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An Avalon Games Product, All rights


reserved, Version 1.0, 2012

Game Geek, Issue 27, Mar 2012

All comments, suggestions and


contacts can be made at
Avalon Games,
avalon@comstar-games.com
Or visit
Avalon Games at
www.avalon-games.com

Some game design, artwork and layout


by Robert Hemminger
Cover by Robert Hemminger
Some art by Sade, LPJ and Art Fantasy,
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 ....

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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.

5. Fantastic Four. Now not just one


character but four, they are still the best super
hero team out there. Where the Avengers or
the Justice League might have more heroes
and wild adventures, the Fantastic Four is
more than a super-powered band of characters
- they are a family.

6. Captain America. While he is my


favorite character, and should be the top of
this listing, good old Cap comes in 6th. He is
not quite as iconic as the others, but still my
personal favorite.

7. The Hulk. Big and green, well he was


grey to start. Over the years this character has
had his ups and downs, some great stories and
some great art. The movies have also been hit
or miss, as well as the T.V. show.

8. Wonder Woman. Well she started out as


more of a bondage fetish than anything else,
but she has grown over the years to be the
third leg of DC's universe.

9. The Flash. Fast is good. Fast and dressed


in a red body suit is better. The comic has
always been a dud but the character has always been cool.

10. Everyone else. There are so many, and


all are cool, so I will lump all the rest here,
The Green Lanterns, Thor, Doctor Strange,
Doctor Fate, and on down the list.

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.

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Coral Throne
Chapter XVIII

Isadora waited for Paula at the northern gate of the


palace, near the lower gardens. She sat her horse
comfortably, happy to be out of the palace today. The
two had made plans to ride off to the north side of the
island and there to walk the lone beach on that shore.
She watched as Paula came riding down the pathway, a
red blouse and riding pants off-setting her long back hair.
Along side came Captain Jon and several well-armed
riders. It was clear the captain would not be caught
undermanned this time should trouble arise. Isadora
smiled at the Captains attention to details, besides their
normal arms and armor, each soldier was now also armed
with a light crossbow. Jon nodded as he rode up, he too
noting the sword strapped behind Isadoras saddle.
Ready? Paula called as she raced past Isadora, heading
for the open gate and the trail down off the mountain.
Isadora kicked her horse and leaped after the girl, Jon
and the other moving faster to catch up with the two
women.
As they rode down the slope Isadora called to Paula as
she raced ahead of her. Slow down girl, we have all
day. Smiling Paula pulled her mount up to a trot,
bouncing atop the saddle, throwing her hair about to get
it out of her eyes.
I love to ride, Paula said as Isadora trotted up beside
her.

So I can see, Isadora smiled back. You do it well I


might add. Youre a much better rider then Julia, thats
for sure. She offered in praise to Paulas skill on a horse.
Ha, Julia can barely sit a horse, let alone ride one,
Paula laughed. Me, I love to feel a horse under me, the
freedom it brings. I would ride everyday if my studies
did not keep me pin up all the time.
And how goes your lessons? Isadora asked as she
looked behind her to see that Jon and the other guards as
they rode behind them.
They go well I suppose. I still cant light that damn
candle though. Paula blushed at the crude word as it
rolled out of her mouth, then giggling at its use.
Martin says you are smart and will get it soon enough,
so too did your mother, Isadora offered. Too late she
realized she had brought up the girl's mother. Paula had
been upset the most by the demise of the queen. They
rode silent for a short time, till Isadora broke the quiet.
Turning back over her shoulder she called Jon up to
them. Captain, come ride with us, she called.
Paula brightened at this. Yes good Captain, please join
us, she asked as well. Jon smiled and bowed his head,
leaving a brief order to one of the men riding beside him
and spurred his horse ahead to joining the women, taking
a place next to Isadora. Ladies, he greeted with
another bow of his head.

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


battle? Will we route the pirates fully? Paula asked,
bright and cheerful once more. Jon looked over to
Isadora and then back to Paula. I am sure the royalty of
the realm will show these pirates a thing or two and send
them packing like the dogs they are.
Let us all hope, Isadora said. She was not so
convinced herself, but still she knew that Jons words
were more to set the girls worries aside then to tell the
truth. Both Jon and Isadora knew that the fighting would
be a hard, and the realm may well lose, the cost of such a
defeat both high and terrible.
As they rode along Paula offered up gossip about this
lord or that lady, romantic things mostly, unrealized love
and secret admirers all the rage in the queens court
these days it. Isadora could have cared less, but Paula
took it all with a light heart, it did bring a question to
mind.
With your mother ill for so long, Isadora asked of
Paula, who has been running the court?
Well for the most part it sort of runs itself. The realms
officials are all quite bright and skilled in their duties.
Still Maxis has taken charge more and more this year.
Do you think this a move on his part to sit the throne?
Isadora asked in reply. Paula thought it over a moment
before answering. I could be, but then Maxis has
always been a take charge sort of man. We two have
never been all that close, he being so much older then I.
Still he has always been a force in the court, even when
mother was healthy and in full control. The three of
them rode on in silence for some time thereafter, each to
their own thoughts.
As the hours flew by, the group of riders stopped on a
small hill to have lunch, Isadora making it a point to
invite the guards to sit with Paula and her this time. It
was clear that Paula and the guardsmen were a bit
uncomfortable with this arrangement, but she would not
have these men sitting off by themselves. These soldiers
would give their lives for the two women sitting with
them and Isadora felt they had the right to be treated as
equals, not servants or furniture.

After lunch they all continued on, finally arriving at the


cliffs on the north face of the island. There they rode for
a short while along the white stone walls above the sea,
reaching a lower bluff soon enough and the rock covered
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 this
beach and the reef out before us prevents a larger vessel
from making a landing. No this is better protected then
our citys harbor I think.
Hum, if you say so, mused Isadora. She though could
think of several ways to land a small enough boat here
should she be determined. Isadora was sure this was a
blind spot in the realms defenses.
Paula? Isadora asked of the girl. Would you help me
collect some of these stone, they are all so pretty.
Isadora leaned down to pick up one of the smooth, white
rocks at her feet. It was washed clear, bleached by the
sun and made smooth by the pounding of the surf at high
tide. Looking about the whole beach she could see it as
nothing but a large garden of bones, for many of the
stones looked like bones that had been thrown about as if
they all stood in some mad graveyard. Isadora worried
for 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 an
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 moved
along the beach. They skipped from stone to stone, little
ponds of seawater forming tidal pools about them. Paula
reached in and pulled out a starfish, holding it up to
Isadora.

I used to collect these. Sammual would bring me here


sometimes and we would gather them and sea shells.
Paula told Isadora as they walked along the rocks. I
once had quite the fun collection of pretty shells, Paula
offered. Dropping the creature back into the salty water
she turned to Isadora becoming a bit serious. Im glad
you brought Sammual back to us. I did not think he
would ever come home after the fight between Maxis and
him.

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


there. Some have sought to keep the feud going between
them, hoping it would open doors to their own
advancement. As they spoke they climbed the slope
back to where their mount waited.

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


she had not heard.

Who would benefit from such a fight? Isadora asked,


climbing behind Paula.

Im sorry, Paula said, stepping over a small pool to


stand next to Isadora once more, I thought you knew
why Sammual left home? Maybe I should say no more,
she offered, a sly look on her face. Isadora smiled back
and bending down to pick out of the water one of the
funny sea creatures, she holding it up to Paulas face.
Tell me all little child or I shall have to feed you to this
ravenous sea beast. Isadora laughed as she shook the
starfish before Paula. Paula squealed at the sight of the
creature which then drew hard looks from Jon. Isadora
embarrassed, dropped the critter back into the water and
continued to walk along, Paula following.

Jules for one, Paula offered. Lessiter I think would


rise higher in the succession should they cancel each
other out.

Well its no real secret I guess, Paula offered. Maxis


accused Sammual in court one day of sinking the ship his
wife and child were on. The rumor had been going
around for awhile and I guess Maxis had just had
enough. They got into it right there, Mother and the
court watching. Words soon enough turned to spells
being cast by the both of them, a nasty magical duel
fought right there in the middle of court. Mother and
Martin had to finally step in before one of them got
killed, Sammual then stormed out, leaving the palace that
very day.

Was there any evidence that it was my Sammual being


the one behind it all? Isadora asked as they began their
ride home.

So they have had bad blood between them for some


time? Isadora asked as they both turned back towards
the captain and his waiting men. It was getting late and
they had to start off if they wish to reach the palace
before nightfall.
Yes, they have been at each other for years I think.
Maxis loss though seemed to have turn the feud into
something more, they had gone from dislike to outright
hate I fear.

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, although I
think it was just a terrible accident. Not all tragedy has
to flow from our families inner struggles, she offered,
mounting her own horse.

None at all, but then sometimes you dont need proof of


a wrong deed to know that one has been committed. No,
its all done and over with now I think. Maxis seems to
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 kind
words. Dont get mad, but Sammual was sort of a
prick. She smiled at the off colored word she choose to
describe her elder brother. Dont get me wrong. I love
him and all, its just that he was always more interested
in himself then others. Sort of selfish and even a bit
mean, Paula admitted.

Sammual would never have slain Maxis family though.


Isadora offered in defense of her husband.

And you think he has changed? Isadora had thought


the same thing of her husband the first time she had meet
him. A snob at best, possibly even a true ass of a man.
Sammual and she had not gotten along at first, not till
later 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.
**********
Isadora knocked on the door to Martins tower. The old
tutor called something from behind the door and then a
few moments later opened it. She had to stifle a small
laugh as the old wizard stood there before her. Dust
bunnies lay all about in his long white beard and hair, a
frilly apron tied over his neck, covering his long black
robe. Seeing the look on Isadoras face Martin also
turned a bit red. You have caught me in a bit of house
keeping my dear, that is all, he confessed.

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


dear, magic is too difficult to work to waste on cleaning
dirty rooms. By the time a magician has gathered up the
needed energies, formed them into a spell and hung them
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 to
do it all for you? She inquired, taking a rag as she
asked the question and beginning to wipe off one of his
selves, helping him to clean. Martin stood there a
moment eyeing her as Isadora continued to wipe off dust
from a small glass orb sitting on the shelf, then moving
on to other objects next to it. As she continued to clean a
smile came over Martin.
You are quite the remarkable woman milady, he said
with a smile. If I was a hundred years younger, our dear
Sammual would have a time on his hands keeping me
from stealing you from under his very nose.

Stepping aside to allow Isadora to enter, she walked past


the tall man and steeped into the first floor of his tower.
The queen had awarded him one of the palaces many
towers all for his own use. The first floor seemed to be
used as a study of some sorts. Bookshelf lined the walls
while more books lay in tall stack about the floor, the
chairs, tables all having piles of texts stacked on them.
Bits of junk, animal skulls and feathers lay all over and a
huge desk piled high with loose papers and more junk sat
across from the door. A steep staircase sat to the side
which lead up through a hole in the ceiling to the second
floor above. Isadora assumed it was a bedroom, for the
top floor of the tower she knew was taken up by the old
tutors most prized possession, a brass and copper
telescope he used to observe the stars. He had told her
all about it the other day when they walked back from
their lunch in the gardens, Paula having maneuvered
herself into having the rest of the day off and running off
to seek out some fun.

Isadora smiled.

House cleaning? Isadora asked as she steeped into the


room. I would think a mighty wizard such as yourself
would just cast a spell and have the whole place cleaned
up for you. Isadora reached out as she spoke and
plucked the largest of the dust bunnies out of Martins
beard.

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 the
study of magic, he paused. Well I might have had the
time to find a wife and had a daughter as fine as you to
help me clean.

As to summoning a mystical beast to clean for me, the


same trouble comes about. I would have to spend the
time ordering it all about. That or have to summon one
smart enough to do the task on its own, which would
mean it was much to powerful and untrustworthy to
begin with. No the conjuring of creatures can and is a
dangerous affair. Too weak and it is of no use, too strong
and its a possible danger to the caster. He moved over
as she spoke, putting books back into their place on one
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 that
someone who has spent all their life mastering magic
would be more prone to talk it up, not putting it down.

Isadora bowed in respect to him with that honest admission.


Putting the last book in place he sat down at his desk. Now my dear, you did not come here to clean my hovel, so sit
down and tell me what you want.
Isadora smiled. What makes you think I wanted anything? She said, moving a pile of books off a chair and sitting
across from him.
Why else would you be here, not to gaze upon my good looks? He laughed with this jest which filled the small
chamber and brought a broad smile to Isadora as well. I am at your service, he finally said, catching his breath and
bowing his head, be it in whatever matter you may need.
Isadora smiled, he was such a fine gentleman, she could not help but like the old wizard. Pulling out the vial she handed
it to him. Could you tell me what this is? After taking the vial of medicine from the queens nightstand, Isadora had
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.
Turning his nose at the stink he offered. Not perfume I would guess, he smirked with a smile on his face.
Looking 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 take a
bit of time, alchemy is not my strongest suit. I would suggest that you take it to Lessiter, I think though you would rather
none 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.

!"#$%&'&()*$!"#$+,-'*$
./&($0,12)'/3*$

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

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.

No, I am simply speaking directly into your


mind, which is taking my telepathic messages and
turning them into a language you can understand.

It speaks
English?

Cool.

Best get
out of
here.
Hey you!
What are
you doing
here?

Lets go.


Bad Baby Productions, 20112

Art and Story by Robert Hemminger

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?

Thanks you for


your aid. I believe
the humans you call
Nazis planned to
dissect me.

That
would be
their style.

My ship crashed landed on


your world. As I crawled
from the wreckage the Nazis
fell upon me.

That will not be necessary.


My rescue is already on the
way. The ship will arrive
anytime now.

Well we can hide you


until we can figure out
a way to get you home.

In the meantime
we have
company.
Damn,
looks like
Shomer is
here with
his damn
robots.


Shomer?


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.

How much longer until


this recue ship arrives?


We're
Trapped!

Kill Them!

God I hate
that freak.




That's the strangest


rescue I have ever seen.

Don't complain, it just


saved our bacon.

Thank you
for the
help.

Well
Bob, safe
trip
home.

"Now available on Kindle and


other ebook formats!"

Avalon Games/Avenger Presents

Far Avalon
Book 1: Background and Spacecraft

Avalon Games/Avenger Presents

Far Avalon
Book 2: Star Systems

Avalon Games/Avenger Presents

Far Avalon
Book 3: Conversion for

Requires the use of the TravellerTM Main


Rulebook, available from Mongoose Publishing
<Wh7lWbedFW]['
Requires the use of the TravellerTM <Wh7lWbedFW]['
Main Rulebook, available from Mongoose Publishing

15

Requires the use of the TravellerTM Main


Rulebook, available from Mongoose Publishing
<Wh7lWbedFW]['

Marks Musings
by 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 lowmagic world (and let's call that world Chan).
Character Classes
The inhabitants of Chan have some knowledge of
magic, but neither arcane nor divine magic are as
ubiquitous as they are on other worlds. When
making a character for Chan, 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 Chan.
2. Paladins and rangers exist, but they do not gain
the ability to cast spells.

Paladins & Rangers of Chan


Instead of spells, paladins get bonus feats starting
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 bonus
feat is gained at 7th, 10th, 13th, 16th, and 19th
levels.
Rangers also get bonus feats starting at 4th level.
These bonus feats must be chosen from either
combat feats or any general feat that provides a
bonus to skill checks (such as Alertness). Of
course, the ranger must meet the prerequisites
before a feat can be selected. Like the paladin, an
additional bonus feat is gained at 7th, 10th, 13th,
16th, and 19th levels.
As an alternative to bonus feats, you might want
to allow archetypes that remove spellcasting
ability. This option would include the warrior of
the holy light for paladins, and the skirmisher and
trapper for rangers.

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

It would have been easy to mock the old woman, for


her vanity was far more obvious than her capabilities.
This would have been a mistake, however; she was a
very powerful sorceress and those who felt the need to
express their superiority would find themselves
transformed by her terrible magic. Her cottage was
surrounded by a rainbow menagerie of peafowl, which
she fed as she waited for more disdainful visitors that
only saw a dressed-up old hag.

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 found in Heroes Wear Masks are


superheroes and villains like those youve 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.

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 to
stop 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.

Characters

You're about to discover the depth of strangeness


and beauty the world holds. -Warren Ellis, Planetary

The 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 whose
powers come from the light of earth's yellow sun.
Superheroes and villains come in all shapes, sizes,
and types-let your imagination run wild!

24

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 rules
into 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 more
traditional fantasy RPG.
You of course have the standard...

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

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. 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

Highflying 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.

A 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 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.

information from a clue you have found.


The base DC to analyze a clue is 15. It is modified by
the time elapsed since the clue was left, and whether
or not the scene was disturbed. Success gives you
information based on the clue (as determined by the
GM).
CIRCUMSTANCES DC MODIFIER
Every day since event (max modifier +10) +2
Scene is outdoors +5
Scene slightly disturbed +2
Scene moderately disturbed +4
Scene extremely disturbed +6
Collect Evidence: You can collect and prepare
evidence for a lab. This use of Investigate requires an
evidence kit.
To collect a piece of evidence, make an Investigate
check (DC 15). If the check succeeds, the evidence is
usable by a crime lab. If the check fails, a crime lab
analysis can be done, but the lab takes a -5 penalty on
any necessary check. If the check fails by 5 or more,
the lab analysis simply cannot be done. On the other
hand, if the check succeeds by 10 or more, the lab
gains a +2 bonus on its checks to analyze the
material. This function of Investigate does not
provide you with evidence. It simply allows you to
collect evidence you have already found in a manner
that best aids in its analysis later.
Try Again: Generally, analyzing a clue again doesn't
add new insight unless another clue is introduced.
Evidence collected cannot be recollected, unless there
is more of it to take.
Action: Analyzing a clue is a full-round action.
Collecting evidence generally takes at least a minute.

Analyze Clue: You can make an Investigate check to


apply forensic knowledge to a clue. This function of
the Investigate skill does not give you clues where
none exist. It simply allows you to extract

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

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
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.

Powers cannot be used to counter other powers as


with 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 can
be used to buy new powers or to increase those
gained from a class.

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 villain
can 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.

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

A whole new system is also supplied to deal with


resources and wealth, gear and gadgets.

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.

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 have
access 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 have
mundane 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)
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

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 Games
Where Fun Happens

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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34

35

Ruins of Nargth

 

  
  







  

 

 




 




 

 


 


 

 

Some things are Eternal

Others were Never Meant to Be...


BY

IN 2012, DARK QUEST BOOKS BRINGS YOU


THE TIMELESS *ETERNAL CYCLE SERIES
AWARD-WINNING AUTHOR DANIELLE ACKLEY-MCPHAIL

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...

Dark Quest Books


www.darkquestbooks.com

Pr
from e-Ord
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Que
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dis e a 10 and
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*Including Yesterdays Dreams, Tomorrows Memories, and Todays Promise

38

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.

SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com

take a ride with Avalon


and play a great game.

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

We have more Super Brawl for you this


month, with new characters, new battles
and new rules. Dont 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 for
you this month. How to Use Religion in
Your Game. Everything you need to bring
some holy might to your game night.

42

We have a new series of paper models


starting this month. First up is the
Walker 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, 1920s
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.

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.

Zebulon "Zeb" Manning


(Explorer Society)
American frontiersman Zeb Manning enjoyed a colorful career as an army scout and
western lawman before joining the Explorer Society at the request of the United States
government. Formerly fearless to the point of recklessness, his adventurous enthusiasm
has 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: 3
Defense: 5
Strength: 4
Speed: 7/3
Movement: 5
Adrenal: 4
Will: 2
Health: 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 to
any friendly female character.

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.

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 to
see 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 particular
skill with explosives to further the organization's ends, which coincide with his own.
Cost: 10
Attack: 4
Defense: 4
Strength: 2
Speed: 6/4
Movement: 4
Adrenal: 8
Will: 5
Health: 9
Special Abilities:
1- Bomb Hurler (Attack 3 plus 1 activation) At the
cost of 3 Adrenal plus his entire current activation,
Garrett may construct and hurl a bomb, creating a
nine square burst attack (in a 3x3 pattern).
Range = 6, AV 4, +1 Attack Dice (total: 3 dice).

Inspector Philippe Legrand


(Solo)

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

2. Stiff Upper Lip


(Special, 1)

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

OPEN GAME LICENSE Version 1.0a: The


following text is the property of Wizards of
the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc (Wizards). All Rights Reserved.
1. Definitions:
(a) "Contributors" means the copyright and/or
trademark owners who have contributed Open
Game Content;
(b) "Derivative Material" means copyrighted
material including derivative works and translations (including into other computer languages), potation, modification, correction,
addition, extension, upgrade, improvement,
compilation, abridgment or other form in
which an existing work may be recast, transformed or adapted;
(c) "Distribute" means to reproduce, license,
rent, lease, sell, broadcast, publicly display,
transmit or otherwise distribute;
(d) "Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent
such content does not embody the Product
Identity and is an enhancement over the prior
art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative
works under copyright law, but specifically
excludes Product Identity.
(e) "Product Identity" means product and
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marks including trade dress; artifacts; creatures characters; stories, storylines, plots,
thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
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of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments,
creatures, equipment, magical or supernatural
abilities or effects, logos, symbols, or graphic
designs; and any other trademark or registered
trademark clearly identified as Product identity by the owner of the Product Identity, and
which specifically excludes the Open Game
Content;
(f) "Trademark" means the logos, names,
mark, sign, motto, designs that are used by a
Contributor to identify itself or its products or
the associated products contributed to the
Open Game License by the Contributor;
(g) "Use", "Used" or "Using" means to use,
Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material
of Open Game Content;

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


terms of this agreement.
2. The License: This License applies to any
Open Game Content that contains a notice
indicating that the Open Game Content may
only be Used under and in terms of this License. You must affix such a notice to any
Open Game Content that you
Use. No terms may be added to or subtracted
from this License except as described by the
License itself. No other terms or conditions
may be applied to any Open Game Content
distributed using this License.
3. Offer and Acceptance: By Using the Open
Game Content You indicate Your acceptance
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4. Grant and Consideration: In consideration
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exact terms of this License to Use, the Open
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5. Representation of Authority to Contribute:
If You are contributing original material as
Open Game Content, You represent that Your
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or You have sufficient rights to grant the
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update the COPYRIGHT NOTICE portion of
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8. Identification: If you distribute Open


Game Content You must clearly indicate
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15. COPYRIGHT NOTICE Open Game
License v 1.0a Copyright 2000,
Wizards of the Coast, Inc. System Reference
Document. Copyright 2000, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by
E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009,
Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
Monte Cook, and Skip Williams. The Book
of Experimental Might. Copyright 2008,
Monte J. Cook. All rights reserved. Tome of
Horrors. Copyright 2002, Necromancer
Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase,
Casey Christofferson, Lance Hawvermale,
Travis Hawvermale, Patrick Lawinger, and
Bill Webb; Based on original content from
TSR. Class options Volume2: Paladins Prevail, Copyright 2009, Reality Deviant Publications, author Stefen Styrsk

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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making loans that change lives.


   



Avalons 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.




Weapons and Armor

'

Warlord Grom

Weapons
Scimitar
Dagger

Damage mod
+1
-1





Notes____
-

Special Abilities

(
'

)



 
 

As mod
-1
+0

Health
(
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Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.

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