Game Geek Issues 21
Transcript of Game Geek Issues 21
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Game Geek, Issue 21, Sept 2011
An Avalon Games Product, All righ
reserved, Version 1.0, 2011
All comments, suggestions and
contacts can be made at…
Avalon Games,
Or visit
Avalon Games at…
www.avalon-games.com
Some Game design, artwork and lay
by Robert Hemminger
Cover by Joe Calkins
Some art by Sade, LPJ and Art Fant
Contents
Musing of the Avalon Stogie ...................................................................................................
Behind the Game,
Nova Blast part 2 ……...................................................................................................
Coral Throne
Chapter XII ...................................................................................................................
Junkyard Wars,
Strip #21 ……….............................................................................................................
Raging Swan Gaming …………………………………………………………………….………..
Avalon Pathfinder ................................................................................................................
Dept 13 Comic, Issue #6 ……………………………..……………………………………..…..
Multi-Verse …………,,,…….…………....................................................................................
Artist Spotlight ……………………………………………………………………………………..
Battle Axe …….……….….......................................................................................................Geek Profile ………………………………………………………………………………………….
Reviews ..................................................................................................................................
Cool Stuff ...............................................................................................................................
Whats New ............................................................................................................................
Arcana ………………………………………………………………………………………………
Free Stuff ………………………………………………………………………………..……….….
Page 2
Page 3
Page 5
Page 10
Page 11
Page 17
Page 19
Page 25
Page 27
Page 32Page 35
Page 36
Page 38
Page 39
Page 41
Page 44
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aking a living versa having fun.
any of you have heard this before, but it’s near impossible to make a living as an e-publisher. Avalon does very we
this biz; we are one of the tops ten e-publishers out there. Still we don’t make nearly enough for me to quit my job
nd do this full time. I don’t know too many folks out there that can say they are making a good living by doing this
unning a small e-publishing house is a lot of work, many hours and some aggravation. Still I do it for one reason.
n. If I never make a dime on this venture I would still be putting out game. Hell for years I did just that, creating
oard games that just me and my friends played. For many more years I designed play by email games, which had a
rge following. Now I sell my games, but I would still be doing it even if I did not make some sort of profit on them
the end it’s just about making fun games and having fun doing it.
o play a good game and have some fun with your friends.
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Nova Blast Preview
Part 2
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Coral Throne
Chapter XII
adora saw Tommus walking toward her as she tourede garden. She had needed time to think over what
lvia had told her in the little chapel to the future. Here
the strong sunlight of the open gardens Isadora felt
ee of some of the worries that had come upon her in
at closed space. The palace gardens were quite
tensive, trailing off to the north of the palace and the
ounds about that end of the great wall. Here near the
a wall stood the stables and the little path that lead to
e stairs and iron gate that she had used to leave Silvia’s
cove and water filled basin. From there she had walked
e flag stone covered path out from behind the stabled past the small smithy located in the north east corner
the palace, along the sea wall. From there the gardens
pened up, Isadora walked there now, through the tree
ned paths and among the flowerbeds.
sadora.“ Tommus called, waving a hand to get her
tention. He walked past a small group of courtly maids
they stood gossiping near by, no doubt about Isadora
d her exploits. Isadora stopped and waited for the
oung man to catch up.
Maxis needs some information from the library, and has
ked me to go fetch it for him,” Tommus told her. He
as a bit out of breath as he stood next to Isadora.
That's me,” Tommus laughed, “trained conjurer, skilled
arrior and prince, but now little more then the fetch boy
the pretend lord of the realm.” Isadora had to smile
ith him at the joke. He had such a sunny manner, so
fferent then most of his other siblings. Only Paula
emed to share his moods of laugher.
“So as you had shown some interest in seeing the
library,” he continued on. “I thought to invite you
along.” Isadora smiled; she would love to get out of the
palace she thought. Looking over at the gathering of
gossiping woman near by, all of whom made it a point to
avoid Isadora’s eyes, but still continued to speak in low
whispers about her. “I would love to go with you,” she
said.
Tommus smiled. “Good, I will fetch us a carriage then.
Meet me in front of the palace in an hour.” As he turned
to go Isadora reached out to stop him. “Have you seen
Sammual around?”
“Aye, I just left him with Maxis. They are in the council
room.”
“Thank you,” Isadora called as Tommus rushed off. “I
will meet you at the front of the palace in a hour’s time.”
She then, rushed off to find Sammual.
**********
Isadora caught her husband as he was exiting the council
room. He was dressed in his naval uniform, Kimn close
behind on his heels. Both men stopped as she walked up
to them. Isadora gave Kimn a hard look and then turned
to Sammual, he handsome in his blue and black uniform
she thought.
“Can I talk to you? Alone please,” she said, looking at
Kimn. The little giant bowed and left, smiling at Isadora
as he did so.
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We need to talk,” she said turning back to Sammual
ain. He looked down at his feet and shuffled about a
t nervous and then nodding in agreement. “Yes
night. I…,” he tried to continue on, “I am sorry about
ow I have behaved.”
he smiled at his efforts to be nice. “I am sorry too,” she
id, reaching up to kiss him, happy that they had put therd time behind them.
am going to the library with Tommus, so I do not
now when I will be back, but tonight we will talk it all
ut. I love you,” she told him as she kissed him again.
ammual smiled down at her and patted her rear. “Have
n then,” he offered. As he walked away Isadora pouted
bit. He had not said it, told her he loved her. She
etted about this as she watched him turn the corner of
e hallway, meeting up with Kimn as they both
ntinued on their way.
*********
adora stood without a word as she looked up into the
eat open space that was the main library of Avieragon.
ven in her home up north, she had heard of the great
brary of Avieragon and had dreamed of seeing it
meday. All about walked sages and scholars, countless
umbers of them it seemed. The great hall was open to
y that wished to enter, while aids and scribes moved
out helping and offering their services.
Quite the place is it not,” Tommus said. “I actually like
ming here,” he said as he guided her along. They
ssed one sage after another as they walked into the
eat chamber. Many of the sages had with them
tendants who trailed behind, each carrying arms full of
ooks and scrolls. Isadora stopped to look up into the
ulted ceiling over their heads, for above great beams of
one held up the dome of gold. Along the walls ran case
ter case of books, scrolls, tablets and texts. In the
iddle of the massive chamber lay more shelves ofooks. She had never seen so many books, so much
fort placed into storing the lore they held. It was truly
ne of the wonders of the world.
Now I will leave you to have a look around,” Tommus
id. “I am off to find the information Maxis sent me
ter. If you need help finding anything, grab one of the
tendants and ask.” Tommus then waved good-bye and
shed off.
Isadora just stood there for a moment, taking it all in.
Soon enough and elder gentleman approached her, he
bowing deeply and respectfully. “My ladyship, I hope
am not imposing,” he said, bowing again. “I noticed
you were alone, the prince having left your side. If yo
need a guide, I would be more then happy to assist yo
“Thank you, that would be so nice. I am Isadora,” she
said smiling and holding out her hand in a greeting.
“I know who you are milady,” he offered, puffing him
up, proud of his skills at identifying the royalty of the
realm.
“Then you have me at a disadvantage, for I do not kno
your name.”
“I am Barnibus your highness, the chief librarian,” he
offered with another bow, Isadora laughing at his stiff
and uncomfortable pose. “Good sir, you are too polite
If you continue to bow to me all the time, I will only b
able to recognize you by the top of your bald head.”
Barnibus smiles at that and rubbed the top of his hairle
head. “Thank you my lady, I fear my back would not
take another,” he complained with a smile, arching his
lower back to relieve some of the strain. “Now, how m
I help you? Do you seek a specific book, or are you
more interested in some more general topic?”
“I don’t know,” she pondered, at a lose as to where to
star, “this is the first time I have been here. It’s so hug
never dreamed that this many books even existed in th
world.” Turning about Isadora tried to gather another
look at the library. Barnibus smiled. “Then good lady
you have much more to be amazed at. This is the
greatest collection of lore in the world. Centuries hav
been spent in the gathering of the wonders about you.
Texts as old as the Monoliths of Guidord lie within ou
vaults,” he said with pride. “Which I believe predates
even Avieragon’s own glorious history.” It was clear
the man lived for the books and lore that were stored
here. Isadora could understand as she too had a passio
to read, to learn of places far away and events out of th
deep past. She had so little access to books over the
years though, no more then a few hundred resided wit
her father’s entire realm. She had read almost all of
those. The harsh winters offering plenty of time to re
and learn, the trading of books quite common among t
lords and ladies of her homelands.
“Now then,“ he said taking her arm in his own. “Shal
we start with a tour, or do you wish to have me lead y
to a particular section or style of work.”.
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he thought on the matter a moment. “What about the
istory of our fair realm?” She asked, wishing to learn
more about the people of Aviergon and their past.
arnibus smiled a broad grin. “A historian at heart, I like
ou more and more with each passing moment your
ighness.”
Then you will like me even more after you stop calling
me ‘Your Highness’ and start calling me Isadora.”
arnibus nodding his head, a smile once more coming
ver him, he taking her offer with a bit for pride. The
oyalty of the realm were not so familiar with their
ubjects as Isadora was and she had found her friendly
manners went a long way to winning over the common
olk. The two continued down a few isles of book-
helves, some so tall it took a ladder to reach the top of
he stack. Finally they entered a side chamber where
more books were held. Here there were fewer scholars,
nly a hand full sat about at several tables used for
eading. All made it a point not to stare at her when the
wo entered, but Barnibus puffed up all the more, his
lace assured for months in the gossip of the library and
s caretakers.
Now here we have most of the texts concerning
Avieragon and its long history,” Barnibus offered. “Are
ou looking for something in general or a more specific
eriod? I could suggest the treatise that Yorbo Mon did
n the fifth age on the brothers war, or possibly my own
ork on the royalty of past days and their many
xploits.”
Both please,” Isadora said, sitting down at a long table,
already covered in books. Barnibus hurried off to fetch
he works, returning soon enough with more then the two
e had offered. “I don’t think I can read all those today,”
adora said with a smile.
No need,” Barnibus offered. “You may take them with
ou, after all they all belong to the queen.”
You mean all of these book, the whole library is part of
he royal holdings?” Isadora asked, a bit surprised. “I
hought the library was a part of the city, belonging to the
ealm’s people.”
No, all of it is the property of the queen,” Barnibus said.
Of course she allows us common folk to use the library
t her pleasure. Still it does all belong to her, each and
very book, scroll and tablet.”
“Then I will take care of them and see that they are
returned after I have finished with each,” she said,
looking through a few of the books. All were large text
some with hand drawn pictures. Each was written by
hand, a lifetime of work, toil and love. In some ways sh
thought, they were a bit of immortality for the author, a
way to carry their name on into the future. Looking bac
up to Barnibus she asked another question. “What of thpalace, do you have anything on it, floor plans or the
like?” The place was such a maze she thought. A simp
map would go a long way to her finding her way around
it.
“Aye,” he offered. “We have the original blueprints, as
well as many other works on the great palace of
Avieragon. Would you care to see them?”
“Yes, that would be nice. Can I leave these here.”
Isadora asked, pointing to the small mound of books hehad brought her already. “Aye, I will have a minor
liberian wrap them and have them sent to the palace
today.”
Taking her arm once more the two walked out of the
chamber and down several halls, finally coming to a
smaller chamber, this one locked.
“We keep the more valuable and older works here,” he
said. Bringing forth a large key he opened the door.
Isadora noted a musty smell to the room, like mold anddust mixed and left to sit for years on end. She looked
upon the stacks of old texts, some little more then folios
of loose papers placed together. “Here we go,” Barnibu
told her, leading her over to a small stack of books. Eac
was duct covered and old; some of the leather on the
bindings cracked and dry as old leaves. Pulling a large
folio from the shelf Barnibus took it over to a table and
opened it. Within lay hand drawn details of the palace,
as it had been when first built ages ago. She looked at
the papers before her, running her hand over the aged
papers before her. A sense of the palace’s history and acame over her as she looked down upon how the great
structure had looked when first built, those many years
ago.
“Odd that you would look at the same folio as the
prince,” Barnibus mused as he stood near the table were
Isadora sat. “I do not believe another two people have
seen these blueprints more then a hand full of times
within the past few decades.”
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Someone else looked at these recently?” She asked looked up from the folio.
Aye, just last month prince Lessiter was here. He spent several hours looking through this and other works. I
ssisted him myself,” said Barnibus as he looked over other works in the shelves beside the table. Isadora turned bac
o the papers loosely stacked in the leather folder. What could Lessiter have been looking for here among these
rawings? She flipped through the papers, one at a time, looking at each in turn, spending long moments search each
or some clue. They all were done by hand, each drawn out with precise details, showing the placement of walls,
indows and stairwells. Wait she thought to herself as she came to one of the final pages, here on this map of the
asements. One area was circled in black ink, which itself was much darker then the other ink lines on the paper.
learly it had been drawn recently, well after the drawing themselves had been done. Turning to Barnibus Isadora
miled. “That will be all for now I think.” Standing she folded the papers back into the leather cover and handed itack to Barnibus. As she did so she asked one more question. “Do you have any other works by the man that drew
hese blueprints?”
Aye, we have his original diary,” Barnibus said. He then placed the folio back into the bookshelf and reached up to
ull down another text. This was a small leather bound book; thick and wrapped in an old bit of silk ripen. Barnibu
anded it to her. Looking inside Isadora saw that the script was by the same hand that drew the pictures she had just
een. Within were many more small drawings, calculations and notes on his work. “Can I take this with me?” She
sked.
arnibus thought on a bit and then nodded his head. “We are not suppose to loan out these works, but of course bein
ne of the royalty and all, I cannot see why we could not make an exception in your case.”
adora thanked him and left the room, carrying the small book at her side. She meant to study this diary fully and s
she could not figure out what Lessiter was up to. Thanking the librarian, she took her leave then, returning to the
main chamber to find Tommus waiting for her, ready to return to the palace.
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Wait, Shhhhh…., I hear something.
What?
Bot treads.
We best find
somewhere to hide.
Now be quiet.
Kill Kill Kill…
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The Undead
By Creighton Broadhurst, Publisher at Raging Swan Press
The shambling undead can be encountered almost anywhere; underground they lurk in ancient
crypts and corrupted fanes while above ground they could be the spawn of some fell
necromancer who has unleashed them upon the surrounding countryside or the slain warriors
of an ancient battle returned to wreck their revenge on the living.
This short article provides the time-crunched GM with the tools to create many interesting
encounters with these undead without spending hours creating stat blocks for creatures that
will likely not survive very long. When designing an encounter featuring undead decide theEL and then simply select or randomly determine which group of monsters the PCs face.
The encounter groups below feature undead of predominantly human origin.
EL 1 ENCOUNTERS (XP 400)
Human Fast Zombie (2)
Human Skeleton (4)
EL 2 ENCOUNTERS (XP 600)
Human Fast Zombie (1), Human Skeleton (3)
EL 3 ENCOUNTERS (XP 800)
Human Fast Zombie (4)
Heavy Horse Skeleton (1), Human Fast Zombie (1)
EL 4 ENCOUNTERS (XP 1,200)
Human Skeleton (3), Heavy Horse Skeleton (2)
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HUMAN FAST ZOMBIE
CR 1/2 (XP 200)
The putrid stench of death emanates from this
shambling corpse. The creature's pale flesh is
rotting from its body and it regards you with
dull, hate-filled eyes.
NE Medium undeadInit +2 Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 40 ft.
ACP 0; Acrobatics +2 (+6 jumping)
AC 14, touch 12, flat-footed 12; (+2 Dex, +2
natural)
Immune undead immunities
Fort +0, Ref +2, Will +3
hp 12 (2 HD)
Space 5 ft.
Base Atk +1; CMB +4 CMD 16Melee slam +4 (1d6+4)
Atk Options quick strike
Quick Strike (Ex) Whenever a fast zombie
makes a full-attack, it can make one additional
slam attack.
Abilities
Str 17, Dex 14, Con -, Int -, Wis 10, Cha 10
Feats Toughness
HUMAN SKELETON
CR 1/3 (XP 135)
This animated skeleton wears a rusted chain
shirt but its longsword is yet sharp and deadly.
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft.
ACP -2
AC 16, touch 12, flat-footed 14; (+2 Dex, +2armour [rusted chain shirt], +2 natural)
Immune mind-affecting effects, death effects,
disease, paralysis, poison, sleep effects,
stunning, nonlethal damage, ability drain,
energy drain, damage to physical abilities,
exhaustion, fatigue, massive damage, any effect
requiring a Fortitude save (unless it affects
objects or is harmless), cold
Fort +0, Ref +2, Will +2
hp 5 (1 HD); DR bludgeoning/5
Space 5 ft.Base Atk +0; CMB +2 CMD 14
Melee longsword +2 (1d8+2/19-20) and claw
-3 (1d4+1)
or
Melee 2 claws +2 (1d4+1)
Abilities
Str 15, Dex 14, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative
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HEAVY HORSE SKELETON
CR 1 (XP 400)Shreds of rotting flesh hang from skeleton of
this large horse.
NE Large undead
Init +9; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 50 ft.
ACP 0; Acrobatics +5 (+13 jumping), Stealth
+1
AC 16, touch 14, flat-footed 11 (-1 size, +5
Dex, +2 natural)
Immune cold, undead immunities
Fort +0, Ref +5, Will +3
hp 9 (2 HD); DR bludgeoning/5
Space 10 ft.
Base Atk +1; CMB +7 CMD 22 (26 vs. trip)
Melee bite +5 (1d4+5) and 2 hooves +0
(1d6+2)
Abilities
Str 20, Dex 20, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative
The encounter groups below feature undead of humanoid origin.
EL 1 ENCOUNTERS (XP 400)
Bloody Goblin Skeleton (2)
EL 2 ENCOUNTERS (XP 600)
Bloody Goblin Skeleton (1), Wolf Skeleton (1)
EL 3 ENCOUNTERS (XP 800)
Ogre Plague Zombie (1), Bloody Goblin Skeleton (1)
EL 4 ENCOUNTERS (XP 1,200)
Ogre Zombie (1), Ogre Plague Zombie (1)
Bloody Goblin Skeleton (2), Wolf Skeleton (2)
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OGRE ZOMBIE
CR 2 (XP 600)
Rotting flesh hangs from the corpse of this
shambling giant. Thick muscles bunch and
quiver as it raises its fists menacingly toward
you.
NE Large undeadInit -2; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft., base speed 40 ft.; staggered
Staggered (Ex) A zombie has poor reflexes and
can only perform a single move or standard
action each round. If it charges, a zombie can
move up 30 ft. and attack in the same round.
ACP -3; Stealth -9
AC 14, touch 7, flat-footed 14 (-1 size, -2
Dex, +4 armour [hide], +3 natural)
Immune undead immunitiesFort +2, Ref +0, Will +5
hp 33 (6 HD); DR slashing/5
Space 10 ft.
Base Atk +4; CMB +11 CMD 19
Melee slam (reach 10 ft.) +9 (1d8+9)
Abilities
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Feats Toughness
OGRE PLAGUE ZOMBIE
CR 2 (XP 600)
Rotting flesh hangs from the corpse of this
shambling giant. Thick muscles bunch andquiver as it raises its fists menacingly toward
you.
NE Large undead
Init -2; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft., base speed 40 ft.; staggered
Staggered (Ex) A zombie has poor reflexes and
can only perform a single move or standard
action each round. If it charges, a zombie can
move up 30 ft. and attack in the same round.
ACP -3; Stealth -9AC 14, touch 7, flat-footed 14 (-1 size, -2
Dex, +4 armour [hide], +3 natural)
Immune undead immunities
Fort +2, Ref +0, Will +5
hp 33 (6 HD); death burst
Death Burst (Ex) When a ogre plague zombie
is destroyed it explodes in a burst of decay. All
adjacent creatures are exposed to zombie rot as
if struck by a slam attack
Space 10 ft.
Base Atk +4; CMB +11 CMD 19Melee slam (reach 10 ft.) +9 (1d8+9 plus
zombie rot [DC 13 Fortitude {2 consecutive
saves}; onset 1d4 days; frequency 1/day; effect
1d2 Con {this damage cannot be healed while
the creature is infected})
Abilities
Str 23, Dex 6, Con -, Int -, Wis 10, Cha 10
Feats Toughness
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BLOODY GOBLIN SKELETON
CR 1/2 (XP 200)
Covered in blood and gore this goblin skeleton
yet wears its noisome, blood-drenched leather
armour and clutches a short sword in its bony
grip.
NE Small undeadInit +7; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 30 ft.
ACP -1; Ride +10, Stealth +10
AC 17, touch 14, flat-footed 14 (+1 size, +3
Dex, +2 armour [leather], +1 natural)
Immune cold, undead immunities
Fort +2, Ref +3, Will +2; +4 channel resis-
tance
hp 6 (1 HD); fast healing 1; DR bludgeoning/5;
deathlessDeathless (Su) The bloody goblin skeleton is
destroyed when reduced to 0 hit points, but
returns to unlife 1 hour later at 1 hit point,
allowing its fast healing to resume healing it. A
bloody goblin skeleton is permanently
destroyed if it is destroyed by positive energy,
if it is reduced to 0 hit point in the area of a
bless or hallow spell or if its remains are
sprinkled with a vial of holy water.
Space 5 ft.
Base Atk +0; CMB -1 CMD 12Melee short sword +1 (1d4/19-20) and claw -4
(1d3)
or
Melee 2 claws +1 (1d3)
Abilities
Str 11, Dex 17, Con -, Int -, Wis 10, Cha 14
Feats Improved Initiative
Gear as above
WOLF SKELETON
CR 1 (XP 400)
White bone gleams bright beneath patches the
moulding black fur of this skeletal wolf.
NE Medium undeadInit +7; Senses darkvision 60 ft.; Perception
+0, Sense Motive +0
Speed 50 ft.
ACP 0; Acrobatics +3 (+11 jumping)
AC 15, touch 13, flat-footed 12 (+3 Dex, +2
natural)
Immune cold, undead immunities
Fort +0, Ref +3, Will +2
hp 9 (2 HD); DR bludgeoning/5
Space 5 ft.;
Base Atk +1; CMB +2 CMD 15 (19 vs. trip)Melee bite +2 (1d6+1 plus trip)
Trip (Ex) A skeletal wolf can trip its opponent
as a free action without provoking an attack of
opportunity if it hits with its bite. If the attempt
fails, the skeletal wolf is not tripped in return.
Abilities
Str 13, Dex 17, Con -, Int -, Wis 10, Cha 10
Feats Improved Initiative
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Guardian
A guardian is sacred watchmen or some holy or arcane relic or site, a bodyguard or other
keepers of a holy secret or oath. Guardians are called different things in different cultures
but they are all experts at self-defense and security. Guardians rely on observation and tac-
tics instead of brute force. Many guardians serve as elite law enforcement officers or
guards for important officials.
Characteristics: Guardians are proficient with simple weapons, all non-lethal weapons,
and martial weapons. The guardian is also proficient with light, medium, and heavy armor,
as well as all shields. Guardians are tough and tenacious combatants that are difficult to
surprise. Over time guardians develop their combat techniques and become even more
dangerous.
Background: Most guardians hail from realms or
cultures with advanced arcane or religious orders and
institutions. In these cultures and realms they serve
as keepers of the truth, watch guard of holy ritesand sacred relics. They are often chosen form
the best warriors and noble family, and it is
often seen as an honor to be called on of
their order.
!"#"#$%&'&(#')
!"#$ &''"() *+ ,-
.$/($0'1*2 3)144 5"2) *+ 6
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Hit Die: d10
Class Skills
The guardian's class skills and their related abilities are; Diplomacy (Cha), Intimidate (Cha), Knowledge (military)
(Int), Perception (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex)
Skill Points at 1st Level: (6 + Int modifier) x 4
Skill points at each additional level: 6 + Int modifier
Class FeaturesAll of the following are class features of the guardian;
Weapon and Armor Proficiency: The guardian is proficient with simple weapons, all nonlethal weapons, and
martial weapons. They are also proficient with light, medium and heavy armor, as well as all shields.
Damage Reduction: At 1st level the guardian gains the extraordinary ability to shrug off a certain amount of
damage. At first level the guardian ignores the first point of damage from each injury he suffers. Damage reduction
increases by +1 at levels 5 and 10.
Alertness: At 1st level the guardian gains Alertness as a virtual feat.
Bonus Feat: At 4th level the guardian gains a bonus feat from the Combat List. He gains an additional feat at leve
3 and 9.
Fearless Nature: Guardians deal with fear and intimidation as a part of daily life. At 2nd level he gains a +2 bonu
to all saving throws involving fear and a +2 to level checks to resist intimidation. This bonus increases to +4 at lev8.
*#+#, ./'# 0((/12 34"( 5#6 7&,, 8#6#9'# .49%' :;#1&/,
,9 ,9 ,9 ,7 ,- Bonus feat? ,6 ,6 ,6 ,7 ,9 :
@ ,; ,6 ,6 ,7 ,9 Damage reduction 2/-
A ,=,- ,; ,; ,- ,6 :
C ,?=,9 ,< ,< ,- ,; Fearless nature +4
D ,@=,6 ,< ,< ,9 ,; Bonus Feat
,> ,9 ,< Damage reduction 3/-
-
8/15/2019 Game Geek Issues 21
20/82Bad Baby Productions, 2011 Story by Jennifer Schoonover Art by Robert Hemm
The Nubian Witch has gone by many names—t
Sphinx, Bast, Sekhmet. She has fooled them all
she uses her supple body to make herself more
leonine and feral. Thousands have idolized he
with statues and paintings depicting her as she
wants. Her wisdom is profound, the way of the
powerful woman. It is no wonder those who se
her only reveal her nature rather than her true
self. For if other women were to recognize the
gifts all women have to change shape and rule
men, men would be lost.
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21/82Bad Baby Productions, 2011 Art and Story by Robert Hemmi
So we need to go to Maine.
Maine, why Main
The Nazis are looking
for one of the gates, which they believe is
located under a
school in Maine.
Deep under the scho
lies a chamber.
And how did you come by this
information Professor?
You would not believe me if I told you.
The information is valid though, you will
have to trust me on this.
Trust is a hard
thing to come by
in this business.
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Never the less it is
essential that you do.
We need to get there bef
the Nazis open the gate
We need to throw this into the gate
as it opens.
A Rook! You want to wait unt
the monsters are crawling out a
open doorway and then throw
rocks at them?
I know it sounds
insane, but yes
that is exactly
what I am
proposing.
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The Elder Gods have tried
time after time to escape their
limbo prison, but time after
time a select few brave men and
woman have stood against
their plans.
The priest of Atlantis tried in
their mad quest for power to
release the trapped alien
horrors and paid for their
crimes.
Nero burned Rome in an attempt to stop
yet another Gateway from being opened
The cultist all burned as the city was
consumed with flames.
Now the Nazis try to free these alien
monsters and only we few within the
Dept 13 have a chance of stopping them.
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You’re really not
going to tell me how
you came by this rock
and the informationon the Nazi’s plans.
No my dear, I am not. You would thin
after all we have b
through that we co
trust each other
It is not a matter of
trust Agent D, but
one of security.
And if I told you then
you would be in grave
danger from thesource.
Well I wouldhave told you
We will be coming
up on the high
school anything time
now Professor.
Hum,
and this
gateway is
hidden
under a
typical
high
school?
Well from what we could gather,
the site was once sacred place to
the local Indians.
Hours later.
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Maybe they could
help us out? No go, they all died of Small Pox back in the
frontier days.
Shame, they migh
have shown us
what to look for.
Hum, I think we are in the right place.
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Multi-Verse
Spaghetti Western
By
Steve Lopez
This month we will be bringing you the third part of Spaghetti Western, a brand new S&G setting. You will
find new characters, cards and counters in the Free Stuff of this issue.
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!"# %&'&(# )* +,-
Availablenow at
RPGNow, E-23,
Pazio
and other
great online stores.
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Gordon NapierWe have some great art for you this month from yet another great artist.
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Now this is a California Fairy if I
have ever seen one.
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Gordon Napier is an artist based in Buckinhghamshire, UK. His subject matter ranges from mythological &
romantic themes to gothic horror. He has recently provided illustrations for the Dragon Warriors fantasy RPG
franchise, and also produced pirate ship and map images, and Ancient Egyptian character designs for two Facebook
based games. He has also produced sc-fi book cover artwork for a re-issue of 'Midway Between' by Warren
Norwood, to be published in the near future by Battlefield Press. His work may be seen online at
http://www.dashinvaine.co.uk and enquiries regarding illustration or fine art commissions may be made by email to
http://www.dashinvaine.co.uk/mailto:[email protected]:[email protected]:[email protected]://www.dashinvaine.co.uk/http://www.dashinvaine.co.uk/
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BattleAxe
A*/$ B"C1( #(D**4 ("/E# +*/ F*G 'D1# B*2'D H1'D I2(D"2'12C D1''12C 'D$ J"''4$ K1$4E
M*G ("2 K12E 'D$ +G44 E$() 12 'D$ +/$$ #$('1*2 *+ 'D1# 1##G$L
Battle
xe
EnchantedWeapon
Enchanting
Common
Have the spell caster make 4” moveAnd
Play another War Band Card onthis spell caster
OrYellow 0
Remain in Play
Make a single weapon becomemagical
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Don!t be a clown, play a game from Avalon and have a great time.
Become Fan of Avalon
Games and join our
Newsletter. In each issue we
offer insights into Avalon
Games, the people that makeit 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.
!"#$ &'()' *'+#$
!""#$%&'() +,-. "#$
/0$#12)$ 3&4).
!5&6(&'() &0
,$65)78$9:+3 &1% +&6;#
-
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Some times he is a snob, because he plays a realwar game, but others know the truth, he just
likes to move his little tanks around. He can’tpaint for shit, so he pays some other geek to do
that for him. Nope, he likes Flames of War justfine; it’s all he plays.
Let the others move around their blocked,
ranked up goblins or their elder tanks, he has
Flames of War and he’s just fine with that.
Historical map of WWII.
Strange template used in the
game.
Table set with all sorts of terrain.
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By Megan Robertson
Altered Earth
By Chaos Trip Studios
Opening with a Setting Introduction, which
describes the variety of game types that you can
play in this bleak yet chaotic apocalypic
future-Earth, a setting rich with a wealth of
opportunity for those brave, perhaps vicious,
enough to sieze what they want and defend it
against all comers. The background is explained, a
gradual decline brought about by wars, economiccatastrophes and environmental damage: no single
apocalyptic event but a succession of disaster after
disaster that brought once-green Earth to its present
state of barren wasteland scattered with giant
city-fortresses ruled by warlords.
Scene set, Chapter 2: Races looks at, well, the
races available to players. The default is, of course,
human beings - as described in the 'Humans'
section of the Dungeons & Dragons 4e Player's
Handbook. However, if 'fantasy' elements arerequired, the use of this ruleset means that the
D&D fantasy races are compatible - even if they
are explained away as aliens or from another
dimension within your game. Or there are other
options here: you might want to play an android,
for example, a robot with artificial intelligence that
has developed self-awareness... a process which
tends to end in insanity. The formulae of D&D 4e
have been used to good effect with such as 'Play an
XXX if you want...' and powers for androids being
renamed 'skill programs' - very neat retooling ofthe ruleset to suit the game setting. You could also
pick a cyborg, a human with a lot of prosthetic
enhancement and replacement. Stranger are the
experimentals, subjects of mind or body altering
biological experimentation, and gene freaks, who
are genetically engineered humans, altered to excel
in one specific area. Strangest of all, perhaps, are
the risen, who have died and been restored to life
by technogical means.
!"#$%"$ '#"(#)%!"#$%"$ '#"(#)%
*)+$*)+$,,-+./#%0-+./#%0
1% (2$ '.3 '4(43$1% (2$ '.3 '4(43$
Next, Chapter 3: Classes examines the different
career paths that characters can follow. Different
races tend to be better at different classes, but you
can enter whichever one that you wish. There are
three to choose from: athlete, diplomat and
specialist. Fantasy classes from D&D can also be
used, the most suitable being those that draw on the
martial or psionic power sources... unless you want
to go really fantasy, of course. Athletes excel in
melee, specialists in ranged combat, whilst
diplomats use their minds and their charms to
achieve desired outcomes. For each, a wealth of
exploits and other features enable you to customise
the character within these broad categories to end
up with whatever you want. It's clear that plenty of
thought has gone into these.
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Chapter 4 then presents some paragon paths for
those who reach 11th level and choose to specialise
further. These are based on past history and
inclinations, not on any specific class, and all are
available to any character. Relic hunter, killer,
high-tech gladiator, free agent, king of the streets,
tunnel rat... it's the style in which you go about
your adventures, the areas in which you wish toexcel, that determine which, if any, you choose.
Race and class decided, on to Chapter 5: Skills and
Feats. There are two new skills - Psych and
Science - to equip your character to deal with the
world as it is now, as well as notes on how to adapt
existing D&D skills to the setting, in particular
how to use knowledge of nature to forage in the
wastelands. There are plenty of setting-specific
feats to choose from as well. This is followed by
Chapter 6: Equipment and Vehicles, so that you
can kit out your newly-created character. In thissetting, each fortress-city has its own currency,
often held in electronic format: fine whilst you stay
in one place, but what if you are visiting, or travel
around a lot - or just have to leave in a hurry? Once
you move on, electronic funds need to be
converted into something more tangible.
Precious metals and gems are a standard, of
course, but drugs, medicines and ammunition
are also popular. Then on to armour and
weapons, and more general gear including
medicines, food, and the various necessitiescharacters are likely to need. An interesting
point is that gear is defined as the stuff your
character has that makes a difference to his
being able to complete the adventure.
Services - from lodgings to those of 'sex
workers' and even a scale of bribes - and
vehicles are also included here.
Next is Chapter 7: Experiments. Here are
described several protracted procedures that
characters might wish to undertake. They fit an
analogous position to the 'Rituals' of D&D
although they can involve the use of a wide range
of skills. So if you wish to reanimate a fallen
character, or persuade one of those archaic
satellites to give you a view of the world fromspace... here's how. A character sheet blank, and
off you go...
Despite the overview of the setting given at the
beginning, the GM is going to have to engage in
quite a bit of pre-game designing: surroundings,
personalities, as well as whatever adventure is to
take place. This work gives you the tools and a
glimpse at the setting, but more work is needed
before you will be ready to stride forth and
adventure in the Altered Earth. What is here isgood, clearly presented, consistently thought out...
but it feels almost as if there's a second part to the
book yet to come.
!"# %&'&()* !"# +,-'* ./&( 0,12)'/3*
!"#$%& (&)$*+!"#$%#"& "() *+,-"$%.("& /.01"$ %( 2%(%"$3-,34%(5 "(6 7%53-,4 "() 4,$$%(5 .7 6.3- #8..4%(59
!""#!""$$$%&'()*++,)-'.,/'0%1*/
8$$+:;;
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Cool Stuff Barry Windsor Smith
By far one of my most favorite artists,
Berry Windsor Smith. Stunned my little
boy mind the first time I picked up a copy
of Marvel’s Conan. The lines, clean work
and detail overwhelmed me and still does
to this day. What draws me to his work
are the lines. Lines everywhere, almost
like they where thrown down at random,
but when they all come together they
form this wild scene. Details out of lines.
Here is a, link to his site…
http://www.barrywindsor-smith.com/men
u.html
http://www.barrywindsor-smith.com/menu.htmlhttp://www.barrywindsor-smith.com/menu.htmlhttp://www.barrywindsor-smith.com/menu.htmlhttp://www.barrywindsor-smith.com/menu.htmlhttp://www.barrywindsor-smith.com/menu.htmlhttp://www.barrywindsor-smith.com/menu.html
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The next in our S&G genre games will be out
next month. You have had a chance to see it
all in this very issue, so go get the full version.
More Arcana this coming month with Journal
#28. We are almost done with the south with
this issue, and then move up to the Dark Northfor some goblin fun.
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A new edition of How to comes out with the
next in our series of How to Be a Great GM.
No month is complete without some
Avalon Pathfinder. New adventure,
encounter, magic and treasure await.
Some Super Hero
fun this month with
the release of Super
Hero based
Counters. More
super powers then
you can handle.
A little horror is good for you. Too much and
you turn into a Zombie. Heres some Zombie
art for you sick folks.
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The ruins of Gam-ErithAs found in hex 32
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Battle
xe
Enchanted
Weapon
Enchanting
Common
Have the spell caster make 4” move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical
Battle
xe
Enchanted
Weapon
Enchanting
Common
Have the spell caster make 4” move
AndPlay another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical
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Battle
xe
Enchanted
WeaponEnchanting
Common
Battle
xe
Enchanted
Weapon
Enchanting
Common
Have the spell caster make 4” move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical
Have the spell caster make 4” move
AndPlay another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Make a single weapon become
magical
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Battle
xe
Enchanted
ArmorEnchanting
Common
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1
Category
Battle
xe
Enchanted
Armor
Enchanting
Common
Have the spell caster make 4” move
AndPlay another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1
Category
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Battle
xe
Enchanted
ArmorEnchanting
Common
Battle
xe
Enchanted
Armor
Enchanting
Common
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1
Category
Have the spell caster make 4” move
AndPlay another War Band Card on this
spell caster
Or
Yellow 0
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1
Category
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Battle
xe
EnchantedMissiles
Enchanting
Common
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5”
Battle
xe
Enchanted
Missiles
Enchanting
Common
Have the spell caster make 4”move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5”
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Battle
xe
Enchanted
Missiles
Enchanting
Common
Battle
xe
Enchanted
Missiles
Enchanting
Common
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5”
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 0
Remain in Play
Increase the range of any one
missile weapon by +5”
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Battle
xe
Enchanted
Boots
Enchanting
Uncommon
Battle
xe
EnchantedBoots
Enchanting
Uncommon
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3”
Have the spell caster make 4” moveAnd
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3”
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Battle
xe
Enchanted
BootsEnchanting
Uncommon
Battle
xe
Enchanted
Winds
Enchanting
Uncommon
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Increase the movement of any of
character by +3”
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Battle
xe
EnchantedWinds
Enchanting
Uncommon
Battle
xe
Enchanted
Winds
Enchanting
Uncommon
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly
Have the spell caster make 4”move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Prevent any one character from
being able to fly
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Battle
xe
Rune
Weapons
Enchanting
Rare
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Make a single weapon become
magical and hit at +1 Category
Battle
xe
Rune
Weapons
Enchanting
Rare
Have the spell caster make 4”
move
And
Play another War Band Card on
this spell caster
Or
Yellow 1
Remain in Play
Make a single weapon become
magical and hit at +1 Category
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Battle
xe
Rune
Armor
Enchanting
Rare
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1 Category
The character is also immune tobleeding and Stun results
Battle
xe
Rune
Armor
Enchanting
Rare
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remain in Play
Make one character’s armor become
magical and thus reduce all attacks
made on this character by -1 Category
The character is also immune to
bleeding and Stun results
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Battle
xe
Enchanter
Enchanting
Uni ue
Have the spell caster make 4” move
And
Play another War Band Card on this
spell caster
Or
Yellow 1
Remove from the game any one
Remain in Pla card
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Strength 4
Speed 6 / 3
Movement 3
Adrenal 2
Will 5
10
3
4
Babe(Ranchers)
4
Special Abilities
1. Bear Hug(Attack, 1)
See Description
Health
Strength 3
Speed 5 / 2
Movement 4
Adrenal 2
Will 5
5
3
4
Rancher(Ranchers)
4
Special Abilities
1. PistolRange of 8
Health
RancherBabe
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Strength 2
Speed 5 / 3
Movement 5
Adrenal 2
Will 5
5
3
5
Cowboy(Land Barons)
4
Special Abilities
1. PistolRange of 8
Strength 2
Speed 7 / 5 / 2Movement 5
Adrenal 2
Will 5
10
3
5
Clancy
(Land Barons)
4
Special Abilities
1. RifleRange of 10
2. Command(Move, 1)
See Description
Health
Health
Clanc Cowbo
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Strength 3
Speed 7 / 3
Movement 4
Adrenal 2
Will 4
10
3
5
Sheriff Brown(Solo)
3
Special Abilities
1. PistolRange of 6
2. Bad Eyes(Special)
See Description
3. Command(Move, 1)
See Description
Disruptor Pistol
(Base Range of 2, +1 Damage)
Power Claws
(-2 AS in melee)
Strength 2
Speed 6 / 3Movement 5
Adrenal 6
Will 5
15
3
4
Joachin
(Solo)
3
Special Abilities
1. PistolRange of 8
2. Slippery When Cornered(Move, 1)
See Description
3. Treacherous(Attack, 1)
See Description
Health
Health
Sheriff
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Strength 2
Speed 7 / 5
Movement 4
Adrenal 0
Will 5
10
3
4
Gunman(Solo)
4
Special Abilities1. Rifle
Range of 10
Strength 2Speed 6 / 3
Movement 4
Adrenal 2
Will 5
5
3
4
Deputy(Solo)
4
Special Abilities1. Pistol
Range of 8
Health
Health
De ut Gunman
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Babe(Ranchers)
A great bear of a man, Babe is Trey's older brother. Babe's easygoing nature is in sharp counterpoint to
his great size and strength. He's slow to anger, except when Trey hoodwinks him into anotherharebrained adventure. Consequently, Babe avoids Trey as much as possible – it's better for both of
them. In the case of the Texas valley war, though, Babe stands alongside Trey in support of the beleaguered small ranchers.
Cost: 10Attack: 4Defense: 4Strength: 4Speed: 6 / 3Movement: 3Adrenal: 2Will: 5Health: 15
Special Abilities:
1. Bear hug (Attack, 1)When Babe scores a hit with a melee attack, spend an Adrenal point to place the target in a powerfulbear hug. The victim will take two hits of damage automatically at the start of Babe's activation. Thisdamage will continue until Babe is knocked out or the bear hug is broken with a successful Strengthtest. While hugged, the victim cannot make a move action and must remain in the square adjacent toBabe (who also cannot move while the bear hug is in place).
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Rancher(Ranchers)
The first settlers of the valley were small cattle ranchers who were attracted by the area's lush grassland
and plentiful water. Unfortunately these attributes also make the valley desirable to the newcomer
Colonel Fitzroy, who wishes to run the small ranchers off and claim the valley as his own. Now theranchers are fighting not only for their property, but their very lives, against the ruthless cattle baron.
Cost: 5Attack: 4Defense: 4Strength: 3Speed: 5 / 2Movement: 4Adrenal: 2Will: 4Health: 11
Special Abilities:
1- Pistol – 8 range
Special Rules:
Ranchers are non-unique characters. You may enlist as many ranchers on your force as you have pointsavailable to spend.
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Clancy(Land Barons)
Clancy is the ringleader of the cowhands and toughs who work on the Fitzroy ranch. In the past,whenever there was dirty work to be done, Fitzroy always relied on Clancy to finish the job. But theColonel's confidence in Clancy has lately begun to wane in light of all the “new talent” (strangers and
gunmen) flooding the area. Clancy, desperate to get back in his boss' good graces, has started to takesome foolhardy risks and long chances, courting disaster in his quest to show that he's still the top manaround when an especially nasty job needs to be performed.
Cost: 10Attack: 4Defense: 5Strength: 2Speed: 7 / 5 / 2Movement: 5Adrenal: 2Will: 5Health: 11
Special Abilities:
1- Rifle – 10 range2- Command (Move, 1) - Clancy may command cowboys (allowing cowboys to be played on a forceat the game's start) but can't provide them with free actions.
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Cowboy(Land Barons)
Colonel Fitzroy's ropers and wranglers have the reputation of being some of the toughest men around.Under the leadership of Fitzroy and Clancy, the cowboys are the Colonel's “foot soldiers” in his
campaign to drive off the small ranchers via terror tactics (including murder).
Cost: 5Attack: 4Defense: 5Strength: 2Speed: 5 / 3Movement: 5Adrenal: 2Will: 5Health: 11
Special Abilities:
1- Pistol – Range 8
Special Rules:
Cowboys are non-unique characters. You may enlist as many cowboys on your force as you have pointsavailable to spend, but only as long as Colonel Fitzroy or Clancy are also a part of your starting force.
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Joachin
(Solo)
Joachin is a career criminal with an impressive list of offenses covering the gamut from horse theft tosinging bawdy songs in the public square on a Sunday. Everything has a price; Joachin will do nearlyanything if the price is right and, not coincidentally, he has a price on his head. Both attributes make
him a very dangerous character.
Cost: 15Attack: 3Defense: 4Strength: 2Speed: 6 / 3Movement: 5Adrenal: 6Will: 5Health: 15
Special Abilities:
1- Pistol – 8 range2- Slippery When Cornered (Move 1) – Joachin may pay one Adrenal to receive a bonus of +1 diewhen rolling to disengage from combat.3- Treacherous (Attack 1) – Joachin may pay one Adrenal to make two ranged pistol attacks on thesame attack action (instead of one attack), even against characters which are adjacent to him.
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Sheriff Brown
(Solo)
Sheriff Brown has found himself somewhat caught in the middle of the Texas valley war; though swornto uphold the law, Brown also realizes it's in the best interest of his continued health to side withFitzroy (at least occasionally). Consequently, Brown tends to vacillate back and forth between the
Fitzroy camp and the small ranchers, generally acting in his own self interest as it applies to any givensituation.
Cost: 10Attack: 3Defense: 5Strength: 3Speed: 7 / 3Movement: 4Adrenal: 2Will: 4Health: 11
Special Abilities:
1- Pistol – 6 range2- Bad Eyes – Any ranged attack made by Sheriff Brown with any weapon has a maximum range ofsix squares.3- Command (Move 1) – The Sheriff may use his authority to command deputies within his force.When this ability is used, the Sheriff may activate any one character named “Deputy” on his force whois within five squares. This activated deputy may perform one action. (Note that the deputy may stilltake its normal actions when its activation comes up in the cycle.) The Sheriff may perform this ability
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Gunman
(Solo)
Any time an armed conflict erupts in an area where law enforcement is weak, mercenaries and self-styled “bad men” come pouring out of the woodwork for a piece of the action. Some come for themoney. Some come for the chance to raise a little hell. No matter what the motivation, it's certain that
the local cemetery will soon fill up – after the streets run red with blood.
Cost: 10Attack: 4Defense: 4Strength: 2Speed: 7 / 5Movement: 4Adrenal: 0Will: 5Health: 11
Special Abilities:
1- Rifle – 10 range
Special rules:
Gunmen are non-unique characters. You may enlist as many gunmen on your force as you have pointsavailable to spend.
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All games available at
(Click on the name to visit their site)
RPGNow.com
e23.sjgames.com
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wargamevault.com
Yourgamesnow.com
Drivethrustuff.com
www.ecardmodels.com
Paizo.com
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Avalon is a proud participant of Kiva,
making loans that change lives.
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Avalon’s premier game system the S&G battle system allows you to play skirmish level
engagements, and do so with a fast, easy to learn system that also allows for endless
expansions and genres. With S&G you can fight battles between fantasy based elves and
orcs, or blast off into the cold hard future with space marines and aliens.
Major
Glory
Lamia
Gyea
Weapons and Armor
Weapons As mod Damage mod Notes____
Scimitar -1 +1 -
Dagger +0 -1 -
Warlord Grom
Special Abilities
Health
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Battle Axe is a simple to play tabletop system for skirmish level
battles. Using cards instead of dice, you will find the game to be
less luck based and much more tactical in nature. The rules and
cards provide here will be enough to get you started, and new
characters and rule expansions are on the way so you can continueto increase both the size and composition of your War Bands.
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http://www.rpgnow.com/index.php?cPath=1658_5854http://www.rpgnow.com/index.php?cPath=1658_5854
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“Fantastic artwork, wonderfully created and well thought outas well as a beautiful addition to any fantasy RPG.”