> One of the coolest things in RQ used to be Magic Crystals,
> but I've never seen any rules for them in Hero Wars.
>
> I suppose they'd be pretty easy to handle -
I have only converted them as needed and fairly literally.
For a Devine healing 2 crystal for instance I had it give a +2 to all
healing affinities.
You used an appropriate affinity to attune the crystal though there was
a risk of loosing ability from it if you failed to attune the crystal.
For the attuning roll I treated it as a Devine Strike with a resistance
from the crystal of 14+5 per point of power.
There are plenty of other ways of doing it though. Mine was just to preserve the original crystals abilities as far as possible.
If you have received this E-Mail in error please return it to the
sender.
We should be grateful if you would also copy the communication to
postmaster_at_... then delete the E-Mail and destroy any
copies of it.
It is your responsibility to scan any attachments for viruses.
For further information, visit us at WWW.MITSUIBABCOCK.COM
Powered by hypermail