist of fate are altered in some way, the super human

    character is more then the common man, now closer

    to a god.

    Combat ExpertSkilled in the art of battle, the combat expert is the

    master of hand-to-hand combat and often a dangerous

    foe all by themselves. They are found in the thick ofbattle, leading the charge and taking on the hardest

    foes.

    Many dedicate themselves the master of a single

    weapon, becoming almost god like in its use and

    skill.

    26

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    28

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    Powers

    Using PowersOne of the major differences in HWM versus the

    Pathfinder core system is the elimination of theVancian magic system. Instead, HWM requires

    Power Activation checks. The basic DC of a power

    check is DC 10 + power level + power modifiers. In

    order to make a power activation check, a d20 is

    rolled and your power activation skill is added.

    Success means they can use their power without any

    ill effects. Failure either means their power cannot

    be used for one round or they take an amount of

    subdual damage equal of the level of the power they

    were using in order to actually use the power in

    question.

    Pathfinder vs. HWM power differences

    Comic books have heroes and villains doing things

    from flying in the air, firing laser beams from their

    eyes, to bending steel bars with their bare hands.

    Powers are different from the Pathfinder spells in the

    following ways. They are not magical. Although

    your world may include the possibility of magic,

    powers and spells cannot affect other. A magical

    shield will not stop a laser beam while the force field

    power will not stop a magic missile. A hero or villaincan use any power they know any number of times

    per day. There is no preparation needed to use

    powers. No verbal, somatic or material components

    are needed.

    As a general rule, HWM will try and use as much of

    the Pathfinder core book as possible to make the

    transition easier. The fantasy and superhero genre are

    different in a number of ways. Therefore, there will

    be differences. Some of them will only consist of

    changing the word "spell" to "power". Other changes

    will be much more drastic.

    Gaining powers is a bit different than in the

    Pathfinder Core book. Characters gain a number of

    power points that can be used to purchase powers.

    Every power point spent on a particular power allows

    access to another level of ability within that power.

    For instance, one power point is used to advance

    from level 2 to level 3 in energy ray.

    Powers cannot be used to counter other powers aswith the Pathfinder core book. In other words, if you

    possess the same power as an opponent, you cannot

    automatically counter it.

    Most powers will have several options open for use

    as power templates and effect templates are applied

    to said power. These represent different uses for the

    power and expanded abilities. Such tweaks are listed

    in the template chapter.

     

    Power points gained from the character's origins canbe used to buy new powers or to increase those

    gained from a class.

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    ArmorThe hero has greater than normal armor either in the

    form of natural protection or some sort of armor

    which is worn.

    Power Level / Ability:

    1. Increase armor class by +2

    2. Increase armor class by +2

    3. Increase armor class by +24. Increase armor class by +2

    5. Increase armor class by +2

    6. Increase armor class by +2

    7. Increase armor class by +2

    8. Increase armor class by +2

    9. Increase armor class by +2

    10. Increase armor class by +2

    Power Templates Usable:

    Cold, Radiation, Energy X, Sound, Earth, Water, Fire,

    Air, Electrical, Plant, Magical, Alien, Magnetize,

    Light, Darkness, Gravity, Animal (Thick hide,

    caprice, etc), Psychic

    Enhancement Templates:

    Damage Field, Combined Effect

    Energy RayYour character is able to attack with energy rays.

    Energy rays are emitted from any part of the body, as

    chosen by the player, but typically most heroes andvillains emit their power from their eyes, hands or

    occasionally their mouth.

    Energy beams are rays and therefore all of the rules

    applying to rays apply to this power group.

    The damage done by the power is 1d6 per power

    level. Range of the power is as shown below.

    In most cases the target of the attack does not gain a

    save to avoid the damage, but a to hit roll is requiredfor the ray to hit its target.

    Power Level / Ability

    1.  20' range.

    2.  40' range.

    3.  60' range.

    4.  80' range.

    5.  100' range.

    6.  150' range.

    7.  200' range.

    8.  250' range.9.  500' range.

    10. 1,000' range.

    Power Templates Usable:

    Cold, Radiation, Energy X, Sound, Earth, Water, Fire,

    Air, Electrical, Plant, Magical, Alien, Magnetize,

    Light, Darkness, Gravity, Psychic

    Enhancement Templates:

    Increased Range, Area of Effect, Blast, Beam, Aim,

    Cloud, Splash, Combined Effect, Pinned, Stunning,Explosion, Paralysis, Energy Drain, Nauseated,

    Bleeding, Blindness, Confusion, Deafened, Poison,

    Disease, Whirlwind, Explosion, Damage Field

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    InvulnerableThe character is immune to physical harm of most types.

    Gains DR 2/ - per level against any physical attacks (i.e. fists, arrows, bullets, thrown weapons, etc). Add +2

    to the power check for every 10 points of damages stopped by this power. The invulnerability will last until its

    maximum damage has been reached. At that point, your character cannot use this particular power for 10

    rounds.

    When the power is first taken the player much pick one vulnerability, which the power cannot stop. This can

    be any material or energy type.

    Example: Power Lad has the power of invulnerability, but is still susceptible to the dark energies of the moon.

    Whenever his is attacked with powers, which have the Dark power template, he finds his invulnerability fails

    him.

    Power Templates Usable:

    Cold, Radiation, Energy X, Sound, Water, Fire, Air, Electrical, Plant, Magical, Alien, Magnetize, Light,

    Darkness, Gravity, Animal, Psychic

    Enhancement Templates:

    Combined Effect

    31

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    A whole new system is also supplied to deal with

    resources and wealth, gear and gadgets.

    Resource PointsIn the world of superheroes, the main goal of most

    heroes is not to earn vast amounts of money. Instead,

    they are motivated by altruism or other internal

    motivations. They will still need equipment fromtime to time. Every hero has the ability to keep a

     certain number of items on hand at any given time.

    This is represented by resource points. Every

    character gains resource points per level based upon

    their current class.

    Each resource point can be spent in different ways.

    The first is to have three common mundane items

    available immediately. A hero is able to switch out a

    piece of common equipment by declaring the switch

    and spending 1d6 x 10 minutes getting the item.Common equipment is anything available in a big

    box store. In addition, the only equipment needing

    tracking is anything needed to overcome a challenge.

    For instance, if the characters do not have any sort of

    travelling powers and they wanted to climb up a wall,

    then a grappling hook with rope would be considered

    one piece of equipment.

    Another way to spend resource points is get items

    that duplicate powers. Each equipment point equates

    to one power point being spent. For instance, havinga small laser pistol might be energy ray level 1 (laser

    pistol) which can do 1d6 damage

    Finally, your character could gain the lair or super

    vehicle feat and invest equipment points in creating a

    home base and fantastic vehicles. These will haveaccess to a number of features that could aid the

    character. However, any points used in this manner

    are tied up. i.e., your hero wants a special car, then

    the points are all tied up in that car and may not be

    used unless the character has access to the super car

    in question.

    General Gear:

    This list offer special gear and equipment that the

    character can carry with them and use at just about

    anytime. Most characters are assumed to havemundane items, cell phone, clothing, etc and so need

    not buy these items.

    1 Point Items:

    Single Weapon (Gun, sword, etc, See weapon chart

    for details on each)

    Light Armor (Can be a part of the character's

    uniform, See armor chart for details on each)

    Large Mundane Item (Car, Bike)

    Apartment, Town House, etc

    Scientific EquipmentSmall Lab

    Small Cancelable Camera

    Communication Link (Can be a part of the character's

    uniform)

    Small Hidden Tracer (Effective range of 10 miles)

    Small Gas Mask (Can be a part of the character's

    uniform)

    Night Vision Goggles (Can be a part of the

    character's uniform)

    Telescope Goggles (Can be a part of the character's

    uniform)Cold or Warm Weather Clothing (Can be a part of the

    character's uniform)

    32

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    Heroes Wear Masks is coming in June, so get your super

    powers tuned up and ready, its going to be a blast of a

    summer.

    Come check out more news and sneak previews of

    HWM on our web site

    www.avalon-games.com

    Avalon GamesWhere Fun Happens

    33

    http://www.avalon-games.com/http://www.avalon-games.com/

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    Multi-Verse

    Steel & Glory Steampunk: Dr. Clockwork

    Part 2We have more characters for this great system, and even more next month, so get your steam

    punk on and get ready for a wild ride.

    You will find in this issue and the next few the cards and counters so you can play this great

    game by Steve Lopez.

     

    !"#$%&"' )!*$$+ ,

    -./$0$%" 1

     2+#$%34 5

    8

     

    93*"37% :.#+.%;3%34+

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    Ruins of Nargth

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    IN 2012, DARK QUEST BOOKS BRINGS YOU

    THE TIMELESS *ETERNAL CYCLE SERIES

    BY AWARD-WINNING AUTHOR DANIELLE ACKLEY-MCPHAIL 

    Music...Myth...Magic...

    Life takes an interesting bend for Kara O’Keefe as

    the Tuatha de Danaan and their ancient enemies

    draw the lines of battle once more with Kara

    herself the unwitting prize...

    Dark Quest Books

    www.darkquestbooks.com

    Some things are Eternal

    P r e - O r d e r  

    f r o m  t h e  D a r k 

    Q u e s t  W e b s i t e  a n d

    r e c e i v e  a  1 0 %  d i s c o u n t .P r o m o  C o d e D A M 1 0 

    Others were Never Meant to Be..

    *Including Yesterday’s Dreams, Tomorrow’s Memories, and Today’s Promise

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    Become Fan of Avalon

    Games and join our

    Newsletter. In each issue we

    offer insights into Avalon

    Games, the people that make

    it a great little publisher and

    all sorts of free stuff, special

    offers and access to Fan

    Special Edition products. Go

    to our web site at,www.avalon-games.com and

    sign up.

    !"#$ &'()' *'+#$

    !""#$%&'() +,-. "#$

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    By Megan RobertsonMistborn Adventure Game Sample Heroes

    by Crafty Games

    Whether you are looking for inspiration, want

    a few well-detailed NPCs to act as associates

    or rivals, or need a character (or whole party)

    in a hurry, this product will fill your purposes

    admirably.

    Herein are eight fully-developed characters,

    set up as an integrated crew. Each one gets a

    couple of pages - one a filled-out character

    sheets with all the necessary game stats, and

    the other a write-up of the character'sbackground, including a brief history, notes on

    personality and motivations and even what he

    thinks about the other members of the group.

    There is also a sketch of the character to

    enable you to visualise him.

    A fairly shady group they are, too. The leader

    is one Beck, a fixer - the sort of fellow who

    can get you whatever you want, no questions

    asked, provided you are willing to pay his

    price. The others are the crew who procure thewhatever it is... a crew called Nine Eyes. Most

    people will find a character they'd like to play,

    if you are using them as your ready-made

    party. A wandering scholar, an urbane steward

    (or is he?), a kandra longing to return to her

    Homeland but honour-bound by her contract, a

    fugitive Mistborn noble lass, a Skaa

    con-woman who insinuates herself into noble

    society, a thief who is rarely as drunk as he

    appears to be, and a watchful bodyguard who

    burns with barely-controlled rage.

    Between them, they form a group that is more

    than its individual members. They'd certainly

    make a good starting group (especially if you

    want to dive straight in to the game), else they

    may be exemplars of how you might create

    your own crew, or a rival crew to pit against

    your own players...

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    Cool Stuff  ClassicMarvel

    Forever

    In the 80's TSR and Marvel comics teamed

    up to publish an RPG based on the classic

    Marvel universe. The result lasted for a fewyears and through several editions. If you

    want a great game, here it is. Use the link

    below to get all the resources you will need

    to have ball in this retro game of comic book

    fun.

    http://www.classicmarvelforever.com/cms/

     

    http://www.classicmarvelforever.com/cms/%22%20%5Cl%20%22_blankhttp://www.classicmarvelforever.com/cms/%22%20%5Cl%20%22_blankhttp://www.classicmarvelforever.com/cms/%22%20%5Cl%20%22_blank

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    We have more Super Brawl for you this

    month, with new characters, new battles

    and new rules. Don’t let the forces of

    darkness rule the city, put on your cape

    and go fight a super villain.

     

    Our How To line of game books has been

    very popular, and we have a new one foryou this month. How to Use Religion in

    Your Game. Everything you need to bring

    some holy might to your game night.

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    We have a new series of paper models

    starting this month. First up is theWalker tank, a six legged sci-fi tank usable

    in games, animation and more.

    Paper minis are hot right now and Avalon

    has a ton of them. This month we bring

    you Zombies, more super heroes, 1920’s

    horror and heroes.

    We have a whole new bunch or art for you

    as well. Clip Art Sci-Fi Girls, characters

    and more, so get you art on with Avalon

    Games.

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    Captain Gordon

    Ranald Etheridge(Explorer Society)

    Captain Gordon Ranald Etheridge is the stereotypical British officer in Her MajestyQueen Victoria's army. Still young and "on the way up" through the ranks, Etheridge has

    campaigned throughout the Empire. He is fairly arrogant and completely convinced ofthe Englishman's superiority over most other nationalities; moderately disdainful of

    Americans, he wishes that the Explorer Society was a purely British concern. Etheridgewishes to marry Daphne Wyngate (it's impossible to say whether he really cares for her or

     just views the marriage as a social tool), but the young adventuress has eyes only for theAmerican, Zeb Manning, and has thus far resisted Etheridge's advances.

    Cost: 15Attack: 3Defense: 5Strength: 3Speed: 6Movement: 5Adrenal: 2Will: 5Health: 20 

    Special Abilities:

    1- Rifle – Range = 8

    2- Stiff Upper Lip (Special 1) –

    Etheridge may pay one Adrenalimmediately upon suffering a

    wound to reduce that wound'sdamage by one Health.

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    Zebulon "Zeb" Manning(Explorer Society)

    American frontiersman Zeb Manning enjoyed a colorful career as an army scout andwestern lawman before joining the Explorer Society at the request of the United States

    government. Formerly fearless to the point of recklessness, his adventurous enthusiasmhas been curbed somewhat by his new responsibility as guardian to the children of a slain

    fellow Explorer Society member. Manning's demeanor can best be described as"forthright"; handsome, strong, and honest to a fault, Manning is the living embodiment

    of the hero which many others aspire to be.

    Cost: 20

    Attack: 3Defense: 5Strength: 4Speed: 7/3Movement: 5Adrenal: 4Will: 2Health: 15 

    Special Abilities:

    1- Pistol – Range = 4

    2- Chivalrous (Attack 1) – Manning may pay 1 Adrenal to gain a -1 A.S. bonus against

    any enemy character presently adjacent toany friendly female character.

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    Eva Richter(Clockwork Legion)

    The third member of the "clockwork triumverate" is the beautiful, but exceedingly cold

    and deadly, Eva Richter. Longtime mistress of Baron von Sturm, Eva is always happy touse her feminine wiles to further the Clockwork Legion's aims. When a less direct

    approach fails, Eva prefers to use poison to injure her foes, then use her hand-to-handcombat skills to administer the coup de grace.

    Cost: 15Attack: 4

    Defense: 4Strength: 2Speed: 6/4Movement: 4Adrenal: 6Will: 4Health: 15 

    Special Abilities:

    1- Pretty Poison (Attack 2) – Eva may

     pay 2 Adrenal and make an attack action.

    Every character (friend or foe) in a squareadjacent to her takes an immediate 2 Healthdamage with no attack roll needed.

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    Garrett the Anarchist(Clockwork Legion)

    Queen Victoria's policies have garnered their share of foes, domestic as well as foreign.One of these foes is an anarchist named Garrett, who would like nothing better than tosee England's monarchy, Prime Minister, and cabinet brought down by any means, fair or

    foul. Garrett has therefore cast his lot with the Clockwork Legion, using his particularskill with explosives to further the organization's ends, which coincide with his own.

    Cost: 10Attack: 4Defense: 4Strength: 2Speed: 6/4Movement: 4

    Adrenal: 8Will: 5Health: 9 

    Special Abilities:

    1- Bomb Hurler (Attack 3 plus 1 activation) – At thecost of 3 Adrenal plus his entire current activation,

    Garrett may construct and hurl a bomb, creating anine square burst attack (in a 3x3 pattern).

    Range = 6, AV 4, +1 Attack Dice (total: 3 dice).

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    Inspector Philippe Legrand(Solo)

    French Inspector Philippe Legrand is interested in just one thing: upholding the law. He isvery aware that both the Explorer Society and Clockwork Legion are very active inFrance. He has no inkling of the nature of the conflict (and, frankly, doesn't care); his soledesire is to maintain law and order. Legrand thus finds himself allied at times with oneside or with the other.

    Cost: 10Attack: 2Defense: 5Strength: 2Speed: 5/2Movement: 4Adrenal: 2Will: 5Health: 15

    Special Abilities:

    1- Pistol (Range=4)2- Command (Special) - May commandgendarmes, spending one Adrenal to give agendarme character within six hexes animmediate free activation.

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    Strength 3

    Speed 6

    Movement 5

    Adrenal 2

    Will 5

    15

    3

    5

    Captain Gordon

    Ranald Etheridge(Explorer Society)

    3

    Special Abilities

    1. RifleRange 8

    2. Stiff Upper Lip

    (Special, 1)See Description

    Health

    Inspector

    LegrandGarrettEva RichterZeb

    Captain

    Etheridge

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    Strength 2

    Speed 6 / 4

    Movement 4

    Adrenal 6Will 4

    15

    3

    4

    Eva Richter(Clockwork Legion)

    4

    Special Abilities

    1. Pretty Poison(Attack, 2)

    See Description

    Strength 4

    Speed 7 / 3

    Movement 5

    Adrenal 4

    Will 2

    20

    3

    5

    Zebulon "Zeb"Manning

    Explorer Society)

    3

    Special Abilities

    1.  PistolRange of 4

    2. Chivalrous(Attack, 1)

    -1 AS on one attack

    Health

    Health

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    Strength 2

    Speed 5 / 4

    Movement 4

    Adrenal 2

    Will 5

    10

    3

    5

    Inspector

    Philippe LegrandSolo

    2

    Special Abilities

    1. Pistol

    Range of 42. Command 

    (Special, 1)See Description 

    Strength 2Speed 6 / 4

    Movement 4

    Adrenal 8

    Will 5

    10

    3

    5

    Garrett the

    Anarchist(Clockwork Legion)

    4

    Special Abilities

    1. Bomb Hurler(Attack, 3)

    See Description 

    Health

    Health

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    (h) "You" or "Your" means the licensee in

    terms of this agreement.

    2. The License: This License applies to any

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    g) "Use", "Used" or "Using" means to use,

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    13. Termination: This License will termin

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    15. COPYRIGHT NOTICE Open Game

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    E. Gary Gygax and Dave Arneson. Path-

    finder RPG Core Rulebook. Copyright 20

    Paizo Publishing, LLC; Author: Jason Bu

    mahn, based on material by Jonathan Twe

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    Monte J. Cook. All rights reserved. Tome

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    All games available at

    (Click on the name to visit their site) 

    RPGNow.com

    e23.sjgames.com

    wargamedownloads.com

    wargamevault.com

    Yourgamesnow.com

    Drivethrustuff.com

    www.ecardmodels.com

    Paizo.com

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    Avalon is a proud participant of Kiva,

    making loans that change lives.

  • 8/16/2019 Game Geek Issues 27

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    Avalon’s premier game system the S&G battle system allows you to play skirmish level

    engagements, and do so with a fast, easy to learn system that also allows for endless

    expansions and genres. With S&G you can fight battles between fantasy based elves and

    orcs, or blast off into the cold hard future with space marines and aliens.

    Major

    Glory

    Lamia

    Gyea

     

    Weapons and Armor

    Weapons As mod Damage mod Notes____

    Scimitar -1 +1 -

    Dagger +0 -1 -

    Warlord Grom

    Special Abilities

    Health

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    http://www.rpgnow.com/index.php?cPath=1658_5854http://www.rpgnow.com/index.php?cPath=1658_5854

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    “Fantastic artwork, wonderfully created and well thought outas well as a beautiful addition to any fantasy RPG.”