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Hey guys - nice to meet you on Sat. I'm setting aside the date for our game. We can have it at my place. Here re the classes - the books were about 50MB each, so I will burn disks for the 1st game. BARBARIAN Those familiar with fantasy worlds, and ancient history in general, quickly recognize the figure of the Barbarian: roughly & scantily clad (in warmer climes), powerfully built, and with real savvy of the outdoors. The Barbarian is a non-spell user even more unfamiliar with magic than th... (read more)
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East Longmeadow, Massachusetts, United States
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1st game! at East Longmeadow, Massachusetts, United States

Hey guys - nice to meet you on Sat. I'm setting aside the date for our game. We can have it at my place. Here re the classes - the books were about 50MB each, so I will burn disks for the 1st game. BARBARIAN Those familiar with fantasy worlds, and ancient history in general, quickly recognize the figure of the Barbarian: roughly & scantily clad (in warmer climes), powerfully built, and with real savvy of the outdoors. The Barbarian is a non-spell user even more unfamiliar with magic than the Fighters. He is an extremely powerful weapons specialist, second only to the Fighter. Barbarians, however, barely tolerate armor, and prefer instead to defend themselves with their skills, quick defensive reactions, and intimate familiarity with the wilds. BEASTMASTER A semi-spell user who uses his affinity for animals to bind them to his service. A deadly Arms combatant, the Beastmaster usually has no compunctions over the use of his animals to ensure his victory. DRUID The Druid focuses on his militant approach to life and survival, his investment in and dependence on his home-made magical staff, his day-to-day work as minister and healer of the wilds, and his power as an emissary of peace. HIGH WARRIOR MONK The High Warrior Monk is a "fanatic" martial artist who has been brought up in a relatively isolated and restrictive environment dedicated to the martial arts and personal discipline. This intensive background leads to relatively low skill development costs in the martial arts and related skills but relatively high costs for unrelated skills (e.g., magical skills, traps & locks, and most secondary skills). WARRIOR MONK Warrior Monks are experts at maneuvering and martial arts. Warrior Monks learn to use normal weapons, although not as easily as others of this realm; they prefer to utilize unarmed combat using the special Claw Law Martial Arts attack tables. MONK Monks are Semi spell users who combine the realm of Essence with the realm of Arms. Their base spells deal with personal movement and the control of their own body and mind, while their arms capabilities concentrate in unarmored, unarmed combat. RANGER Rangers are Semi spell users who combine the realm of Channeling with the realm of Arms. Their base spells deal with operating in the outdoors and manipulating the elements (weather). FIGHTER Fighters are the primary arms specialists. Fighters will find it easy to develop a variety of different weapons and to wear heavier types of armor. They are less skilled than other Non spell users in maneuvering and manipulating mechanical devices such as locks and traps (though they are still superior in those areas to spell users) and have the greatest difficulty in learning anything connected with spells. THIEF Thieves are specialists at maneuvering and manipulating. They have the easiest time learning mechanical skills such as picking locks and disarming traps and are fairly good at picking up weapons skills. Thieves are also unusually adept at Stalking and Hiding, Climbing and Perception. They rarely wear heavy armor, although armor does not especially harm the exercising of their professional abilities. ROUGE Rogues are characters with some expertise in thiefly abilities and more specialized knowledge of arms than that possessed by Fighters. Normally a Rogue will be almost as good as a Fighter with one weapon of his choice. The cost, in development points, of developing his thiefly skills will generally not allow him to be as good in these areas as a Thief, but his flexibility is unmatched by either profession. BURGLAR The Burglar is a non-spell user who believes that "He who travels lightest travels fastest and best? He is similar to the normal thief except he has avoided almost entirely the awkward encumbrance of armor, and instead dodges and ducks very much like a martial artist. NIGHTBLADE The Nightblades are semi-spell users who have trained in skills that are appropriate for covert operations (e.g., assassination, spying, infiltration, etc.). This is a semi-spell class has five distinctive base spell lists affecting the ability to move and distract and skill with disguises, poisons, and weapons. CLERIC Clerics are Pure spell users of Channeling who have concentrated in spells which require the most direct power from their deities. Their base spells deal directly with life, communing with deities, summoning live creatures, protection from servants of opposing deities, and direct channeling from their own deities. These spell users are the most powerful of the spell users of Channeling, but they are also the most restricted in the sense of heeding the desires or alignment of their deity PALADIN Paladins are the Arms champions of their religions. They find it easy to develop weapon and armor skills. Due to their extreme religions connections, they will also be able to draw upon the power of their deity to cast magic. MAGICIAN Magicians are Pure spell users of Essence who have concentrated in the elemental spells. Their base spells deal mainly with elements: earth. water, air , heat (e.g., fire), cold (e.g., ice), and light (e.g.. electricity). SORCERER Sorcerers are Hybrid spell users who combine the realms of Essence and Channeling, having concentrated on spells of destruction. Their base spells deal with the specific destruction of animate and inanimate material. WARRIOR MAGE A semi-spell using magician/fighter combination.
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