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 The girl ...
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" MYSTIC KNIGHT Category: adept 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 Starting ability: Energy Blast: 3d6 magic blast (15 ...
Updated 09-10-2010 at 10:05 AM by yukonhorror