Didn't do them all, just the ones you'd get at 1st level:
Call Magic list.
The caller cannot take all of the call powers listed in the book. First, they must learn them (usually by acquiring an item or defeating them). As call magic is a one-time power, the powers will be treated as such.
All powers have the following limitations: OAF (-1) incantations (-1/4) gestures (-1/4) costs MANA instead of END (-3/4), requires summoning roll (-1/2)
Updated 09-13-2010 at 01:05 PM by yukonhorror
I don’t want to be that girl
The one who sits at home and cries
The one who thinks of him and always sighs
The one who gets used
The one who’s abused
The one who’s seriously confused
I don’t want to be her
Her pain is great
The guy she loves is late
He has yet to figure out she’s the one
The one thats beauty far surpasses her looks
The girl you hear about in books
The one who holds him as her world
So for Saturday, I attended the D&D Redbox game day at Game Empire, Pasadena. My goal was to take a look at the red box system mostly to see if it would serve as a good easy system to use for my program for after school activities. So, in may case, I was interested only on how it would work in that setting with beginning gamers.
In this game, I played the pregen Dwarven Fighter Slayer, which had an interesting set of powers. Most notable of the character was the lack of dailies,
because hp is body in HERO, I called mp MANA (as suggested)
MANA: costs 2 Character point per 3 points of mana. All powers that cost MANA gain the disadvantage costs MANA(-3/4). This replaces any END cost. Advantages & disadvantages regarding END are doubled (except requires END only to activate). You recover MANA equal to REC score once per day (if receive sufficient rest).
This I THINK will reflect the rarity/limitation of powers costing MANA. As for
Updated 09-10-2010 at 10:01 AM by yukonhorror
like with Rune Knight, I wasn't happy with the original. I made this so the knight is very "versatile"
Ability maxes: 14 10 8 10 10 8
Allowed Weapons: axes, bows, flails, swallows, greatswords, knives, light swords, staves, rods, polearms, swords
Allowed Armor: gauntlets, helmets, mail, Shields, Robes
Energy Blast: 3d6 magic blast (15
Updated 09-10-2010 at 10:05 AM by yukonhorror