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Description Edit | History

User Summary:

This issue appeared in Summer 1988. The Hero System scenario in this issue, Double-Blind, revolves around nuclear terrorism and is suitable for both Danger International and Super-Agents.

After increasing the support for MERP and Space Master in Adventurers Club, ICE seems to pull back in this issue (providing only two articles for their own line of games). Issue #13 of Adventurers Club doesn't have any ICE content.

GENERAL FEATURES:

- 'Nuff Said
- Ozzie's Feedback
- Traveling Show [Convention News]
- Letters
- Superhype! [Upcoming Hero releases]

HERO GAMES FEATURES:

- The Superhero and the Legal System
- A Flash of Steel: Fencing in FANTASY HERO
- Double-Blind: Adventure for DANGER INTERNATIONAL and SUPER-AGENTS
- How the Supervillain Gets Away: Methods and Tactics for the Villain's Escape
- Crooks and Crusaders: Sensor
- Treasure Chest [Pocket Demon & Fairy Dragon]

IRON CROWN ENTERPRISES:

- Time Factor in Equipment Use: Optional Rules for Space Master
- Raid on Barluin: A MERP Scenario

Articles Relationship: Articles
Pg. 1
Pg. 2
'Nuff Said
Editorial

Aaron Allston talks about this issue and announces that Issue 13 will go back to all Hero system content.

Edit
Pg. 2
Ozzie's Feedback
Article

The feedback has made things clear and Ozzie Nibs lets us know that they\'re splitting the magazine into two

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Pg. 3
Traveling Show
Article

Convention News from Rob Bell.

Edit
Pg. 4
Letters
Reader/Fan Mail

Aaron Allston answers fan mail.

Edit
Pg. 7
Superhype
News

Upcoming Hero releases by Rob Bell

Edit
Pg. 8
The Superhero and the Legal System
Article

An exhaustive explanation on the legal system and how it might be impacted by the presence of costumed vigilantes

Edit
Pg. 24
A Flash of Steel
Article

Fencing package deals and rules for fencing and fencing weapons in FANTASY HERO by J. David George

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Pg. 38
Double-Blind
Adventure

An adventure for 2-4 agents with 0-50 xp for Danger International and Super Agents by Greg Porter.

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Pg. 53
How the Supervillain Gets Away
Article

Methods and Tactics for the Villain\'s Escape by David Rogers.

Edit
Pg. 56
Crooks and Crusaders
Article

Sensor is a 373 point martial artist with amazing senses.

Edit
Pg. 61
Treasure Chest
Article

Kirk Olsen provides details on the Pocket Demon & Fairy Dragon for Fantasy Hero.

Edit
Pg. 65
Time Factor in Equipment Use
Article

Optional Rules for Space Master detailing the amount of time it takes to use various pieces of equipment by

Edit
Pg. 68
Raid on Barluin
Adventure

A MERP Scenario for a good sized party which can fight, sneak around and track by Stephen Fellows.

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More Information Edit | History
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Year: 1988
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72 pages
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RPG Issue Rank: N/A
Num Ratings: 1
Average Rating: 9.00
Standard Deviation: 0.00
Num Views: 431
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Avg. Game Weight: 0.0
Fans: 2
Personal Comments: 1
Users Owning: 12
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