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Fenix (No. 4, 2014 - English only)

Game ID: GID0124921
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From publisher blurb:

The Time Travel Issue

Agents of A.R.G.E.N.T.
This isn’t so much a setting as a setting element, for the GM to use as a source of one-shot NPCs, as an ongoing rival or patron organization for the player characters, or as the surface of a time-spanning mystery. You can add the Agents of A.R.G.E.N.T. to any time-travel campaign already in progress, or start a campaign explicitly to explore their jut-jawed, clean-cut, four-color view of the past ... and of the future!

Text: Kenneth Hite, Art: Lukas Thelin

Time Travel in RueQuest
Time travel is a fascinating and complex subject, which has been used in many Roleplaying Games as the key premise behind a scenario or campaign. Few systems however, provide Player Characters the ability to manipulate time in any meaningful way. Unless it is the central conceit of the game, the resulting paradoxes and retroactive changes time travel can cause are enough to scramble the brains of even the most competent Game Master.

Text: Pete Nash, Art: Kristoffer Engström

Timewatch needs you!
History isn’t written by the victors. History is written by the people with the time machines. This article is an introduction to a new Gumshoe-game.

Text: Kevin Kulp, Art: Richard Longmore

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