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Coral Throne
Chapter XII
**********
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 texts,
some with hand drawn pictures. Each was written by
hand, a lifetime of work, toil and love. In some ways she
thought, they were a bit of immortality for the author, a
way to carry their name on into the future. Looking back
up to Barnibus she asked another question. What of the
palace, do you have anything on it, floor plans or the
like? The place was such a maze she thought. A simple
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 he
had 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 and
dust 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, Barnibus
told her, leading her over to a small stack of books. Each
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 palaces history and age
came 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.
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
assisted him myself, said Barnibus as he looked over other works in the shelves beside the table. Isadora turned back
to the papers loosely stacked in the leather folder. What could Lessiter have been looking for here among these
drawings? She flipped through the papers, one at a time, looking at each in turn, spending long moments search each
for some clue. They all were done by hand, each drawn out with precise details, showing the placement of walls,
windows and stairwells. Wait she thought to herself as she came to one of the final pages, here on this map of the
basements. One area was circled in black ink, which itself was much darker then the other ink lines on the paper.
Clearly it had been drawn recently, well after the drawing themselves had been done. Turning to Barnibus Isadora
smiled. That will be all for now I think. Standing she folded the papers back into the leather cover and handed it
back to Barnibus. As she did so she asked one more question. Do you have any other works by the man that drew
these blueprints?
Aye, we have his original diary, Barnibus said. He then placed the folio back into the bookshelf and reached up to
pull down another text. This was a small leather bound book; thick and wrapped in an old bit of silk ripen. Barnibus
handed it to her. Looking inside Isadora saw that the script was by the same hand that drew the pictures she had just
seen. Within were many more small drawings, calculations and notes on his work. Can I take this with me? She
asked.
Barnibus thought on a bit and then nodded his head. We are not suppose to loan out these works, but of course being
one of the royalty and all, I cannot see why we could not make an exception in your case.
Isadora thanked him and left the room, carrying the small book at her side. She meant to study this diary fully and see
if 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.
Bot treads.
Wait, Shhhhh., I hear something.
We best find
somewhere to hide.
What?
Now be quiet.
10
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 the
EL 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)
11
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, +2
armour [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
12
!
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
13
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 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 -9
AC 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); 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
!
14
WOLF SKELETON
CR 1 (XP 400)
White bone gleams bright beneath patches the
moulding black fur of this skeletal wolf.
NE Medium undead
Init +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
15
!
!
!
!
!
!
!
!
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Avalon
Pathfinder
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 tactics 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 rites
and 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.
Prerequisites:
BaseAttackof+2
PerceptionSkillRankof4
17
Level
1
2
3
4
5
6
7
8
9
10
BaseAttack
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Fort
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Ref
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
Will
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
DefenseBonus
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6
Special
Fearless nature +4
Bonus Feat
Damage reduction 3/-
18
So we need to go to Maine.
Maine, why Maine?
Trust is a hard
thing to come by
in this business.
Bad Baby Productions, 2011
I know it sounds
insane, but yes
that is exactly
what I am
proposing.
No my dear, I am not.
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 the
source.
Hours later.
We will be coming
up on the high
school anything time
now Professor.
Well I would
have told you.
Hum,
and this
gateway is
hidden
under a
typical
high
school?
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.
25
Available
now at
RPGNow, E-23,
Pazio
and other
great online stores.
!"#$%&'&(#$)*$+,-$
!
!
!
Gordon Napier
We have some great art for you this month from yet another great artist.
27
28
29
30
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:
giaour94@hotmail.com
Battle
Axe
MoremagicschoolcardsforyouthismonthwithEnchantinghittingthebattleKield.
YoucanKindthefulldeckinthefreesectionofthisissue.
!
Enchanted
Weapon
Enchanting
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
Common
Battle
Axe
32
Dont be a clown, play a game from Avalon and have a great time.
SpesMagnaGames
AffordablePDFsfor
StrongerGames
Availableat
DriveThruRPGandPaizo.com
34
35
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, economic
catastrophes 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 are
required, 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 of
the 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.
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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 Marvels 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
39
40
$
'
%
&
#
(
)
*
#"
##
+
#
$
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Enchanted
Weapon
Enchanting
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
Common
Battle
Axe
Enchanted
Weapon
Enchanting
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
Common
Battle
Axe
Enchanted
Weapon
Enchanting
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
Common
Battle
Axe
Enchanted
Weapon
Enchanting
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
Common
Battle
Axe
Enchanted
Armor
Enchanting
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 characters armor become
magical and thus reduce all attacks
made on this character by -1
Category
Common
Battle
Axe
Enchanted
Armor
Enchanting
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 characters armor become
magical and thus reduce all attacks
made on this character by -1
Category
Common
Battle
Axe
Enchanted
Armor
Enchanting
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 characters armor become
magical and thus reduce all attacks
made on this character by -1
Category
Common
Battle
Axe
Enchanted
Armor
Enchanting
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 characters armor become
magical and thus reduce all attacks
made on this character by -1
Category
Common
Battle
Axe
Enchanted
Missiles
Enchanting
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
Common
Battle
Axe
Enchanted
Missiles
Enchanting
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
Common
Battle
Axe
Enchanted
Missiles
Enchanting
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
Common
Battle
Axe
Enchanted
Missiles
Enchanting
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
Common
Battle
Axe
Enchanted
Boots
Enchanting
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
Uncommon
Battle
Axe
Enchanted
Boots
Enchanting
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
Uncommon
Battle
Axe
Enchanted
Boots
Enchanting
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
Uncommon
Battle
Axe
Enchanted
Winds
Enchanting
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
Uncommon
Battle
Axe
Enchanted
Winds
Enchanting
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
Uncommon
Battle
Axe
Enchanted
Winds
Enchanting
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
Uncommon
Battle
Axe
Rune
Weapons
Enchanting
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
Rare
Battle
Axe
Rune
Weapons
Enchanting
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
Rare
Battle
Axe
Rune
Armor
Enchanting
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 characters 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
Rare
Battle
Axe
Rune
Armor
Enchanting
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 characters 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
Rare
Battle
Axe
Enchanter
Enchanting
Unique
Battle
Axe
10
Babe
Special Abilities
(Ranchers)
1. Bear Hug
(Attack, 1)
See Description
34
4
Strength
Speed
Movement
Adrenal
Will
4
6/3
3
2
5
Health
Rancher
Special Abilities
(Ranchers)
1. Pistol
Range of 8
34
4
Strength
Speed
Movement
Adrenal
Will
3
5/2
4
2
5
Health
Babe
Rancher
Clancy
10
(Land Barons)
Special Abilities
1. Rifle
Range of 10
34
2. Command
(Move, 1)
See Description
5
Strength
2
Speed
7/5/2
Movement 5
Adrenal
2
Will
5
Health
Cowboy
(Land Barons)
Special Abilities
1. Pistol
Range of 8
34
5
Strength
Speed
Movement
Adrenal
Will
2
5/3
5
2
5
Health
Clancy
Cowboy
Joachin
15
(Solo)
Special Abilities
1. Pistol
Range of 8
33
(Move, 1)
See Description
3. Treacherous
(Attack, 1)
See Description
4
Strength
Speed
Movement
Adrenal
Will
2
6/3
5
6
5
Health
Sheriff Brown
10
(Solo)
Special Abilities
1. Pistol
Range of 6
2. Bad Eyes
33
(Special)
See Description
3. Command
(Move, 1)
See Description
5
Strength
Speed
Movement
Adrenal
Will
3
7/3
4
2
4
Health
Sheriff
Disruptor Pistol
(Base Range of 2, +1 Damage)
Power Claws
(-2 AS in melee)
Deputy
Special Abilities
(Solo)
1. Pistol
Range of 8
34
4
Strength
Speed
Movement
Adrenal
Will
2
6/3
4
2
5
Health
Special Abilities
Gunman
10
1. Rifle
(Solo)
Range of 10
34
4
Strength
Speed
Movement
Adrenal
Will
2
7/5
4
0
5
Health
Deputy
Gunman
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 another
harebrained 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: 10
Attack: 4
Defense: 4
Strength: 4
Speed: 6 / 3
Movement: 3
Adrenal: 2
Will: 5
Health: 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 powerful
bear hug. The victim will take two hits of damage automatically at the start of Babe's activation. This
damage will continue until Babe is knocked out or the bear hug is broken with a successful Strength
test. While hugged, the victim cannot make a move action and must remain in the square adjacent to
Babe (who also cannot move while the bear hug is in place).
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 the
ranchers are fighting not only for their property, but their very lives, against the ruthless cattle baron.
Cost: 5
Attack: 4
Defense: 4
Strength: 3
Speed: 5 / 2
Movement: 4
Adrenal: 2
Will: 4
Health: 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 points
available to spend.
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 the
Colonel'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 take
some foolhardy risks and long chances, courting disaster in his quest to show that he's still the top man
around when an especially nasty job needs to be performed.
Cost: 10
Attack: 4
Defense: 5
Strength: 2
Speed: 7 / 5 / 2
Movement: 5
Adrenal: 2
Will: 5
Health: 11
Special Abilities:
1- Rifle 10 range
2- Command (Move, 1) - Clancy may command cowboys (allowing cowboys to be played on a force
at the game's start) but can't provide them with free actions.
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: 5
Attack: 4
Defense: 5
Strength: 2
Speed: 5 / 3
Movement: 5
Adrenal: 2
Will: 5
Health: 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 points
available to spend, but only as long as Colonel Fitzroy or Clancy are also a part of your starting force.
Joachin
(Solo)
Joachin is a career criminal with an impressive list of offenses covering the gamut from horse theft to
singing bawdy songs in the public square on a Sunday. Everything has a price; Joachin will do nearly
anything if the price is right and, not coincidentally, he has a price on his head. Both attributes make
him a very dangerous character.
Cost: 15
Attack: 3
Defense: 4
Strength: 2
Speed: 6 / 3
Movement: 5
Adrenal: 6
Will: 5
Health: 15
Special Abilities:
1- Pistol 8 range
2- Slippery When Cornered (Move 1) Joachin may pay one Adrenal to receive a bonus of +1 die
when rolling to disengage from combat.
3- Treacherous (Attack 1) Joachin may pay one Adrenal to make two ranged pistol attacks on the
same attack action (instead of one attack), even against characters which are adjacent to him.
Sheriff Brown
(Solo)
Sheriff Brown has found himself somewhat caught in the middle of the Texas valley war; though sworn
to uphold the law, Brown also realizes it's in the best interest of his continued health to side with
Fitzroy (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 given
situation.
Cost: 10
Attack: 3
Defense: 5
Strength: 3
Speed: 7 / 3
Movement: 4
Adrenal: 2
Will: 4
Health: 11
Special Abilities:
1- Pistol 6 range
2- Bad Eyes Any ranged attack made by Sheriff Brown with any weapon has a maximum range of
six 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 who
is within five squares. This activated deputy may perform one action. (Note that the deputy may still
take its normal actions when its activation comes up in the cycle.) The Sheriff may perform this ability
Deputy
(Solo)
The deputies of the town are well aware of Sheriff Brown's vacillating loyalties; this is a source of
frustration for those lawmen who take seriously their oath to uphold the law, and a source of
opportunity for those deputies who are not above taking a bribe or selling their services outright. A
deputy will consequently occasionally find himself and the sheriff on opposite sides in the midst of a
confrontation; this weakness of the town's law enforcement plays nicely into Fitzroy's long-range plans
to ultimately control the entire valley.
Cost: 5
Attack: 4
Defense: 4
Strength: 2
Speed: 6 / 3
Movement: 4
Adrenal: 2
Will: 5
Health: 11
Special Abilities:
1- Pistol 8 range.
Special rules:
Deputies are non-unique characters. You may enlist as many deputies on your force as you have points
available to spend.
Gunman
(Solo)
Any time an armed conflict erupts in an area where law enforcement is weak, mercenaries and selfstyled bad men come pouring out of the woodwork for a piece of the action. Some come for the
money. 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: 10
Attack: 4
Defense: 4
Strength: 2
Speed: 7 / 5
Movement: 4
Adrenal: 0
Will: 5
Health: 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 points
available to spend.
'
Warlord Grom
Weapons
Scimitar
Dagger
Damage mod
+1
-1
Notes____
-
Special Abilities
(
'
)
As mod
-1
+0
Health
(
*#&
)
)
)
Lamia
Major
Glory
Gyea
Fantastic artwork, wonderfully created and well thought out
as well as a beautiful addition to any fantasy RPG.