New stuff for free for IF

Here is some new stuff for your IF games….

 

 

Origin World

As a special bonus, the creatures of the Infinite Creatures II come with their own unique Fringe world (thus allowing for a wider range of environments than are currently cataloged in the populated worlds of the Fringe. Of course, this in way means that these creatures must be used with this new world, nor that they even must be used in the Fringe setting. This new Origin World is, instead, a way of introduced strange and otherworldly sci fi creatures into a campaign within their own unique work with as little need for work from the Gamemaster to make that happen. Instead, these oddities come with a world ready made to receive them, which can be plopped down into any Infinite Futures campaign.

 

Dreamland

System: DLM 2

Owner: not held by any power

Tech Level: varies wildly, but the base origin is VIII

Shape: spherical

Sentient Population: estimated over 3 million, but unknown

General Classification: terraformed habitable world

Description: Dreamworld is a small world deep in the Fringe that has a lone orbit around a yellow sun.   Its system lies far from any other habitable world and even farther from any trade lanes. Many suspect that Dreamland was chosen for terraforming for the very fact that it was so isolated. And there are those who also suspect that the entire world itself is artificial – which is not to say that they believe it is a manufactured world, rather it is a world that was towed into the DLM 2 System and then terraformed. However, most consider it to be a rather fanciful idea that some species would go to all the time and trouble to safely move an entire world into another system all in order to turn it into an isolated playland for the wealthy.

 

Dreamland is certainly a playland. Or at least, it was. There is some native flora to Dreamland, but almost no native fauna. What native fauna did exist has now been largely supplanted by the terraforming process and the transplantation of offworld species. Indeed, the fauna that now exists on Dreamland is mostly biogenetically modified creatures that were engineered to fulfill a certain role within a storybook setting. Vast environmental domes were built to house these settings, with each dome devoted to a particular storybook. These storybook domes were then offered up as entertainment to wealthy tourists, allowing them to live out a version of the story, but specifically being allowed to change things within that storyland as they saw fit. Some domes were even made to be dangerous, with aggressive creatures fit for hunting or war. While there were many protections implemented into these domes, making them far safer than the actual wildernesses and wars that they represented, still visitors could well be killed, and this fact was stressed to all who chose to visit those domes. But then, those who came for those domes wanted that very experience.

 

In order to produce and maintain the Dreamland domains, Dreamland’s keepers bred the creatures of the domes in vast underground repositories. Particularly the creatures of the war domes were bred en masse, because they had to be in order to maintain the viability of the setting as needed with the numbers that died every single day.

 

At one time, the only parts of Dreamland that were inhabited were these vast domes that are scattered across the land. The creatures bred to live in these domes were bio-engineered to have just enough sentience to fulfill their roles in the storyland, even if that meant they sometimes had greater or lesser intelligence than the creatures they were intended to represent as written. After all, the storyland designers obviously needed creatures intelligent enough to learn to fulfill the needs of the story – yes, even when that story defied the creature’s natural instinct or all logic (the public can be very insistent about following the “lore” of the story). But at the same time, the designers wouldn’t want creatures so intelligent that they could easily rebel from the strictures of the dome and the story encapsulated within it.

 

Dreamland was a financial success, too. At least initially. Whether or not it was a long-term success, though, that remains unknown. At any rate, some centuries after the building of Dreamland, the park’s keepers abandoned it for reasons as yet unknown. The Dreamland Keepers left no records behind of themselves or the then state of the park, or even how much they had siphoned off of the tourists. But then, a number of the attractions were certainly illegal under Core Worlds law, so the total wipedown of all information is – in a way – perfectly understandable.

 

After the Keepers’ leaving, the Dreamland domes endured for a while, but eventually the machinery that made them function started to break down – an end that was oft aided by the sentient, biomodified dwellers within those domes, many of whom had started to seek ways of escaping their limited environments, even if that meant breaking their dwelling place. The domes were well-constructed – as needed in the harsh environment that is the outside world of Dreamland – and many of the domes still retain some of their functionality even in their semi-ruined state. At least, a person can often seek shelter and sustenance within. Of course, other inhabitants of Dreamland may well be seeking the same, and may well be loathe to share.

 

Once escaped from the limited environments of the domes (those that could survive the outside atmosphere, at least) they did not seek a harmonious existence with the other sentient creatures in the same position as they. In fact, a number of the various species instead sought – and still seek – to rule the planet. It is a harsh world that they thus have brought into existence – one of terrible warfare across a limited environment over scarce productive resources.

 

A number of mining outfits would likely be very interesting in the various and abundant minerals located underneath the planet’s crust, except for the fact that the world is so remote, thus leading to the need to burn a lot of resources just to get to the world and then burn more to bring the mined resources back out. Not to mention the fact that the many species of Dreamland are even more hostile to outsiders than they are to the other dwellers of Dreamland, and these various species are not without their defenses, even if they are not so technologically advanced.

 

The most advanced species of Dreamland have only reached Tech Level 6, and, as mentioned, there are no other worlds in the Dreamland system, habitable or otherwise. Not to mention, there are no other systems with habitable worlds anywhere nearby. Thus the inhabitants of Dreamland have been prevented from expansion into space. However, they have intercepted communications from outside their sphere of influence, so they are well aware that there are other species out there. What is more, there is nothing prized more highly than a piece of advanced technology or a castaway from some other world that washes up on their shores. They do not always treat such flotsam kindly, but they do always appreciate the knowledge it brings, as well as the chance of one-upping their neighbors with that knowledge in their constant struggle for mastery of the world.

 

Special: Massive radiation clouds sweep across the lands of Dreamland, as regular as rain on other, safer worlds. The movement of these radiation clouds is regular, and thus it can be predicted in much the same way as a meteorologist predicts the weather; however, no one on Dreamland with the capability of measuring these radiation currents actually does so, outside of a few private scientists, and even that is usually only out of interest of protecting their own fieldwork.

 

The radiation clouds of Dreamland are unusual in that they pick up various minerals and chemicals from the mineral-rich surface, and that frequently alters the consistency of the radiation cloud. A Dreamland cloud always acts as a radiation cloud, inflicting radiation upon anyone who enters it unshielded, but it will also tend to inflict a number of different effects in addition to the radiation. These effects are related to whatever minerals are then in the cloud, and thus while a cloud’s effects will be fairly consistent from one day to the next, it can change from one season to another as the cloud moves across the landscape.

 

While the effects a cloud contains are actually quite predictable and can be determined by any number of disciplines of science (from geology to meteorology), to the casual observer these effects can seem random. But in general, a cloud will contain two of the following effects, in addition to its radiation effect:

  • Acid: the cloud contains an acidic component. Thus, in addition to doing radiation damage, the cloud does acid damage. This damage is calculated separately from the radiation damage, and it can be resisted in its entirety. While within the cloud, every exposed character and every exposed article of clothing and equipment takes 1d4-1 acid damage for every 5 minutes they remain exposed. A person can make a Fortitude save to half this damage, as normal (minimum damage 0). (The acid damage is thus slow, and it is more damaging to equipment – which tends to have little resistance to acids – than it is to people.)
  • Bright: the cloud contains a mineral that glistens when light is cast upon it. In any light of daylight level or greater, the cloud causes a washout effect to anyone in the area, thus causing a -1 to all rolls that are influenced by sight (including combat rolls), which effect last for 1d4-1 rounds after leaving the area of the cloud. Unlike most cloud effects, a character does not need to be inside the cloud in order to be affected by Bright, only needs be within sight of it AND in sight of a source of light.
  • Din: The cloud has picked up an abundance of minerals that works to deaden sound. Within the cloud, this can cause sounds to appear to be coming from much farther away than they actually are. But then, in another instant, due to the vagaries of the cloud, a different sound at the same distance can be heard at near normal volume. This effect makes determining things by sound much harder, thus causing a -4 to all sound-based rolls, including adding a +4 to resist any sound-based effects. Creatures that utilize echolocation have this effect doubled, and creatures that rely on echolocation (because they are blind or for any other reason) instead have this effect tripled, and so suffer a -12. Creatures that rely on echolocation will thus have to succeed at a heavily-penalized Perception check even to navigate a Din radiation cloud, since they will have effectively been made blind.
  • Dust: One of the most common additions to a cloud is Dust, or an assemblage of dirt and hair and the other stuff found under your bed. While a little bit of dust is of no matter, a great deal of it obscures vision and clogs throats. While under the effects of a Dust radiation cloud, characters have their vision reduced to 1/10 of its normal range, and movement is reduced by one factor (Hustle requires the effort of a Hustle but only results in a Walking speed) unless the character succeeds at a Fortitude roll each round against the strength of the storm. Should they succeed at their Fortitude roll, the character can move freely within that cloud for the rest of that one round.
  • EMP: a number of minerals interfere with electronics, but certain combinations of chemicals and minerals can drain them of energy. Electronic devices carried into an EMP radiation cloud will eventually have all of their power drained. The rate at which the cloud drains power depends on the strength of the storm. Every minute that such a device is within a storm, it must succeed at a Fortitude save against the strength of the storm or lose one charge. Anything that relies on a battery power or similar will thus eventually be rendered useless if it continues to remain within the storm. Whether or not the storm can render electronics permanently useless or simply drains them of power, that depends on the interactions of the particular radiation of the storm. If a storm makes electronics permanently useless, then any charges lost are permanently lost, and if the device is reduced to 0 it also takes on the broken condition. All such damage can be repaired.
  • Magnetic Pulse: a number of different elements can interfere with sensors. Whether the particular elements within a Magnetic Pulse radiation cloud reduce sensor range, have a chance of obscuring sensor detections, have a chance of distorting sensor readings, or simply eliminate the possibility of taking sensor readings is up to the Gamemaster.
  • Polar Wave: One of the primary methods of determining direction is to utilize the natural magnetic forces of the world. Within a Polar Wave radiation cloud, however, these natural forces are distorted, thus causing false readings. Whether that leads to the storm messing with the reading of what is due north or simply causing the reading to spiral around randomly, that depends on the type of wave generated within the cloud.
  • Reflect: Certain materials naturally reflect light, and a Reflect radiation cloud has picked up a large source of such materials. These materials are often used in Reflec armor – armor specifically designed to reflect light-based weapons, such as blazer rifles. The range and damage of all such weapons are halved for every square of such a cloud that they must pass through. Thus, while such weapons due technically work within such clouds, there are many who simply say that Reflect clouds prevent the use of light-based weapons, since the ability to penetrate such clouds in an effective manner is lowered so close to uselessness as to be effectively useless.
  • Strong: the intensity of the radiation is unusually strong in this cloud for a radiation of its type, doubling the effect of either the radiation or one of the above effects.
  • Toxic: the air within the cloud is toxic. While the air may contain the specific ingredients needed to breath, the relative amounts are not such as to make the air breathable. A character entering poisonous air immediately falls under the effects of asphyxiation, which follows the same rules as drowning.

 

Special II: Dreamland is a smaller world with a low gravity. While not a Moon-like gravity, by any means, those traveling upon this world can safely jump twice as far and twice as high, and falling distances are doubled (for instance: falling 100ft on Dreamworld is the equivalent of falling 50ft under normal gravity).

 

Special III: Dreamland has a non-breathable atmosphere for oxygen-based life forms. While there is oxygen in the atmosphere, and while the bio-engineered “natives” of the planet can breath the toxic air, normal oxygen-based life forms will asphyxiate if they try to breathe it. The air of Dreamland isn’t so bad as to be immediately deadly, but an oxygen-based life form attempting to breathe it will immediately find themselves short of breath and know that something is wrong. They will not start asphyxiating for one round for every point of Constitution after they attempt to breathe the air, but after that point they will start to asphyxiate as normal (under the normal rules for drowning).

 

Because the atmosphere of Dreamland is nearly right for oxygen-based life forms, such creatures do not need to wear full space suits in order to survive in the atmosphere – an oxygen mask or even an oxygen-line mask filter is more than effective enough. Most Core Worlds expeditions have access to small masks that fit over the nose and mouth and that have compressed oxygen in small, three-inch canisters inserted into the side of the mask that grant air for one -three hours (depending on the size of the inserts). Most such masks have a canister insert in each side, thus allowing for twice the amount of air, while also allowing a canister to be replaced while the secondary canister is still supplying air.

 

 

 

Summer is almost Here

Summer is almost here so that means more time to work on games.

 

Here is a short list of what is planed for work this summer.

 

Working on the next 12 issues for Arcana Journal for release in 1017. Yep, we work that far ahead. We are also going to give each issue and realm book a real good proofing and correct some errors and stuff.

 

More Heroes Weekly on the way with vol 6 all done and ready to go. We also have some new character books coming out and a new power system to apply to your games.

 

Avalon Characters. A new Pathfinder series which will detail out five NPCs that you can use in your game. Each issue will cover a different class or race. Lots of fun in these little gems.

 

I will also be working on some new stuff for Counter Wars, a super hero version of the system, as well as a Robot / Droid battles and maybe something for the Fringe.

 

Speaking of the Fringe, some time back in the forums I had spoken about maybe working up a series of linked scenarios using the Fringe as the back drop, but using different games for our collections. Well I have the bare bones of it all layed out, and it’s a gem. The series will require that you have Nova Blast Star fighter, Zero-O and Future Wars, and if you like you can do some Role Playing using IF 2.0. Don’t worry thought, we will offer up the whole thing in a bundle for a great price if you don’t have all of these games. Should be a blast.

 

I want to work on some more Gadget Girl stories if I have the time, as well as don so more work on a Tarot deck for use in Arcana. We will see though.

 

Well as you can see, a full load of work to do, as well as hang out with friends and the kid, drink some beer and go see some good movies.

 

 

Comic Book Fun Is On The Way

Yep, it is almost here, Comic Book Adventures is getting ready to be released.  This June we are setting up four previews of the solo system for running a super hero game using Pathfinder and our own Heroes Wear Masks.  July will see the release of the core game and the first mission book.  So get ready, its going to be a hot, super summer.

New Stuff For April

There’s a lot of stuff coming out this month, which makes me happy. You know what else makes me happy? Reality TV shows involving ingredients to be cooked. Not every meal needs to be created in a tavern, so make sure to use food vendors and other “fast food” concepts in a variety of settings.

 

 

***

 

Game Geek #40

Mar 2013

AVG2200-13-40

$1.50

 

New gaming goodness in this issue, along with over $5.00 in free games and discounts.

 

Musing of the Avalon Stogie

Behind the Game

Halfling Court Part 3

Heroes Wear Masks

Dicing With Life

Avalon Pathfinder

Sorceress Issue #9

BedRock Interview

Elemental Wars for S&G

Avalon Models

Arcana

Reviews

What’s New

Cool Stuff

Free Stuff

 

***

 

Heroes Weekly

5 Pages plus

$3.99

Writer: Charles Smith

 

Each week Avalon Games offers a new issue of [b]Heroes Weekly[/b].

 

Packed full of great superhero fun, each issue will offer a short adventure, an NPC, or some game mechanics for the Heroes Wear Masks system. While compatible with the HWM system, you can always use the information presented in each issue for other superhero games—just monkey around with the stats and mechanics to fit the system you are using.

 

Don’t miss an issue, they are super!

 

AVG4100-HW-33, Vol 2, Issue #9, Creature of the Black Lab

This week we have a great adventure with an escaped robot. This issue comes with some awesome new counters for your game.

 

AVG4100-HW-34, Vol 2, Issue #10, The Specialist

This week we have a supernatural Hitman, one that cannot be stopped.

 

AVG4100-HW-35, Vol 2, Issue #11, The Speedster

Got a super-fast hero but with more speed? Well, we have the Speedster Advanced class here to save the day. This issue also comes with a new battle tile.

 

AVG4100-HW-36, Vol 2, Issue #12, Masters of Power

The Masters of Terror are an organization of highly trained terrorists-for-hire involved in everything from industrial sabotage to political terrorism to false flag operations. Whenever the obscenely wealthy want to sow chaos and fear, the Masters of Terror are there to provide that service. Unlike traditional terrorist groups who are motivated by a core ideology, the Masters of Terror are in it for the money. They will work for any individual or group who is willing to pay the fees and often play both sides of a conflict against the middle.

 

***

 

Arcana Journal #47

AVG2300-13-47

36 Pages

$2.99

 

The true wonders of Arcana are explored in the monthly journals. Each issue focuses on a hex within the game world, offering rumors, hidden lore, and detailed descriptions of all the important sites and people of that area. Full color maps (also offered in print-easy black and white) are provided on the hex itself, plus all sites of worthwhile note, such as towns and major adventure sites. Floor plans of castles and other location are also offered.

 

In addition to this detailed write-up of the hex, each issue will also focus on other aspects of the game world, its history, important people, the Magi and gaming classes. When you add it all up, these journals take the mundane and make it magical. It is through the journals that the Arcana game world will grow, expand, and become a living place of adventure.

 

This issue of the Journal will cover the following aspects of the game world.

 

Hex 52

The Skull Coast

The Magi Granax Earthgather

The School of Summoning and Demons

 

***

 

Heroes Wear Masks, Character Book 3, Super Heroes and Vile Villains

AVG 4100-CB-03

$5.99

Need a few villains to beat up in your superhero game? Got a new player and need a character template real fast? Well, Avalon is here to save the day! Each issue of the HWM character book series will offer ten new characters for your supers game.

Each character comes with a full stat block detailing all their powers and abilities. Each also comes with a complete background, motivations, and several adventure hooks for using them in your game. What, you want more? Well, each also comes with a full color picture and a figure flat for use on the table when that super battle begins.

While designed for use with Avalon’s Heroes Wear Masks system, you can with a bit of work convert these character for any superhero system, so jump into the middle of a super brawl and get these great characters to add to your game.

The third book in the series comes with ten new magic-based characters:

 

The Ant: Small and mighty

Gadgeteer: His super devices always save the day

Singularité: A French villain with gravity

The Dryad: A young guardian of the world

Speed Demon: Fast and mean villain

Fury: Some girlfriends go through too much

The Green Dragon: A Chinese warlord from the past

Man Hater: It’s a woman’s world now

Professor Bug: Evil bug mastermind

True Strike: Mystic fists of fury

 

***

 

Nova Blast, The Hive Sourcebook, Avalon Mini-Game #141

AVG1500-141

32 Pages

$5.99

Everything you need to play the Alien Hive in the Nova Blast game system. The horrors of the Hive are detailed completely within this full-color sourcebook, and you will find:

Detailed descriptions of the Hive, their organization, and forces.

Data cards on all the Hive forces and units.

Hive weapons and gear.

Hive based scenarios and objectives.

Hive Figure Flats.

 

This product also comes in a print-friendly version for easy use.

 

Note that this is not a full game and require a copy of Nova Blast to be used.

 

***

Avenger, Kitbag #2, Swords and Blade Weapons

AVG3900-FA-10

16 Pages

$2.99

Writer: Martin Dougherty

The Kitbag series from Avenger Enterprises covers the must-have blades, gadgets, and gear that a self-respecting adventurer shouldn’t be seen without. Each issue focuses on a theme—a weapon type, an environment. or a field application. Whether it’s cold-weather mountaineering equipment you need or a mid-tech infantry weapon… it’s in the kitbag.

Kitbag 3 focuses on blades and swords; weapons that are easy to carry and handy to have around. From conventional swords to compact energy weapons, from specialist assassinations and ‘stealth’ weapons to blatant intimidators, Kitbag 3 has the lot.

***

Enjoy Avalon Games’ spring goodies and celebrate the whole of April with us!

 

Jen Seiden

Promotional Manager for Avalon Games

New Year, New Products

2013…The Future is Now.

We’ve survived it all. Floods, hurricanes, apocalypses, zombies, and aliens. Our New Year’s resolution to you is to provide you with more games, settings, and adventures in the coming twelve months. We will be there for you, promise.

***

Heroes Weekly

5 Pages plus
 $3.99

Writer: Charles Smith

Each week Avalon Games offers a new issue of [b]Heroes Weekly[/b].  Packed full of great superhero fun, each issue will offer a short adventure, an NPC, or some game mechanics for the Heroes Wear Mask system. While compatible with the HWM system, you can always use the information presented in each issue for other superhero games—just monkey around with the stats and mechanics to fit the system you are using.

Don’t miss an issue, they are super!

AVG4100-HW-21 Heroes Weekly, Vol 1, Issue #21, Save the Day

What do you do when a hero does the right thing the wrong way? A great adventure waits for those willing to answer that question.

AVG4100-HW-22 Heroes Weekly, Vol 1, Issue #22, The Professor

Some villains are not so much dangerous as a pain to have around. The Professor of Crime is such a foe. Also included in this issue are the Professor’s Figure Flat and some SWAT Cops.

AVG4100-HW-23 Heroes Weekly, Vol 1, Issue #23, New Resource Items

This week we give you new gear with which to fight crime or commit that great heist. This issue also comes with new battle tiles to form an awesome park wherein you can fight super brawls.

AVG4100-HW-24 Heroes Weekly, Vol 1, Issue #24, The Shadow

Those that know of the society known as the Shadow fear their power. Those that fight the Shadow end up dead. A great organization to add to your super games this week. We also have some cool wizard figure flats for your super battles.

***

Avenger, Kitbag #2, Sidearms

AVG3900-FA-09

5 Pages plus
 $2.99

Writer: MJ Dougherty

The Kitbag series from Avenger Enterprises covers the must-have guns, gadgets, and gear that a self-respecting adventurer shouldn’t be seen without. Each issue focuses on a theme—a weapon type, an environment, or a field application. Whether it’s cold-weather mountaineering equipment you need or a mid-tech infantry weapon… it’s in the kitbag.

Kitbag 2 focuses on sidearms; weapons that are easy to carry but handy to have around. From conventional handguns to compact gauss weapons, from specialist assassination and ‘stealth’ weapons to blatant intimidators, Kitbag 2 has the lot. And if you want to push the boundaries of what can really be called a sidearm, it’s got a heavy gauss pistol and revolvers to make other people die for.

***

Avalon Clip Art, Color Sci-Fi

AVG 1647

12 Pages $4.50

Over the years, Avalon Games has collected a ton of artwork for use in various games. Well, we got to thinking, why couldn’t you use this great art in your products? So, here it is, Avalon Clip Art! Each set within this series offers you a ton of great art and for a great price. Each product focuses on a set genre or character type and provides you with great filler art and character art for your gaming products.

Look for new sets to come out all the time, as we have thousands of pictures to offer, so have fun…

Usage Requirements/Limitations: You may reduce, re-color, or crop any image included here. You may not resell these images in clip art packets or art collections.

If you use any of these images, in your product, you must include the statement:

Some artwork copyrighted by Avalon Games, used with permission.

By purchasing this product you agree to these terms. All work has been scanned at 300 DPI.

***

Game Geek #37 Jan 2013

AVG2200-13-37

49 Pages $1.50

All sorts of new gaming goodness in this issue, along with over $5.00 in free games and discounts!

Musing of the Avalon Stogie

Behind the Game

Coral Throne, Chapter XXIV

Heroes Wear Masks

Dicing With Life

Today’s Promise Excerpt

Avalon Pathfinder

Sorceress Issue #6

BedRock Interview

Artist Spotlight

Avalon Models

Arcana

Reviews

What’s New

Cool Stuff

Free Stuff

***

Arcana Journal #44

AVG2300-12-44

44 Pages
 $2.99

The true wonders of Arcana are explored in the monthly journals. Each issue focuses on a hex within the game world, offering rumors, hidden lore, and detailed descriptions of all the important sites and people of that area. Full color maps (also offered in print-easy black and white) are provided on the hex itself, plus all sites of worthwhile note, such as towns and major adventure sites. Floor plans of castles and other location are also offered.

In addition to this detailed write-up of the hex, each issue will also focus on other aspects of the game world, its history, important people, the Magi and gaming classes. When you add it all up, these journals take the mundane and make it magical. It is through the journals that the Arcana game world will grow, expand, and become a living place of adventure.

This issue of the Journal will cover the following aspects of the game world.

Hex 48

Sharm Swamps and Mount Fear

The Magi Julienne

The Realm of Nara

***

Pathfinder Solo, Kobold Camp

AVG4300-07

41 Pages
 $5.99

Writer: Reuben Hinman

Have you ever wanted to try a tabletop roleplaying game (RPG), but were too intimidated by thick rulebooks, insider jargon, and experienced players? Want to try out a different rules system, but don’t have anyone in your area to play with? Well, now’s your chance; you’ve come to the right place!

This is Avalon’s intro to the Pathfinder RPG system using our Solo Adventure series. This great product will help introduce you to one of the most popular tabletop RPGs being played today, the Pathfinder Roleplaying Game. Produced by Paizo Publishing (Paizo.com), Pathfinder uses one of today’s leading RPG ruleset to let you play in a world of fantasy adventure. Each Solo Adventure explores a specific character type, so in this booklet, jump into the role of a Fighter and explore the great gaming fun of Pathfinder and RPGs!

***

Avalon Art, Pose Book 1

AVG4400-01

$4.50 15 Pages

Many young artists and experienced illustrators often find it hard to get started on an image, or to find the right poses for their figures. Avalon is here to help. Using our fast and easy-to-use Pose Books, you can simply trace or copy the pose you want and get right to work. Use the poses in this and our other books to build scenes, compose figures images, and create dynamic character art.

All included materials are royalty free and you may resize, crop, copy, or alter these images as you wish and need. There is no need to credit Avalon Games in any way when using the images presented in this product, although if you want to you are more than welcome to offer such credit. You may not include these images in any sort of pose book or art collection.

Why re-invent the wheel when Avalon Games has already done all the hard work?

***

How to Spice Up Your Game

AVG2800-21

23 Pages $5.99

Writer: Tim Höregott

When you play games often, and especially when you play many different games, you may notice that over time the playing routine starts to get really similar and linear with each session. Player behavior, as well as your own behavior as a game master, can easily become all too uniform if you do not vary the game experience enough. This book covers suggestions for many different techniques that, though sometimes unconventional, might help spice up your game. They introduce new mechanics to your gameplay that can help catch your players’ attention better or help you all focus more on the experience of having a great time together and telling a good story rather than playing the game in strict routine.

The techniques in this book can be applied to almost any type of Role-Playing Game and can at any point be introduced or completely abandoned if you do not find them fitting your style of play. Most of these measures go unexplored by Game Masters, but can really help give your adventure that special touch that converts a good game into a perfect game. Some of them are troubleshooters for certain scenarios, others explore Meta-game areas that are untouched during regular play sessions, and some just help adding a different flavor to your story.

***

And what can I offer you for the new year? Well wishes and hopes of good times and fantastic adventures in the year ahead… and perhaps a resolution… you will be seeing a whole lot more of me in the coming year. Take care!

Jen Seiden Promotional Manager for Avalon Games

 

 

[Avalon Games] The Most Wonderful Time of the Year…

It’s December! Whoot! And on top of new stuff for all the boys and girls (good, bad? We don’t care), we’re still doing our 25% Off Sale celebrating 1,000 items at One Bookshelf online stores!

We’re totally awesome.

***

Heroes Weekly
5 Pages plus

$3.99

Writer: Charles Smith

Each week Avalon Games offers a new issue of [b]Heroes Weekly[/b].

Packed full of great superhero fun, each issue will offer a short adventure, an NPC, or some game mechanics for the Heroes Wear Mask system. While compatible with the HWM system, you can always use the information presented in each issue for other superhero games—just monkey around with the stats and mechanics to fit the system you are using.
Don’t miss an issue, they are super!

AVG4100-HW-17 Heroes Weekly, Vol 1, Issue #17, Jail Break
How about an evil super-villain adventure this time around? You and your nasty team of villains need to break a fellow out of jail, can you pull it off?

AVG4100-HW-18 Heroes Weekly, Vol 1, Issue #18, The Machine
An alien machine of great power wants to destroy all organic life on our world! Of course it’s the heroes’ job to stop it.

AVG4100-HW-19 Heroes Weekly, Vol 1, Issue #19 The Mentor
This week we have the Advanced class, the Mentor. Need a patron or teacher for your young superhero team? The mentor can teach all sorts of power and tricks, and may come in handy for any superhero team or game.

AVG4100-HW-20 Heroes Weekly, Vol 1, Issue #20 Purity Corp.
Some anti-mutant protestors turn into real threat for mutants of all kinds.

***

Avalon Clip Art, Deco Faces

AVG 1646
$4.50

Over the years, Avalon Games has collected a ton of artwork for use in various games. Well, we got to thinking, why couldn’t you use this great art in your products? So, here it is, Avalon Clip Art! Each set within this series offers you a ton of great art and for a great price. Each product focuses on a set genre or character type and provides you with great filler art and character art for your gaming products.

Look for new sets to come out all the time, as we have thousands of pictures to offer, so have fun…

[b]Usage Requirements/Limitations:[/b]

You may reduce, re-color, or crop any image included here. You may not resell these images in clip art packets or art collections.

If you use any of these images, in your product, you must include the statement:

[b]Some artwork copyrighted by Avalon Games, used with permission.[/b]

By purchasing this product you agree to these terms.
All work has been scanned at 300 DPI.

***
Game Geek Issues #356
Dec 2012
AVG2200-12-356
54 Pages

Free

Another great issue, packed full of gaming goodness!

Musing of the Avalon Stogie
Behind the Game
Coral Throne
Heroes Wear Masks
Avalon Pathfinder

Sorceress Issue #5

Reviews

What’s New?
Cool Stuff

Free Stuff

***
Arcana Journal #43
AVG2300-12-43
46 Pages

$2.99

The true wonders of Arcana are explored in the monthly journals. Each issue focuses on a hex within the game world, offering rumors, hidden lore, and detailed descriptions of all the important sites and people of that area. Full color maps (also offered in print-easy black and white) are provided on the hex itself, plus all sites of worthwhile note, such as towns and major adventure sites. Floor plans of castles and other location are also offered.

In addition to this detailed write-up of the hex, each issue will also focus on other aspects of the game world, its history, important people, the Magi and gaming classes. When you add it all up, these journals take the mundane and make it magical. It is through the journals that the Arcana game world will grow, expand, and become a living place of adventure.

This issue of the Journal will cover the following aspects of the game world.
Hex 47
Shullom and the Marsh of Jarth
The Arcanum School of Magic

***

Pathfinder Solo, Mage
AVG4300-034
18 Pages

$5.99

Writer: Mark Solino

Have you ever wanted to try a tabletop roleplaying game (RPG), but were too intimidated by thick rulebooks, insider jargon, and experienced players? Want to try out a different rules system, but don’t have anyone in your area to play with? Well, now’s your chance; you’ve come to the right place!

This is Avalon’s intro to the Pathfinder RPG system using our Solo Adventure series. This great product will help introduce you to one of the most popular tabletop RPGs being played today, the Pathfinder Roleplaying Game. Produced by Paizo Publishing (Paizo.com), Pathfinder uses one of today’s leading RPG ruleset to let you play in a world of fantasy adventure. Each Solo Adventure explores a specific character type, so in this booklet, jump into the role of a devout young mage and explore the great gaming fun of Pathfinder and RPGs!

***

Heroes Wear Masks, Character Book 2, Magic and Masterminds
AVG4100-CB-02
35 pages
Write: Charles Smith

Need a few villains to beat up in your superhero game? Got a new player and need a character template real fast? Well, Avalon is here to save the day! Each issue of the HWM character book series will offer ten new characters for your supers game.

Each character comes with a full stat block detailing all their powers and abilities. Each also comes with a complete background, motivations, and several adventure hooks for using them in your game. What, you want more? Well, each also comes with a full color picture and a figure flat for use on the table when that super battle begins.

While designed for use with Avalon’s Heroes Wear Masks system, you can with a bit of work convert these character for any superhero system, so jump into the middle of a super brawl and get these great characters to add to your game.

The second book in the series comes with ten new magic-based characters:
Magic: a young witch with a lot of power
The Amazon: a heroine lost in time
Speed Queen: it’s hard being as fast a lighting
The Green Ghost: sometimes the dead seek justice
Storm Queen: an exiled queen of hate and storm
Dagger: sister to the Amazon, sworn to vengeance
The Mysterion: overlord of many universes
The Ogre: an enslaved brute
Doctor Death: dead and loving it
The Golem: a creature of myth

***

Hazard to Navigation, A Tale of Adventure in Reft Sector
AVG3900-Fic-08
$5.99
Writer: MJ Dougherty

Sir Anders Miracru, a man who hates space travel and starships, inherits a vessel too crippled to even sell for scrap. His only hope is to find a crew that can repair the ship as they go, and a patron who will hire a vessel that is a hazard to navigation.

Fortunately for Sir Anders, the Scout Service needs a ship — any ship — for an urgent mission out in the Great Rift. There, facing a slow death light years from any star system, Sir Anders learns what it is that drives those who go to the stars.

***

How to Run a Great Super Hero Game
AVG2800-20
32 Pages
$5.99
Writer: Charles Smith

Most RPGs puts you and your friends in the role of a brave adventurers fighting to survive in a world beset by magic and evil. It’s a very short trip from there to the world of superheroes.
While fantasy games and superhero fiction have a lot in common there are some important differences. This how-to book will help you make that transition from traditional fantasy RPGs to the superhero genre, and allow you and your friends to get the most out of your four-color games.

***
So Enjoy all the Holidays that come around at this time,

Jen Seiden
Promotional Manager for Avalon Games

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