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    Game Geek, Issue 33, Se t 2012

    An Avalon Games Product, All righ

    reserved, Version 1.0, 2012

    All comments, suggestions and

    contacts can be made at

    Avalon Games,

    [email protected]

    Or visit

    Avalon Games at

    www.avalon-games.com

    Some game design, artwork and lay

    by Robert Hemminger

    Some art by Sade and Art Fantasy

    Contents

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

    Behind the Game, Road Rage ............................................................................................

    Coral Throne Interlude X ....................................................................................................

    HWM. Professor Bug ..........................................................................................................

    Servants of Gaius Adventure .............................................................................................

    Sorceress, Issue #2 ............................................................................................................

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

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

    Nova Blast ...........................................................................................................................

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

    Reviews ................................................................................................................................

    What's New .........................................................................................................................

    Arcana .......Cool Stuff ............................................................................................................................

    Free Stuff ......

    Page 2Page 3

    Page 4

    Page 5

    Page 10

    Page 13

    Page 18

    Page 22

    Page 24

    Page 25

    Page 26

    Page 31

    Page 34Page 35Page 38

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    Best Cthulhu Stuff Out There.

    Here is a list of some great Cthulhu-based stuff on the web right now.

    Calls for Cthulhu. Very funny spoof on the mythos and Cthulhu in general with the great tentacle things as a talk sho

    ost.

    http://www.callsforcthulhu.com/)

    Cthulhu.com. A super clearinghouse of stuff about Cthulhu. News, links and more about the great big guy.

    http://www.cthulhu.com/)

    he story itself. You can get the full story here alongside all, or most of Lovecraft's other works.

    http://gutenberg.net.au/ebooks06/0600031h.html )

    H. P. Lovecraft Historical Society or HPLHS. They have been making some movies based upon Lovecraft's work. T

    est is Call of Cthulhu, a silent movie homage.

    http://www.cthulhulives.org/)

    http://www.callsforcthulhu.com/%22%20%5Cl%20%22_blankhttp://www.cthulhu.com/%22%20%5Cl%20%22_blankhttp://gutenberg.net.au/ebooks06/0600031h.html%22%20%5Cl%20%22_blankhttp://www.cthulhulives.org/%22%20%5Cl%20%22_blankhttp://www.cthulhulives.org/%22%20%5Cl%20%22_blankhttp://www.cthulhulives.org/%22%20%5Cl%20%22_blankhttp://gutenberg.net.au/ebooks06/0600031h.html%22%20%5Cl%20%22_blankhttp://gutenberg.net.au/ebooks06/0600031h.html%22%20%5Cl%20%22_blankhttp://www.cthulhu.com/%22%20%5Cl%20%22_blankhttp://www.cthulhu.com/%22%20%5Cl%20%22_blankhttp://www.callsforcthulhu.com/%22%20%5Cl%20%22_blankhttp://www.callsforcthulhu.com/%22%20%5Cl%20%22_blank
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    Road RageFor some time I had an idea floating around in my head for a card-based game

    where tiles or cards were laid out as the game progressed to form a road or

    course where cars or some sort of racing vehicles would move. This idea

    became the Road Rage system.While the game pays a lot of homage to Car Wars, it plays quite differently. Players first build

    their car and driver and then play road cards from their hand to alter the roadway where the car

    battle is waged. As the game progresses, the road expands as new cards are laid down and old

    cards are taken away. The system itself is fairly simple and fast to play.

    I used a lot of art by Tamas Baranya for two reasons. First, he already has a lot of stuff out ther

    for use with this sort of game, and second, because I really like his work.

    Road Rage has been very popular and requests have come in for arenas and pedestrians, so we

    might add those on in the future. I also have an idea for a futuristic, sci-fi version using grav ca

    and a laser beam track-like setting.

    We have some new

    road cards for you

    in the free section

    so have fun.

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    Coral Throne

    Interlude X

    Tommus stood on the stone pier looking out into the citys harbor. He was alone here, all the others under his comm

    eeing to some duty or another. He though had little to do, just stand here and wait. He looked across the harbor uphe palace sitting above the city, could feel the power raising up there, knew that Julia, Lessiter and the others had ca

    heir spell. He watched as the bolt of multicolored lights shot out of the place, and thought it odd that it could carry

    much power.

    Something went wrong, he said to himself.

    As he stood there the waters in the harbor began to pull away, leaving a line on the stone pier where they normally

    would lap. Tommus knew now something was terribly wrong. His siblings had cast more energy into the spell then

    or they had expected. Tommus turned and ran for his horse, mounting in a swift leap. He gave orders to those stand

    bout too be ready for a rush of water into the harbor and then spurred his horse thought the city streets, racing to rea

    he palace. He looked back over his shoulder one last time to see the harbor almost drained of water, it all being pulway by the great spells effect.

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    !

    Rupert Cornelius Hellstrom, known to the

    world as Professor Bug, was once a

    well-respected entomologist. Rupert never gotalong well with humans; he was introverted and

    more than a little strange. Insects he could

    relate to. He made the study of insects his lifes

    work, and dedicated his considerable intellect

    to the field of entomology.

    Unfortunately the entomology department at

    the University where he worked had its budget

    severely cut, and Rupert was denied the tenure

    he had been counting on. Most of his research

    projects were defunded, decimating his lifes

    work. Rupert watched as his entire life

    crumbled all around him, once again before of

    the inability of humans to understand the

    majesty and power of the insect. He suffered a

    severe psychotic break and was never the same.

    He robbed several laboratories within the

    University campus and then disappeared.

    By the time anyone heard from Rupert

    Hellstrom again, he was calling himself

    Professor Bug and had completely succumbed

    to his madness. He now planned to wipe

    humanity off the face of the Earth to make

    room for the inevitable Age of the Insect.

    Professor BugCowardly and nonathletic, Professor Bug prefers

    to usher in the Age of the Insect from the safety of

    his lair bypiloting giant remote control insect robots.

    Professor Bug has been less than successful in his

    quest so far. His robot insects are constantly

    destroyed by superheroes, almost for sport, and all

    of his attempts to breed a super-insect that could

    outcompete humanity have ended in annoyance

    rather than death. Although it might be tempting

    to see Professor Bug as something of a comical

    figure, he only needs to succeed once to prove just

    how dangerous he really is.

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    Hero Adventure Seeds

    Professor Insect Neologisms Professor Bug has invented an Insectification Ray, which turns humans

    into strange human/insect hybrids. He has used the ray to make himself a number of henchmen and

    now plans to hijack a space launch for a satellite so he can use the ray against the whole world at once.

    The PCs will have to track Professor Bug and stop him, as well as find a way to cure the victims of his

    Insectification Ray.

    More Robots Professor Bug has acquired an alien machine which can create perfect duplicates of

    anything. Somewhat lacking in imagination, the use Professor Bug puts this machine to is duplicating

    robot insects. He now has a veritable army of the robots, and hundreds of them guard his lair. The PCs

    will have to breach the robot army and get to the machine quickly because there are many organizations

    that could put such technology to much more sinister uses. These organizations will also have agents

    looking to get through to the device.

    Villain Adventure Seeds

    Fair Trade Professor Bug has recently lost a large number of bug robots to superheroes, and needs

    raw materials. Lacking any more robots to commit robberies to get these materials, hes in a jam.

    Professor Bug offers to build robot minions for the PCs if theyre willing to steal the materials for both

    them and for the Professors new bugbots. The PCs may not completely trust Professor Bug, and theyd

    be smart not to. He plans to program backdoors into the PCs robots so he can take control of them at

    any time. How quickly the PCs figure this out will dictate whether theres anything they can do about

    it.

    This Towns Only Big Enough For One Madman The PCs discover a plot of Professor Bugs to

    release hundreds of thousands of genetically modified horseflies in a major metropolis as part of his

    larger goal of retaking Earth for the insects. He has picked a very inconvenient time to do so, because

    its the same day that the PCs have planned a major caper of some kind in that city, one that would be

    ruined by a bugpocalypse. The PCs and Professor Bug will have to engage in a secret war of sabotage

    to determine who has the right to attack the city.

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    Professor BugAge: 39

    Sex: Male

    Nationality: American

    Type: Villain

    Human Detective 1 Super Scientist 2

    Init +5; Senses; Perception +8

    Defense

    AC 14, touch 12, flat-footed 12

    (+1 Dex, +2 Armor, +1 Dodge)

    HPs 14 (1d6+2 + 2d4+2)

    Fort +1, Ref+3, Will +5

    Defensive Abilities None

    Offense

    Spd 30 ft.

    Melee Unarmed Strike +0 (1d3)

    Ranged None

    Special Attacks None

    Statistics

    Str 10, Dex 13, Con 12, Int 17, Wis 15, Cha 13

    Base Atk +0 CMB +0 CMD 11

    Powers

    None

    Class Features Broad Knowledge, Home City, Research, Jury-Rig, Scientific Gadgets

    Feats Skill Focus (Science), Dodge, Combat Expertise, Improved Initiative, Feat, Bonus Feat

    Skills Appraise +9, Diplomacy +7, Disable Device +7, Knowledge (Computers) +9, Knowledge (Sci-

    ence) +13, Knowledge (Nature) +9, Perception +8, Sense Motive +8

    Languages English

    Combat Gear Armored Lab Coat (Armor 1); Other Gear Portable Pheromone Manipulator (Summon

    Animals 8)

    Flavors None

    Flaws Insane

    RP 9 (-1 Armored Lab Coat, -8 Portable Pheromone Manipulator)

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    Professor Bugs Marvelous

    World Conquering BugbotsSpiderbotAge: Brand New

    Sex: N/A

    Nationality: American

    Type: Villain

    Artificial Brick 3

    Init +2; Senses; Perception +1

    Defense

    AC 18, touch 12, flat-footed 16

    (+1 Dex, +6 Armor, +1 Dodge)

    HPs 33 (3d12+9)

    Fort +5, Ref+3, Will +2

    Defensive Abilities DR 5/-

    Offense

    Spd 30 ft.

    Melee Mandibles +5 (1d8+6)

    Ranged None

    Special Attacks None

    Statistics

    Str 17, Dex 14, Con 15, Int 9, Wis 12, Cha 3

    Base Atk +2; CMB +5 CMD 17

    Powers

    Natural Weapon 3 (3 PP)

    Class Features Computer Port, Immunity (Disease, Aging, Poisons, Death Effects), No Air Requirements,

    No Healing, Recovery Systems, Limited Battery Life, Power Punch

    Feats Dodge, Power Attack, Skill Focus (Climb)

    Skills Climb +12

    Languages BinaryCombat Gear Armored Carapace (Armor 3); Other Gear None

    Flavors None

    Flaws None

    RP 3 (-3 Armored Carapace)

    The Spiderbots are Professor Bugs war machines. Those foolish few who incur the wrath of Professor Bug will often

    find their homes swarmed by these massive steel arachnids.

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    Giant WaspbotAge: Brand New

    Sex: N/A

    Nationality: American

    Type: Villain

    Artificial Acrobat 2

    Init +3; Senses; Perception +6

    Defense

    AC 18, touch 14, flat-footed 14

    (+3 Dex, +4 Armor, +1 Dodge)

    HPs 16 (2d8+4)

    Fort +1, Ref+6, Will +1

    Defensive Abilities DR 5/-

    Offense

    Spd 30 ft.; Fly 30 ft.

    Melee Unarmed Strike (Stinger) +3 (1d3+5)

    Ranged None

    Special Attacks None

    Statistics

    Str 15, Dex 16, Con 12, Int 9, Wis 12, Cha 3

    Base Atk +1 CMB +3 CMD 16

    Powers

    Flight 2 (2 PP)

    Class Features Computer Port, Immunity (Disease, Aging, Poisons, Death Effects), No Air Requirements,

    No Healing, Recovery Systems, Limited Battery Life, Evasion, Surprise Attacks, Unarmed Strike

    Feats Dodge, Combat Reflexes

    Skills Acrobatics +8, Perception +6, Stealth +5

    Languages BinaryCombat Gear Armored Carapace (Armor 2); Other Gear NoneFlavors None

    Flaws None

    RP 3 (-2 Armored Carapace)

    The giant waspbots are Professor Bugs spies and minions. When his robots commit a robbery, the

    spiderbots attack the guards while the waspbots make off with the loot.

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    Book Two

    978-0-9796901-5-0

    Book One

    978-0-9796901-9-8

    Lets You Have It With Both Barrels!

    DDARKARK QQUESTUEST BBOOKSOOKS

    WWWWWW..DARKQUESTBOOKSDARKQUESTBOOKS..COMCOM

    Book Three

    978-0-9830993-5-2

    Series features stories by science fiction greats such as:

    Jack Campbell/John G. Hemry, Jack McDevitt, John C. Wright, Brenda Cooper,

    Bud Sparhawk, Charles E. Gannon, Lisanne Norman, Lawrence M. Schoen, Maria V.

    Snyder, Deborah Teramis Christian, Andy Remic, Lee C. Hillman, Jonathan Maberry,

    Judi Fleming, Danielle Ackley-McPhail, Patrick Thomas, Phoebe Wray, James Chambers,

    Jeffrey Lyman, S.A. Bolich, James Daniel Ross, Nancy Jane Moore, Tony Ruggiero,

    Ann Wilkes, Kimberley Long-Ewing, Robert E. Waters, Jennifer Brozek, Laurie Gailunas,Jeff Young, and C.J. Henderson

    Iits easy to imagine yourself at the off-base bar on a deep-space transfer station,

    overhearing the tales of passing space marines, naval officers, and assorted other soldiers.

    If you enjoy a well-told story in the military SF genre, this is the book for you.

    Don Sakers, Analog

    Introducing Books Three and Four in the Award-Winning

    Defending the Future Anthology Series

    Book Four

    978-1-937051-02-0

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    Castra NovesiumFor use with Servants of Gaius

    The Power Behind

    the SenateServants of Gaius Scenario

    his is a brief scenario for any Servants of Gaius campaign. Ideally the Player Characters will have proved themselve

    ustworthy before being assigned this mission. The precise details of the scenario are left for the Gamemaster to cust

    ize to his campaign but we detail two key NPCs here and explain the political context of a troubling murder myster

    ackground

    new movement is gaining strength in the senate, a revitalized effort to restore the republic. Normally no one would

    ake such an attempt, but recently a senator named Gnaeus Servilius Vatia has made the right connections to keep hi

    lf safe while making attacks on the emperor. A former consul, Gnaeus wraps his criticisms in compassion, calling

    aligula their ailing princep who needs help, not power. His allies include high ranking members of the Praetorian

    uard, well positioned legates (including Gaetulicus and Lucius Apronius), and large swaths of the urban cohort. How

    ver, despite his increasing influence, Gnaeus is a mere puppet with little will of his own. In reality he is guided by hi

    ife, Justina, the true mind behind the new republicans.

    ut the republicans are opposed by another wing in senate still loyal to Caligula. This wing is led by Tiberius Fabius

    orso, a scholarly senator with close ties to Macro, the Praetorian Prefect. This faction is called aurea patres (the gol

    thers) but Gnaeus derides the group, calling them the Golden Boys. Recently Macro was replaced by an Impersonat

    age 80 of the Servants of Gaius rulebook) and has been encouraging Tiberius to make peace with Gnaeus. Reluctan

    e leader of the aurea patres has agreed to meet his political foe.

    !

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    Macro's Betrayal

    What Tiberius fails to realize is Macro intends to betray

    the emperor and his first move will be to sacrifice him as a

    pawn in a political game. When it looks like the two sides

    have reached an agreement, Macro plans to assassinate

    Tiberius. By arranging for the murder to appear as an

    mperial order, he hopes to drive up support for the

    republicans and instigate a civil war. Whether this

    succeeds or not will depend on if the Servi Gaii can stop

    Macro before he makes his move.

    The Murders

    But Macro has accounted for the Servi Gaii as well.

    Because he is the Custos of the organization, and therefore

    entitled to know all active members, he arranges for the

    murder of all Servi Gaii inside Rome. In the three weeks

    eading up to the assassination of Tiberius Fabius Dorso,

    he has one Servi Gaii killed each day. For this he also

    relies on Pulcher and his men's service.

    After the first three murders, Pallas (Claudius' freedman)

    summons the PCs and tells them the organization has been

    compromised and that they must investigate the murders to

    find its source.

    The Investigation

    The exact details of the investigation are up to the GM.

    But the first three senators are murdered in broad daylight

    n: The Baths of Agrippa, the streets of the Subura, and the

    Tabularium (a government records office on Capitoline

    Hill). Investigating these murders is likely to turn up clues

    that lead to Pulcher's men in the Subura. Once they

    dentify Pulcher as the source of the assassination, the PCs

    will need to connect him to Macro. Keep in mind that

    Pulcher and his gang are a powerful force in the Subura

    and likely to retaliate against the player characters if

    nvestigated.

    The Political Consequences

    Depending on how things play out, Gnaeus will likely

    ntroduce increasingly antagonistic motions toward the

    emperor. These will initially be designed to whittle away at

    the princep's powers and giving them to the senate. Players

    who are part of the senate could well be involved in the

    ntrigue and debate at the curia. Again, the specific details

    are up to the GM, but Gnaeus is in a strong position and

    could call on the legions stationed in Germania Superior

    and Inferior if he needs to make a blatant move against the

    emperor.

    Keep in mind, Justina's ultimate aim is to make her

    husband the emperor (or dictator if need be). So she will

    ensure the loyalty to Gaetulicus and Apronius to her

    husband and work other senators to propose grantingGnaeus temporary powers to help restore the Republic.

    Gnaeus is a key figure in the Roman Senate. He

    believes in the republic and has some vague

    admiration for Romans like Cato and Brutus. Butthe real inspiration in his life is Justina, his wife. A

    sophisticated and intelligent woman, she has steere

    his career from the beginning. Though he has

    always had republican sentiments, like many othe

    it was Justina who pressed him to put his thoughts

    into action, to arrange things so he could articulate

    vision of a restored republic without fear of

    execution.

    Gnaeus Servilius Vatia

    Defenses

    Hardiness

    Evade

    Parry

    Stealth

    Wits

    Resolve

    Key SkillsSpeed

    Muscle

    Rhetoric

    Deception

    Empathy

    Insitutions (all)

    Laws (all)

    3

    3

    3

    3

    8

    4

    1d10

    1d10

    3d10

    2d10

    1d10

    3d10

    3d10

    !

    !

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    Justina identified other important senators who were

    well positioned to criticize Caligula (because of

    relationships with legates, royal family members,

    etc). She even crafted the soft approach he takes in

    attacking the emperor. With her help he has amassed

    a following of 100 senators who support his will.

    Justina

    Defenses

    Hardiness

    EvadeParry

    Stealth

    Wits

    Resolve

    Key Skills

    Talent: Poison

    Talent: Writing

    Sorcery

    Command

    DeceptionDetect

    Empathy

    Places: Italia

    Institutions: Senate

    Institutions: Imperial B.

    Institutions: Trade Guilds

    Expertise: Places-Rome, Institutions-People

    5

    33

    4

    9

    9

    3d10

    3d10

    2d10

    2d10

    3d102d10

    3d10

    2d10

    3d10

    1d10

    2d10

    Justina is the wife of Senator Gnaeus Servilius

    Vatia. She is the mastermind behind his efforts torestore the republic and is nearly unmatched in

    Rome for her cunning and ruthlessness. Justina

    understands how people think, what they want, and

    who they fear. She brought her husband to power by

    convincing him to ally with senators who have

    powerful connections. In this way she has insulated

    Gnaeus so Caligula cannot arrest or execute him

    without risking mutiny in his legions and cohorts.

    She has also encouraged him to amplify his power

    by pushing for key appointments. Perhaps most

    recently he ensured that Gaetilicus became legate ofGermania Superior. When she feels all the pieces are

    place, Justina will instruct her husband to restore the

    republic by force if necessary.

    Of course, Justina has no interest in going back to

    the republic. She knows it is a fool's dream and will

    ust result in civil war. But she has thought several

    steps ahead and plans for her husband to start a new

    mperial dynasty. She will use whatever means she

    can to eliminate threats to her position, including

    arranging for the murder of her husband's enemies.

    Pulcher

    Defenses

    Hardiness

    Evade

    Parry

    Stealth

    Wits

    Resolve

    Key Skills

    WrestlingLight Melee

    Medium Melee

    Speed

    Muscle

    Detect

    Talent: Poison

    Combat Technique: From the Shadows

    (Light Melee), Quick (Light Melee)

    5

    4

    6

    6

    8

    7

    2d103d10

    3d10

    3d10

    2d10

    3d10

    3d10

    !

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    !

    #

    !

    !

    "

    !

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    !Marks Musings

    by Mark L. Chance of Spes Magna Games

    The Art of Horsemanship

    Everywhere they existed in all times down to the

    20th century, horse-mounted cavalry commanded

    fear and respect on the battlefield. The war horse

    was no mere mode of transportation. It was aweapon of immense power, especially against a

    foot soldier, who faced not only the war-trained

    rider but also one-half ton of war-trained beast. No

    man could easily withstand the 2,000-or-so pounds

    per square inch of force exerted by a warhorse's

    hoof.

    Choosing a War Horse

    There are three types of horses readily available to

    PCs: ponies, light horses, and heavy horses. All

    three can be trained for combat via Handle Animal,but here we encounter a bit of rules strangeness. A

    pony trained for combat has the advanced simple

    template applied to its statistics. A heavy horse is a

    light horse with the advanced simple template and

    trained for combat. So what does that make a light

    horse trained for combat?

    Apparently, it just makes it a light horse with

    combat training. Ponies and heavy horses have the

    advanced simple template, the former by virtue of

    combat training it seems, but light horses receiveno template adjustments. This bugs me, so here's

    what I recommend:

    Ponies: A normal pony (one with no combat

    training) retains its standard game stats. One

    suitable for combat training has the advanced

    simple template. An untrained, war-suitable pony

    costs 35 gp. Once combat trained, this animal is a

    war pony.

    Light Horses: A normal light horse (again, one withno combat training) also retains its standard game

    stats except for speed, which increases to 60 feet.

    One suitable for combat training also has the

    advanced simple template. An untrained,

    war-suitable light horse costs 95 gp. Once combat

    trained, this animal is a light warhorse.

    Heavy Horses: A normal heavy horse has the st

    the basic light horse, but with these modifiers: Dexterity and its hooves do 1d6 points of dama

    heavy horse suitable for combat training has th

    advanced simple template. An untrained, war-

    suitable heavy horse costs 250 gp. Once comba

    trained, this beast is a heavy warhorse.

    Regardless of type, all light and heavy warhors

    attack with two hooves and a bite. A light warh

    bite inflicts 1d3 points of damage plus Strength

    modifier. All of a war pony's or warhorse's attac

    are primary attacks.

    All three types of steeds can be purchased as m

    stallions, or geldings. Two out of three times, th

    choice has minor effects on the mount's abilitie

    once it is combat trained.

    Mares: The female steed tends to be bold but

    sensitive and patient. If not handled with these

    traits, mares can become stubborn or even unru

    Mares receive a +1 bonus to Will saves. If not

    well-tended, mares begin to balk. Increase HanAnimal and Ride DCs by +4 until the mare has

    assauged.

    Stallions: The male, in contrast, behaves more

    recklessly and with greater loyalty. Stallions re

    a +1 bonus to initiative. They do not easily acce

    new master. Should a stallion lose its master, it

    be retrained to accept its new master. Until retr

    it will resist being ridden or commanded. Incre

    Handle Animal and Ride DCs by +4, and the st

    may resort to violence to be left alone.

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    !Geldings: These castrated males are less aggressive

    and reckless than stallions, but lack the sensitive

    nature of mares. Most geldings have some flaw

    (although not one that needs affect its stats);

    otherwise, its owner would surely have used it for

    breeding. Geldings have no special advantages, but

    they suffer no disadvantages.

    Combat Training

    Horses are intelligent animals, and they can learn upto six tricks. The core rules tell us this about combat

    training:

    "Combat Training (DC 20): An animal trained to

    bear a rider into combat knows the tricks attack,

    come, defend, down, guard, and heel. Training an

    animal for combat riding takes 6 weeks. You may

    also 'upgrade' an animal trained for riding to one

    trained for combat by spending 3 weeks and making

    a successful DC 20 Handle Animal check. The new

    general purpose and tricks completely replace theanimal's previous purpose and any tricks it once

    knew. Many horses and riding dogs are trained in

    this way."

    The Arts of Dressage

    This basic combat training package is all fine and

    dandy, but it does not capture how truly amazing was

    a well-trained warhorse. The arts of dressage, or airs

    above the ground, enable horses to perform

    remarkable feats that are the metaphorical equivalent

    of a bowl full of bodacity swimming in awesomesauce.

    A warhorse's or warpony's rider can further train his

    mount to perform special combat actions associated

    with the arts of dressage. These combat action are

    not tricks per se, and they do not count against the

    maximum number of tricks a horse or pony may

    learn. In order to teach these combat maneuvers,

    however, the rider must himself be trained, which is

    accomplished by selecting this feat:

    Arts of Dressage (Combat)

    You are trained in the arts of dressage, and you can

    train your warhorse or warpony to use special

    combat actions.

    Prerequisites: Mounted Combat, Handle Animal 1

    rank, Ride 1 rank.

    Benefit: You can teach your warhorse or warpony to

    use the special combat actions associated with the

    arts of dressage, specifically the levade, the capriole,

    the courbette, the croupade, and the ballotade.

    Training a Mount in Airs Above the Ground

    After selecting Arts of Dressage but before a

    warhorse or warpony can use any special combatactions, the rider and mount must work together to

    learn the desired art. Each combat action requires

    at least a week of training using Handle Animal.

    The rider must spend half this time (at the rate of

    3 hours per day per animal being handled)

    working toward completion of the task before he

    attempts the Handle Animal check. If the check

    fails, the rider's attempt to teach the animal fails.

    The rider need not complete the training time. If

    the check succeeds, the rider must invest the

    remainder of the time to complete the training. Ifthe time is interrupted or the task is not followed

    through to completion, the attempt train the mount

    automatically fails.

    The order in which a warhorse or warpony learns

    the arts of dressage is fixed. Skills taught in later

    arts build on those learned in the earlier ones. The

    order of training is the same as listed under the

    Arts of Dressage feat above (levade, capriole,

    courbette, croupade, and ballotade).

    Once the mount is trained, the rider can use

    Handle Animal and a move action to command

    the mount to perform the combat action.

    (A cavalier, druid, or ranger can still handle his

    animal companion as a free action.) The Handle

    Animal check DC for all arts of dressage combat

    actions is 20. If the Handle Animal check

    succeeds, the mount performs the desired art on

    its next action.

    If the Handle Animal check to cue a steed toperform one of the arts fails, the mount loses a

    standard action on its next action. The botched

    cue confuses the mount.

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    !

    The Combat Actions Defined

    Levade: This combat action is a movement in

    which the horse or pony raises the forequarters,

    brings the hindquarters under him, and balances

    with haunches deeply bent and forelegs drawn up.

    Assuming this position is a move action. While inlevade, the mount can lash out with a foreleg. The

    mount gains a +2 bonus to this attack roll, but

    suffers a -2 penalty to Armor Class until the

    beginning of its next turn. Damage inflicted by a

    successful hoof strike while in levade equals

    normal damage plus 1-1/2 times the mount's

    Strength bonus.

    Capriole: The steed executes a vertical leap with a

    backward kick of the hind legs at the height of the

    leap. This combat action is a full attack. The mountmakes two attack rolls with a -2 penalty due to the

    horse's limited field of vision with a backward

    kick. Each successful hoof strike inflicts normal

    damage plus 1-1/2 times the mount's Strength

    bonus. Anyone struck must make a Fortitude save

    to avoid being dazed for one round (DC equals 10

    + 1/2 mount's Hit Dice + mount's Strength

    modifier).

    Courbette: With this movement, the steed bal-

    ances on its hind legs and hops forward on its hin-dlegs. The animal moves forward up to 15 feet.

    Courbette is a full-round action. Creatures at least

    one size category smaller than steed maybe over-

    run. This works just like the overrun combat ma-

    neuver, but the mount makes a check with a +2 bo-

    nus against every appropriately-sized creature in its

    path. The mount does not provoke attacks of op-

    portunity from the targets of its overrun, but its

    movement provokes attacks of opportunity as nor-

    mal.

    Croupade: The horse jumps with all four legs

    drawn up under it and lands on four legs after

    kicking to either the fore or rear. This risky attack

    is a full attack action during which the mount

    moves five feet. This is not a 5-foot step. Each

    successful hoof strike inflicts normal damage.

    If the mount's 5-foot step moves into spaces

    occupied by creatures at least one size category

    smaller than steed, those targets face additional

    as the horse lands on them, inflicting damage eq

    to two hoof strikes plus 1-1/2 times the beast's

    Strength modifier. These targets can make attac

    opportunity against the mount, but at a -4 penal

    targets forgo an attack of opportunity, they can

    attempt to avoid the trampling and receive a Re

    save to take half damage. The save DC against croupade is 10 + 1/2 the creatures HD + the

    creatures Str modifier.

    After this special trample attack is resolved, the

    steed moves another five feet so that it doesn't

    remain in any other creature's space. This is also

    a 5-foot step.

    Ballotade: The mount rears and then jumps for

    tucking its rear legs under its hindquarters. This

    full attack action during which the steed takes a5-foot step. Targets at least one size category sm

    than the mount in the path of this 5-foot step are

    subject to trip attacks. The mount doesn't provo

    attacks of opportunity with these trip attacks, an

    enjoys a +2 bonus on its combat maneuver chec

    The horse may also make a single hoof attack

    against a target within reach.

    Exotic Mounts

    In a fantasy world, there seems little reason that

    arts of dressage would be limited to horses andponies. An orc cavalier mounted on a combat tr

    dire boar could conceivably perform a courbette

    ballotade. Of course, certain modifications to th

    combat actions that account for different anatom

    may be necessary.

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    Sometimes the partys gotta end

    and sometimes the party ends youThats not the saying is supposed

    to go, but you cant anticipatethese things. Friends invite you t

    Halloween parties; they give youparty supplies, and play party

    games. They give you drinks andlaugh and dance with you. They

    are not supposed to drug you anduse you as a sacrifice to their

    immortal god of death, tie you upand bleed you to death. I swear,

    you think you know your friends

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    Avalon

    Pathfinder

    Treasure Among

    ThievesbyJennifer Seiden

    Before there were Rogues, there were Thieves, and to this day the Thief (as well as Smuggle

    Burglars, Pickpockets, and Robbers) is a timeless addition to any party. This is the person

    whose tactics are questioned; whose morals are a bit left of honorable.

    Who better to steal treasure from?

    Types of Thieves

    Robbers and muggers: A robber is someone who steals using force or fear. Violence and

    intimidation are usually a big part of the robbery.

    Burglar: A burglary is generally defined as the breaking and entering of the residence of

    another in the night time. Stealth and skill are both required to be a successful burglar.

    Pickpocket: A pickpocket is a street thief that uses stealth techniques to steal from people

    during the day or night.

    Snatchers and Shoplifters: These types of thieves are usually not skilled so much as

    desperate. In either case the thief grabs what they can and gets away as quickly as possible.

    Looters: Looters are criminals of opportunity. They wait near battlefields or where there is w

    or unrest and steal as items are abandoned, however briefly.

    Kidnapping: The theft of people or prized living beings, like pets. At times this type of theft

    requires stealth, sneak attacks, and intimidation.

    Smuggler: One who moves goods, usually illegal, from one place to another. Although not

    technically stealing, these goods are often stolen and the smuggle must have some skills in

    hiding the items and sneaking them past security checkpoints.

    Embezzlement: Taking assets from people by having them entrusted to that person. A lawye

    could embezzle funds from clients; a spouse can steal funds or property from his or her mate

    Usually requires some sneakiness and con rolls.

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    Thieves' Tools

    Most roleplaying games have an available set of

    tools that help out the thief in his trade, but they

    usually consist of a set of lockpicks to help reduce

    the Disable Device difficulty. There are many

    different devices that a thief can use for his or her

    trade, and certainly they themselves can be worth

    some money when robbing the robber.

    Most types of thieves will want to have some sort of

    weapon on their person. For those who directly rob

    other people, this weapon should be intimidating. For

    others who hope to avoid capture, a concealable,

    secure weapon to be used in emergencies is a better

    bet.

    Pickpocket's Outfit: has concealed pockets, 5 gp

    Dark stealthy clothing 5 gp

    Tear-Away Clothing: for easily removable disguises+5 gp

    Rope and other climbing equipment: For those who

    prefer burglary, all sorts of climbing equipment is

    useful to get into houses 5-10gp

    Key, skeleton 85 gp. Opens a lot of doors, although

    not all of them reduces DR by 5.

    Key, wax-blank 15 gp. Allows the thief to make a

    quick copy of a key.

    Kit, Disguise 50 gp. Allows the character to quickly

    put on a disguise. Includes makeup, hair, wax and

    gum.Thieves' Tools: lockpicks and other tools to Disable

    Device, 30 gp

    Masterwork Thieves Tools, 100 gp

    What Else could a Thief Have?

    Anything. Literally, anything that the thief might

    recently have stolen can now be made available to

    the next thief. However, the level of prize is largely

    dependent on the skills and experience of the thief

    with a dash of luck added in.

    A poor or inexperienced thief is more likely to have

    low-worth goods on their person. They also have a 1

    in 10 chance of having a high-priced item thanks to a

    stroke of luck. An experienced thief will have more

    high-end goods on their person, and a 4 in 10 chance

    of having some really nice expensive pieces in their

    possession. A master thief has mostly high end

    goods, already provided and 8 in 10 chance of

    finding the best stuff available.

    Obtaining it, However.

    You would think that a thief would be extra careful

    regarding where they hide and hold their own

    valuables. Therefore an inexperienced thief is careful

    enough to warrant a +2 to +5 on the difficulty rating of

    stealing from them,. The more preparation a PC takes

    in the theft, the more like this increase in DR is

    reduced. An experienced thief increases the risk of

    getting caught (+5 to +10 to DR), and a Master Thief is

    even harder to take things from (+10 to +20).

    The Thief Competition

    The thieves have a game they play, and it may be one

    that the PCs can get involved with if they themselves

    are thieves (or need to pretend to be thieves for another

    adventure hook). Each thief that wants to enter the

    competition must carry an item of value on their person

    worth at least 1000 gp. These items are noted by the

    judges/referees prior to the start of the competition.

    This item must be kept on the person of the thief and in

    the thief's room at night. Despite the mockery made ofhonor among thieves, this competition is supposed to

    be as honorable as possible. Therefore the item must

    not be in a sealed container, although it can be hidden.

    At the end of a three-day period, the thieves come

    forward and present their accumulations. The thieves

    gain 10 points for each item they stole. They gain

    another 20 points if they were able to maintain (or steal

    back) the item they brought to the competition. Highest

    score indicates the Thief of the Year.

    Other Plot Hooks

    - A thief steals something from one of the PCs and

    when the adventurers give chase and trap the thief, it

    turns out the thief has plenty of really valuable items on

    him. Unfortunately, some of these items are so valuable

    that returning them is near-impossible without

    warranting an investigation into themselves.

    - A network of skilled cat burglars is revealed to be an

    elderly man and a band of orphans. The old bitter man

    does not care for the children so much as use them, but

    the orphans will not give up their ways so easily,

    especially when, for some of the older ones, this town's

    alternatives include slavery and prostitution.

    - The PCs stumble onto a robbery or kidnapping plot

    and the gang takes them along too to eliminate any

    witnesses. It is clear that these thieves are beginning to

    get out of control and the PCs are going to have to keep

    the nervous criminals from doing anything rash to any

    of the victims as the law officials close in.

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    !

    This month we have a redversion of the Terrain

    Marines in their Powered

    Battle Armor. The green

    version will be out soon

    but here are the red

    devils so you can get

    started. The full sheetcan be found in the Free

    Section of this issue.

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    !

    We have some new figures for you this month, with some wood elves. We willstart offering these each issue for the next few issues, so have fun with them,

    they are some great models.

    You can find these figures in the free section of this issue.

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    !

    By Megan Robertson

    Delta Green

    byPagan Publishing

    Many years ago, in a scene that came straight out of

    these pages, a car drew up outside my house and

    the driver handed me a copy of this book before

    whizzing off again! Unfortunately, it was a loan,but the release of a PDF version gives me the urge

    and wherewithall to sit down and review it.

    It opens with a facsimile letter, the rant of an aging

    veteran steeped in disgust at the modern world and

    in the urban myths of conspiracy theories about

    Roswell aliens and military-industrial complexes...

    or is it a clear-headed look at what many do not,

    cannot see? This is followed by the Introduction,

    blending the real reasons for general public mistrust

    of government seamlessly into the alternate realityof Call of Cthulhu where the Cthulhu Mythos is all

    too terribly real and ready to drive those who

    investigate it insane. This book brings the whole

    Mythos bang up to date, bringing forth a group,

    Delta Green, dedicated to combating it wherever it

    dares raise a slimy tentacle, keeping the world,

    unknowingly, safe one day at a time.

    Chapter 1: The Big Picture continues in similar vein, beginning with a discussion of the rationale

    behind the work: that the original Call of Cthulhu rules never provided for a real reason why anyone

    should risk life and sanity combating an evil that, apart from the odd shady cultist, didn't really impactthat much on the world as a whole. Moreover, as private citizens, they often had as much opposition

    from the forces of law and order as from transdimensional beings with lots of tentacles. The final

    motivator was to provide a solid contemporary setting for those who found the 1920s just too remote

    and out-of-date. Here, then, is a contemporary setting with characters as government agents involved in

    a conspiracy to protect the world from a lot more than bank robbers, serial killers and terrorists. The

    first section rounds out with an overview of the rest of the book and some wise advice for Keepers

    (GMs) contemplating running a Delta Green game.

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    Next comes The Mythos in the 1990s, looking at

    how the Mythos itself has evolved and adapted

    to fit into modern times. People are less scared

    of monsters but they are scared of serial killers

    and terrorists. Even more, the seeds of

    destruction are sown not by creatures from

    outside but by humankind's own behaviour. This

    continues with a series of notes about how manyof the groups and creatures familiar to 1920s

    investigators have modified their modes of

    operation over the decades.

    As the Mi-Go feature largely within the world

    view as presented by Delta Green, the next

    section is devoted to The Fungi from Yuggoth.

    First and foremost, remember that they are

    ALIEN. They don't think like us, their

    motivations are incomprehensible... and yet the

    Keeper needs to get his head around them.Various thoughts and notes are provided here to

    give said poor Keeper support in portraying the

    Mi-Go and their machinations effectively. Their

    story of more intense interaction with humanity

    begins at Roswell...

    Next the development of US federal agencies is

    charted in the section Big Brother From Then Til

    Now, and presents an interesting rationale for the

    proliferation of agencies: none was to be

    permitted too much power, too wide a scope.Much of what is presented here is real-world

    history, if somewhat ideosyncratic in scope, and

    is certainly suffiencient to enable even

    non-American gamers to navigate their way

    through the ensuing 'alphabet soup' of US

    federal agencies with interests both domestic and

    international that may crop up during the course

    of the game. There's even a comprehensive

    timeline to put everything in place.

    Now that the scene has been set Chapter 2: Delta

    Green looks at the organisation that is central to

    this game. The origins of Delta Green date back

    to a 1928 raid on Innsmouth, and from there

    weaves through real-world agency organisa

    tional history to its present role, with a strong

    detour through the realms of conspiracy theories,

    espectially those involving parapsychologi

    cal research, the supernatural and the occult -

    and of course including Roswell. This encounter

    brought about a divergence, with Majestic-12

    more interested in aliens and Delta Green

    chasing after more terrestrial issues... or were

    they? Anyhow, following various debacles,

    Delta Green was disbanded, at least officially, in1970. But it lingered on as a more informal body

    of like-minded individuals within governmental

    agencies, still working to counter the Mythos

    threat by destroying utterly anything that it

    encountered. Remember the embittered veteran

    whose letter opened this book? A leader of this

    informal version of Delta Green, his death at the

    hands of Majestic 12 assassins led others to

    realise that a more organised structure would be

    beneficial so in 1994, Delta Green was reborn,

    still an unofficial conspiracy but now anorganised one within the ranks of legitimate

    federal agents spread across the whole gamut of

    government service. A detailed timeline puts all

    this into perspective, and the chapter rounds off

    with extensive notes on key players within the

    organisation. Each is provided with full game

    stats, so may appear as necessary within your

    adventures.

    Next, Chapter 3: Majestic-12 looks at the main

    rival to Delta Green. The story begins with thearrival of alien beings at Roswell, and continues

    relating what is 'known' by the authorities... and

    suspected by conspiracy theorists the world

    over. Majestic-12 was formed to study these

    alien arrivals and their technology, as well as

    anything else UFO-related, working with the

    intention of harnessing what they learned to the

    good of mankind (or at least, that of the United

    States). Many of their researchers went mad,

    killed themselves or just vanished. Much of this

    early 'history' is standard conspiracy theory fare,

    but around 1980 it moves into new realms to fit

    game needs. Current knowledge, structure and

    personalities are discussed, to be revealed as

    thought necessary should characters become

    interested or involved (not necessarily

    voluntarily) with the organisation. And then

    comes the 'truth'

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    - what, within the context of the game, is really

    going on, definitely material for the Keeper's

    eyes only, then the chapter ends with yet another

    timeline, this of Majectic-12's activities and

    discoveries, and full details of key players in the

    organisation with full game stats.

    Another organisation follows in Chapter 4:

    Karotechia. This group perpetuates the Nazi

    fascination with the occult and is based in South

    America, working to establish the Fourth Reich.

    From its formation in 1939, the organisation is

    deeply embedded in Nazi ideology, and

    maintains links with white supremacists and

    other unwholesome groups. They also believe

    that they are in communication with the

    immortal soul of Adolf Hitler, for which an

    alternative explanation is provided for the

    Keeper's use. There are notes (and stats) forleading members, the intention being that the

    Karotechia provide a lesser opposition to Delta

    Green operatives, a suitable challenge for

    characters to cut their teeth on.

    Next up, Chapter 5: Saucer Watch discusses a

    UFO research organisation, a well-funded and

    sceptical group which may prove useful to

    characters investigating this area of the

    paranormal. Several of their headline

    investigations are detailed, along with Keeper'snotes about what was really going on and which

    Mythos entities were responsible. Characters not

    seeking law enforcement or other Federal

    careers could conceivibly be members of Saucer

    Watch instead of Delta Green, although it is also

    likely that at some point in the campaign

    Majestic-12 might decide that they were just too

    much of a nusiance and put them out of business

    with extreme prejudice.

    This is followed by Chapter 6: The Fate, yetanother group with which characters might

    interact. They are unusual in that they do know

    about the Mythos but their reaction is an

    interesting one: if mankind is doomed, they

    intend to grab as much power as they can and

    enjoy it while they may! Led by an exceptional

    sorcerer they have links to organised crime and

    the music industry, and may be helpful or

    otherwise to the characters.

    Then come a series of Appendices, which

    actually take up about half the book! They start

    with an extensive bibliography for those

    Keepers who want to devle even further into

    'real' comspiracy theories to add more flavour

    and depth into their games, as well as more

    credible recent history of real-world organisa-

    tions and events. Then there's a glossary of slang

    and other terminology that could prove useful.

    To add another layer of realism, there's

    extensive detail on security classifications,

    complete with guidelines on producing realistic

    handouts that look like they came from the CIA

    or FBI... When things That Should Not Be are

    encountered, a section on Mythos-relatedmanuscripts, including their game effects,

    should provide plenty of material. There are

    even some rather nice facsimile documents you

    could use as handouts.

    Next comes a section on adventures. Plenty of

    ideas have probably been spawned by what you

    have already read, but an entire introductory

    adventure is provided to get you going. It starts

    with the characters not being members of Delta

    Green, depending on their actions this statusmay well change. It's a cracking little adventure

    that ought to get the characters, ideally ordinary

    FBI agents, thinking in wholly new ways. More

    adventures follow, including a whole

    mini-campaign, to keep the ball rolling,

    designed to be interleaved with events of your

    own devising. Even if you just use these, there is

    plenty to keep your agents firmly in the middle

    of trouble.

    Then there is a section about character creation.Based on the core Call of Cthulhu rules with

    assorted modifications to create federal agents

    who are at least potential - if not already - Delta

    Green operatives, they provide all you need to

    know to direct your players through the process.

    It also includes creating wider Delta Green

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    'cells' of operatives; and is followed by even more detail on federal agencies, to provide background and

    verisimiltude for your characters. (There's a note in the PDF that some of this has changed in the wake

    of the '9/11' terrorist attacks, but if you wish to accommodate such detail you will need to do your own

    research into the likes of the Department of Homeland Security!) Occupation templates and even sample

    characters are included for a whole alphabet soup of agencies, branches of the armed forces, and other

    organisations. There are also new skills, reflecting the contemporary setting... and some modern fire-

    arms, as they are sure to be required upon occasion. The book ends with a comprehensive index and a

    character sheet customised for this setting.

    This work is a skilful blend of popular conspiracy theory and Mythos lore, providing a meaningful way

    of bringing Call of Cthulhu into the modern world without just continuing the standard activities of

    1920s investigators. The provided adventures are exciting, sweeping your characters straight into the

    thick of things. Overall, I'm very glad its found its way back into my hand.

    !

    !

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    "Ecardmodels.com specializes in downloadable paper (card) models for

    every age and skill level! Since going live in 2002, our catalog currently

    boasts over 2000models from over 80 talented paper model designers. Ou

    models represent every era of history, along with fantasy and science

    fiction. Airplanes, ships, vehicles, rockets, structures- we have somethingfor every interest! We have paper models of subjects you won't find in an

    other modeling medium, and at very affordable prices. Detailed produc

    descriptions - telling you just what to expect from your model, from part

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    Visa, Mastercard, Paypal, or by check/money order.

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    modeling before, find something that interests you and give it a try! We

    think you'll be impressed with our selection and service! And please

    register for our free, bi-monthly newsletter! "

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    Out this month is the next Nova Blast

    expansion of the Marines, this expansion

    offering a model of their Drop Ship as well as

    two new scenarios and new objectives for the

    marines.

    !

    !

    No month is complete without more HWM,

    and Heroes Weekly this month has four nextissues. An adventure on a dinosaurs infested

    inland, the fabulous Inner Earth, The Ach Foe

    Advanced class and the epic Odysseys.

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    !

    !

    !

    !

    New full color clip art this month with Aliens

    in the limelight this time around.

    A new S&G game this month with Doc Clock

    Works. For that loyal reader of Game Geek

    you have this already from past issues. But

    for those that have just started reading Game

    Geek, its a full game of this great

    S&G setting.

    The next issue of our Pathfinder solo game is

    here with the Rogue adventure, so jump into

    the greatest RPG of all times and have a blast.

    More Arcana with the

    release of Journal #41.

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    Spes Magna Games

    Affordable PDFs for

    Stronger Games

    Available at

    DriveThruRPG and Paizo.com

    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 andall 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.

    Have a great summer with Avalon

    and play a great game.

    http://www.avalon-games.com/http://www.avalon-games.com/http://www.avalon-games.com/
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    Giant Stones about the Lands

    Purple Stones are Hidden

    Red Stones are known

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    Cool StuffMore of The

    Best Cthulhu

    stuff out

    There

    More of The Best Cthulhu stuff out There

    You can never have enough Cthulhu in your life. Well, that is until the stars are right and he wakes up. But

    hat will be a whole different story. Until then here are some great Mythos sites to check out.

    Calls for Cthulhu.

    By far one of the funniest things I have found of late. Very cool site and fun to watch.

    http://www.callsforcthulhu.com/

    Neil Gaiman's I Cthulhu

    A great little bit of fiction from the master writer.

    http://www.neilgaiman.com/p/Cool_Stuff/Short_Stories/I_Cthulhu

    Trail of Cthulhu.

    A great game - they are creating some really good content for the mythos and gaming in general.

    http://www.pelgranepress.com/trail/index.html

    http://www.callsforcthulhu.com/%22%20%5Cl%20%22_blankhttp://www.neilgaiman.com/p/Cool_Stuff/Short_Stories/I_Cthulhu%22%20%5Cl%20%22_blankhttp://www.pelgranepress.com/trail/index.html%22%20%5Cl%20%22_blankhttp://www.pelgranepress.com/trail/index.html%22%20%5Cl%20%22_blankhttp://www.pelgranepress.com/trail/index.html%22%20%5Cl%20%22_blankhttp://www.neilgaiman.com/p/Cool_Stuff/Short_Stories/I_Cthulhu%22%20%5Cl%20%22_blankhttp://www.neilgaiman.com/p/Cool_Stuff/Short_Stories/I_Cthulhu%22%20%5Cl%20%22_blankhttp://www.callsforcthulhu.com/%22%20%5Cl%20%22_blankhttp://www.callsforcthulhu.com/%22%20%5Cl%20%22_blank
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    ! !

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    AL INFORMATION

    ssion to copy, modify and distribute this document is

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    document provides an interface to the basic rules and

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    15. COPYRIGHT NOTICE

    System Reference Document. Copyright 2000, Wi

    the Coast, Inc.; Authors Jonathan Tweet, Monte CoWilliams, based on material by E. Gary Gygax and

    Arneson.

    Pathfinder RPG Core Rulebook. Copyright 2009, P

    Publishing, LLC; Author: Jason Bulmahn, based o

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    The Book of Experimental Might. Copyright 2008

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    Copyright notice

    Open Game License v 1.0a Copyright 2000, Wizar

    Coast, Inc.

    System Reference Document Copyright 1999, 200

    ard of the Coast, Inc.; Authors Jonathan Tweet, Mo

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    Wizards of the Coast, Inc.; Authors Bill Slavicsek,

    Grubb, Rich Redman, Charles Ryan, based on mat

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    Baker, Peter Adkison, Bruce R. Cordell, John Tyne

    Collins, and JD Wiker.

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    ards of the Coast: Authors Christopher Perkins, RoThompson, JD Wiker, based on material by Bill Sl

    Richard Baker, Kimber Eastland, David Noonan an

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    All games available at

    (Click on the name to visit their site)RPGNow.com

    e23.sjgames.com

    wargamedownloads.com

    wargamevault.com

    Yourgamesnow.com

    Drivethrustuff.com

    www.ecardmodels.com

    Paizo.com

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    Avalon is a proud participant of Kiva,

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