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Top ten time around here at Game Geek. This time around we look at my top ten list of super heroes. There are a lot of
super heroes out there, the list is endless it seems with more arriving every day. Still there are a few iconic characters
that must be included in the top ten.
1. Superman. The first, the best. Yeah, he has seen better days - the 50's and 70's where low points for him. Still, he
is the super hero we all think of first. Recent views of him have been interesting and he is even becoming the subject of
scholarly reviews and articles.
2. Spider Man. He started the super hero craze at Marvel and is still their flagship character today. The webslinger is
Everyman - every loser that gets a chance to be something more. Spidey's personal life is as important as his super
powers.
3. Batman. More mood than super, the Batman is still an iconic figure and in the top ten for sure. I could go on and
on about the metaphor between Batman and Superman, or the historical need for a dark hero, but in the end he is just
plain cool.
4. Wolverine. By far Marvel's most popular character, this dark warrior and mutant brings a gritty side to things and
was born in the 80's and their dark side genre of comics. Claws and super healing make him a great tool for story
telling.
TSR
TSR, Inc. was the game publishing company most famous for publishing the
Dungeons & Dragons (D&D) role-playing game.
When Gary Gygax could not find an established games company willing to
publish Dungeons & Dragons - a new type of game he and Dave Arneson were
co-developing - Gygax and Don Kaye formed Tactical Studies Rules in 1973.
However, needing immediate financing to bring the new game to market before
several 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 Gygax
managed 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 failed
attempt 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 new
owners 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 - but
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.
Coral Throne
Chapter XVIII
Isadora smiled.
!"#$%&'&()*$!"#$+,-'*$
./&($0,12)'/3*$
!"#$%&'(&)$*+'
!"#$%#"&'"()'*+,-"$%.("&'/.01"$'%('2%(%"$3-,'
34%(5'"(6'7%53-,4'"()'4,$$%(5'.7'6.3-'#8..4%(59'
8$$+:;;<<<9=,5%.(("%-,>"0,49#.0'
!""#!""$$$%&'()*++,)-'.,/'0%1*/2
?@A'"()'+-%($'B,-4%.(4'"B"%&"1&,''
We help this
poor creature
escape these
foul Nazis.
Easier said
than done.
Thank
you.
It speaks
English?
Cool.
Best get
out of
here.
Hey you!
What are
you doing
here?
Lets go.
Who are
you?
I have no
name; my
species
does not
use them.
Well we
need to
call your
something.
Bob?
Bob
sounds
good to
me.
I had a dog
named Bob,
cute little
puppy.
How did
you get
here?
That
would be
their style.
In the meantime
we have
company.
Damn,
looks like
Shomer is
here with
his damn
robots.
Shomer?
How horrible.
Ya, he's quite the freak, and insane.
We're
Trapped!
Kill Them!
God I hate
that freak.
Thank you
for the
help.
Well
Bob, safe
trip
home.
Far Avalon
Book 1: Background and Spacecraft
Far Avalon
Book 2: Star Systems
Far Avalon
Book 3: Conversion for
15
Marks Musings
by Mark L. Chance of Spes Magna Games
3. Barbarians,
cavaliers, fighters,
gunslingers, monks,
and rogues are
unchanged.
16
!
MagicalFeats
Nowthatwe'veremovedallspellcastingability
fromChan,let'saddsomeofitbacktotheworld.
Afterall,we'redoinglowmagic,notnomagic.
Here'swheremagicalfeatscomeintoplay.
Manymagicalfeatsgiveacharactertheabilityto
castspellasifhewereamemberofaspeciAic
spellcastingclass.Thisabilityincludesallofthe
normalrulesforthatclass.So,forexample,a
characterwithWizardryhasaspellbook,suffers
arcanespellfailureforcastingspellswithso
maticcomponentswhilewearingarmor,modiAies
hisspells'saveDCswithhisIntelligencebonus,et
cetera.
Alchemy
Youhaveunlockedthesecretsofalchemical
magic.
Prerequisite:Int13,Craft(alchemy)3ranks
Bene7it:Whenyougainthisfeat,chooseone
speciality:bombs,extracts,ormutagens.Youcan
prepareyourchosenspecialtyasifyouwerean
alchemist.Youreffectivealchemistlevelequals
onehalfyourranksinCraft(alchemy).
Special:YoucangainAlchemyuptothreetimes.
Eachtime,selectanewspecialty.
BardicMagic
Youcanuseartisticperformancetocastbard
spells.
Prerequisite:Cha13,Perform3ranks
Bene7it:Youcancastspellsasifyouwereabard.
Youreffectivebardlevelequalsonehalfyour
ranksinPerform.
BardicPerformance
Youcanuseartisticperformancetocreatemagi
caleffects.
Prerequisite:Cha13,Perform3ranks
Bene7it:Yougainthebardicperformanceclass
feature.Youreffectivebardlevelequalsonehalf
yourranksinPerform.Thismeansyouinitially
havethefollowingbardicperformanceabilities:
countersong,distraction,fascinate,andinspire
courage+1.Asyoureffectivebardlevelincreases,
yourinspirecouragebonusincreasesandyou
gaininspirecompetence,suggestion,dirgeof
doom,etcetera(asappropriateforyoureffective
bardlevel).
DivineMagic
Yourfaithinahigherpowergrantsyoudivine
magic.
Prerequisite:Wis13,Knowledge(religion)3
ranks
Bene7it:Youcancastspellsasifyouwerea
cleric.Youreffectiveclericlevelequalsone
halfyourranksinKnowledge(religion).You
alsoacquirethecleric'sauraandspontaneous
castingclassfeatures.
NatureMagic
Youdrawdivinepowerfromthenaturalworld
andtheelements.
Prerequisite:Wis13,Knowledge(nature)3
ranks
Bene7it:Youcancastspellsasifyouwerea
druid.Youreffectivedruidlevelequalsone
halfyourranksinKnowledge(nature).You
alsogainthedruid'sspontaneouscastingclass
feature.
SorcererBloodline
Youhaveanunusualheritagethatgrantsyou
specialabilities.
Bene7it:Selectasorcererbloodline.That
bloodline'sclassskillisaddedtoyourlistof
classskills.
Limitation:Thisfeatmustbechosenat
characterlevel1st.Youdonotgainanyother
beneAitsfromyourbloodlineunlessyoutake
theSorceryfeat.
Sorcery
Yourunusualheritagegrantsyouarcane
power.
Prerequisite:Cha13,bloodlineclassskill3
ranks,SorcererBloodline
Bene7it:Youcancastspellsasifyouwerea
sorcerer.Youreffectivesorcererlevelequals
onehalfyourranksinyourbloodlineclass
skill.YoualsogainbloodlinebeneAits
(excludingbonusfeats)asasorcererofyour
effectivesorcererlevel.
17
Wizardry
Yourstudyofarcanemagichastaughtyouto
castspells.
Prerequisite:Int13,Knowledge(arcana)3
ranks
Bene7it:Youcancastspellsasifyouwerea
wizard.Chooseanarcaneschool,andgainits
normalabilitiesandlimitations.Your
effectivewizardlevelequalsonehalfyour
ranksinKnowledge(arcana).
Special:Yougainaspellbookwithstarting
spellsasifyouwerea1stlevelwizardwhen
youselectthisfeat.Youdonothavethe
arcanebondclassfeature.
TheDif7icultyofMagic
Theaforesaidfeatsofferalotofbangfora
relativelysmallbuck.Itwouldseemthatin
Chan,supposedlyalowmagicworld,there'd
beallsortsofpeoplewithmagicalability.
Whileaccesstospellcastingabilityseems
easyenough,magicalenergyresists
manipulation.Thisresistanceissimulatedby
twoimportantchangestospellcasting.
First,castingaspelltakestime.Dividecaster
levelbyspelllevel.Ifthequotientequals1,
castingthespelltakes1minutetocast(or
thespell'snormalcastingtime,ifgreater).If
thequotientisgreaterthan1butnotgreater
than2,thespell'scastingtimeis1round(or
thespell'snormalcastingtime,ifgreater).If
thequotientisgreaterthan2,usethespell's
normalcastingtime.
What'smore,acastercanchoosetocasta
spellusingitsnormalcastingtime,regardless
ofthecasterleveltospelllevelratio,but
doingsohurts.Forcingmagicalenergyto
reactmorequicklythanone'sability
otherwiseallowscreatesdamagingfeedback.
Thecastersuffers1d4pointsofdamageper
spelllevelforfastcastingaspell.
Forexample,our6thlevelcharacterwith
Wizardryand6ranksinKnowldge(arcana)
cancastwebasastandardaction,buthe
inAlicts2d4pointsofdamageonhimselffor
doingso.
MagicItems
Creatureswithacasterlevelabove10thare
veryrareinChan(andthosethatexceedthis
casterlevelarelimitedtosupernatural
creatures).Consequently,Chandoesnot
havethefullspectrumofmagicitemsthat
mightbefoundonotherworlds.When
generatingtreasurehordes,theeasiestthing
todoissimplydisallowanymagicitemwith
acasterlevelhigherthan10thorthathas
prerequisitesrequiringaspellhigherthan
5thlevel.
Furthermore,asaruleofthumb,restricta
character'smagicitemstoavalueofnomore
than900goldpiecespercharacterlevel.
Pleasenotethatthisguidelineisn'tintended
toreplacenormalcharacterwealthbylevel
parameters.Thus,a5thlevelcharacterin
Chanwouldnotbelikelytohaveanysingle
magicitemworthmorethan4,500gold
pieces.
!
Forexample,considera6thlevelcharacter
withWizardryand6ranksinKnowledge
(arcana).Hecastsspellsasa3rdlevel
wizard,givinghimaccessto1stand
2ndlevelspells.Hecancasta1stlevelspell
usingitsnormalcastingtime(3/1=3),but
2ndlevelspellsrequireatleast1round(3/2
=1.5).
18
SampleNPC:GrselFeridunofChan
Humanrogue3
CR2;XP600
CNhumanoid(human)
Init+3;Sensesscent;Perception+5
DEFENSE
AC14,touch14,Alatfooted10(+3Dex,+1dodge)
hp25(3d8+8)
Fort+3,Ref+6,Will+0
DefensiveAbilitiesevasion,trapsense+1
OFFENSE
Speed30ft.
Meleemasterworkrapier+6(1d6/1820),or
RangedTouchelectricityray+5(1d6electricity)
SpecialAttackselectricityray(30ft.,4/day),sneakattack+2d6
SorcererSpellsKnow(CL1st,concentration+2):
1st(4/day)burninghands(Ref12),shield;CastingTime1minute
0thdetectmagic,prestidigitation,readmagic,resistance;CastingTimenormal
BloodlineDjinni
STATISTICS
Str10,Dex16,Con14,Int12,Wis8,Cha13
BaseAtk+2;CMB+2;CMD15
FeatsDodge,SorcererBloodline(B),Sorcery,WeaponFinesse(B)
SkillsAcrobatics+9,Bluff+7,Climb+6,DisableDevice+9,EscapeArtist+9,Knowledge(planes)+7,
Perception+5,SleightofHand+9,Stealth+9
SQAinesserogue,trapAinding
LanguagesAuran,Common
SPECIALABILITIES
BloodlineArcana:WheneverGrselcastsaspellthatdealsenergydamage,hecanchangethetype
ofdamagetoelectricity.Thisalsochangesthespellsdescriptorstomatchthisenergytype.
ElectricityRay(Sp):Grselcanunleashanelementalrayasastandardaction,targetinganyfoe
within30feetasarangedtouchattack.Thisraydeals1d6pointsofelectricitydamage+1forevery
twosorcererlevelshepossesses.Grselcanusethisabilityanumberoftimesperdayequalto3+
hisCharismamodiAier.
EQUIPMENT
arcanescroll(blur,CL3rd),oilofblessweapon,potionofcurelightwounds,potionofmagearmor
(x2),masterworkrapier,thieves'tools,plus30gp
19
Avalon
Pathfinder
DaughtersoftheWind
InthewildcragsandwindsweptsteepsofthelandsofKulonresidedtheorderofthe
daughtersofthewind,wildwomenwarriorwhofewdaretochallengeorcross.
TheordergrowsitsrankswhenoneDaughtergrowstooldtoAighterfortheorder.This
oldhagthenseeksoutareplacement,ayounggirleithertakenintrade,orsometimeby
force.Eitherway,thegirlchildistakentothehiddentempleoftheorderandtheretaught
thewaysofthewind.FortherestofherlifeshewillAightfortheorder,seektopromote
itsteachingsandtoprotectitsholdings.
Role
ADaughterseekstobringtheteachingoftheordertotheworld,lessonsofstrength
throughwisdom,selfrelianceandfreedomofthoughtandpurpose.Thedaughtersare
wellknowntoselltheirserviceattimeforgoldortradetheirweaponskillsforloreor
goods.Theyareseldomencountersingroups,butmoresolitaryintheirdeedsand
manner.
Alignment
MostDaughtersarelawfulgoodin
alignment,butanygood
alignmentisplayablewiththis
class.
HitDice
1D10
Requirement
ToqualifytobecomeaDaughter
oftheWind,acharactermust
fulAillthefollowingcriteria.
Alignment:AnyGood
BaseAttackScore:+2orhigher
Special:Mustbefemaleingender.
21
ClassSkills
TheDaughter'sclassskills(Andthekeyabilityforeachskills)areDiplomacy(Chr),Intimidate(Chr),
Profession(Wis),Perception(Wis),Survival(Wis)
Level BaseAttack
1
+0
2
+1
3
+2
4
+3
5
+4
6
+5
7
+6/+1
8
+7/+2
9
+8/+3
10
+9/+4
Fort
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
Ref
+1
+2
+3
+4
+5
+6
+7
+8
+9
+10
Will
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
Special
Evasion,SwiftFeet+10
BonusFeat
SummonWinds
UncannyDodge
BonusFeat
SwiftFeet+15
BonusFeat
SwiftFeet+20
BonusFeat
ImprovedUncannyDodge
ClassFeatures
BonusFeat/Ability
Atthislevelandeachlevelthatofferabonusfeat,theDaughtermaytakeoneAighterbasedfeat.
SummonWinds:
TheDaughtermaysummonsmallwindstorms;bringhighspeedwindsandswirlingdustdevils.Thesister
maycast,atwillasasimpleaction,onceadayperlevelthattheyhavegainedinthisclass,thespell,Gustof
Wind.
Evasion:
TheDaughtergainsthisability(SeeRougesfordetails)
ImprovedEvasion:
TheDaughtergainsthisability(SeeRougesfordetails)
SwiftFeet:
TheDaughterisfasteronherfeetandgains+10toherbasemovementrate.Thisrateincreaseto+15at6th
leveland+20at8th.
UncannyDodge:
TheDaughtergainsthisability(SeeRougesfordetails),andat10thitincreasestoImprovedUncannyDodge
WeaponPro7iciency:
TheDaughtergainsproAiciencyinallsimpleandmartialweaponsaswellaswithallarmorsandshields
!
22
The Pathfinder Roleplaying Game puts you in the role of a brave adventurer fighting to survive in a world
beset by magic and evil. Its a very short trip from there to the world of superheroes.
Pathfinder games and superhero fiction have a lot in common. Theyre 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 youre familiar with Pathfinder
youll recognize most of the rules. If youre familiar with superheroes youll be familiar with most of the
setting. If youre familiar with both, youll 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?
Characters
24
Human
There 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 to
their 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.
Mutants
Some 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 Visitor
Not 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 dying
world, rocketed towards the one place that might
prove to be their salvation.
Enhanced Human
Enhanced Humans have been artificially granted
powers beyond those of mortal men. Some Enhanced
Humans 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.
25
Brick
The thick of battle is the mantra of the brick. They
are the brute muscle of a super group. Physical
strength and resistance to injury are the things that
separate the brick from anyone else.
Energy Manipulators
For 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.
Acrobat
Detective
Super Human
Whether 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 Expert
Skilled 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 of
battle, 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
SkillsandFearsarejustlikeyouwould3indina
standardPath3inderGame,butsomenewones
havebeenaddedto3itthecomicgenres.
Somesamplesinclude...
Concentration (Wis)
There are times when the hero or villain must
concentrate on their power, giving its use their full
attention. When called for the character must make a
special skill roll to activate or maintain the continued
use of a power or ability.
Check: Make a check only when some unusual
circumstance exists or when involved in a dramatic
situation. (Being chased or attacked, for example)
Skill Roll DC
Average 10
Difficult 15
Challenging 20
Formidable 25
Try Again: Most Concentration checks have
consequences for failure that make trying again
impossible.
Action: A Concentration check is a move action.
Special: Routine tasks, such as ordinary movement,
don't require a skill check.
Investigate (Int)
You know how to prepare evidence for analysis and
study clues.
Check: You generally use Search to find clues and
Investigate to analyze them. If you have access to a
crime lab, use the Investigate skill to collect and
prepare samples for the lab.
27
Newfeatsareamustinagamethisgreat...
Utility Belt
Your character can instantly change equipment.
Prerequisites: None
Benefit: Once per game session, your character can
choose to change their equipment without waiting the
requisite amount of time. The character also received
+2 Resource Points, which may be spent on gear and
equipment.
Normal: Your character has to wait to change
equipment.
Lair
Your character has a home base.
Prerequisites: None
Benefit: Your character can purchase a number of
features for use in building a lair. This ability gives
the character +4 Resource Points which must be used
in the building of a lair.
Normal: Your character can have a place to live but
no special benefits for it.
OfCoursenosuperherogameiscompletewithout
superpowers...
Power Augmentation
Your character is skilled at enhancing
other people's access to their
superpowers or at
weakening their knowledge
of how to use their
powers.
Prerequisites: None
Benefit: Once per
round, you may
add +2 to any ally's
power activation roll
or give a single
opponent a -2
penalty to their
power activation
roll as long as
they are within
30' of your character.
28
Powers
Using Powers
One of the major differences in HWM versus the
Pathfinder core system is the elimination of the
Vancian 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.
29
Armor
The 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 +2
4. 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 Ray
Your 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 and
villains 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 required
for 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
30
Invulnerable
The 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
Resource Points
In 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 from
time 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.
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)
Another way to spend resource points is get items
that duplicate powers. Each equipment point equates Apartment, Town House, etc
to one power point being spent. For instance, having Scientific Equipment
a small laser pistol might be energy ray level 1 (laser Small Lab
Small Cancelable Camera
pistol) which can do 1d6 damage
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
33
Multi-Verse
Steel & Glory Steampunk: Dr. Clockwork
Part 2
We 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.
8
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Health
34
35
Ruins of Nargth
Music...Myth...Magic...
Life takes an interesting bend for Kara OKeefe as
the Tuatha de Danaan and their ancient enemies
draw the lines of battle once more with Kara
herself the unwitting prize...
Pr
from e-Ord
er
Que
st W the Da
rk
e
rec
eiv bsite
dis e a 10 and
cou
%
nt.
Pro
mo
DA Code
M1
0
38
SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com
39
By Megan Robertson
Mistborn 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's
background, 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 the
whatever 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...
40
Cool Stuff
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 few
years 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.
Classic
Marvel
Forever
http://www.classicmarvelforever.com/cms/
41
42
43
44
Captain Gordon
Ranald Etheridge
(Explorer Society)
Captain Gordon Ranald Etheridge is the stereotypical British officer in Her Majesty
Queen 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 of
the Englishman's superiority over most other nationalities; moderately disdainful of
Americans, he wishes that the Explorer Society was a purely British concern. Etheridge
wishes 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 the
American, Zeb Manning, and has thus far resisted Etheridge's advances.
Cost: 15
Attack: 3
Defense: 5
Strength: 3
Speed: 6
Movement: 5
Adrenal: 2
Will: 5
Health: 20
Special Abilities:
1- Rifle Range = 8
2- Stiff Upper Lip (Special 1)
Etheridge may pay one Adrenal
immediately upon suffering a
wound to reduce that wound's
damage by one Health.
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 to
use 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-hand
combat skills to administer the coup de grace.
Cost: 15
Attack: 4
Defense: 4
Strength: 2
Speed: 6/4
Movement: 4
Adrenal: 6
Will: 4
Health: 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 square
adjacent to her takes an immediate 2 Health
damage with no attack roll needed.
French Inspector Philippe Legrand is interested in just one thing: upholding the law. He is
very aware that both the Explorer Society and Clockwork Legion are very active in
France. He has no inkling of the nature of the conflict (and, frankly, doesn't care); his sole
desire is to maintain law and order. Legrand thus finds himself allied at times with one
side or with the other.
Cost: 10
Attack: 2
Defense: 5
Strength: 2
Speed: 5/2
Movement: 4
Adrenal: 2
Will: 5
Health: 15
Special Abilities:
1- Pistol (Range=4)
2- Command (Special) - May command
gendarmes, spending one Adrenal to give a
gendarme character within six hexes an
immediate free activation.
Captain
Etheridge
15
Zeb
Eva Richter
Captain Gordon
Ranald Etheridge
(Explorer Society)
Inspector
Legrand
Special Abilities
1. Rifle
Range 8
33
See Description
5
Strength
Speed
Movement
Adrenal
Will
Garrett
3
6
5
2
5
Health
Zebulon "Zeb"
Manning
20
Explorer Society)
Special Abilities
1. Pistol
Range of 4
2. Chivalrous
(Attack, 1)
33
-1 AS on one attack
5
Strength
Speed
Movement
Adrenal
Will
4
7/3
5
4
2
Health
Eva Richter
15
(Clockwork Legion)
Special Abilities
1. Pretty Poison
(Attack, 2)
See Description
34
4
Strength
Speed
Movement
Adrenal
Will
2
6/4
4
6
4
Health
10
Garrett the
Anarchist
(Clockwork Legion)
Special Abilities
1. Bomb Hurler
(Attack, 3)
See Description
34
5
Strength
Speed
Movement
Adrenal
Will
2
6/4
4
8
5
Health
Inspector
Philippe Legrand
10
Special Abilities
(Solo)
1. Pistol
Range of 4
32
2. Command
(Special, 1)
See Description
5
Strength
Speed
Movement
Adrenal
Will
2
5/4
4
2
5
Health
'
Warlord Grom
Weapons
Scimitar
Dagger
Damage mod
+1
-1
Notes____
-
Special Abilities
(
'
)
As mod
-1
+0
Health
(
*#&
)
)
)
Lamia
Major
Glory
Gyea
Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.