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The Realm of the Gateway Advanced Powers Guide

JOHN GRIFFIN

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Kinder- und Jugendbücher / Abenteuer, Spielgeschichten, Unterhaltung

Beschreibung

The Advanced Powers Guide


The Realm of the Gateway crosses realms and dimensions, and is a place of magic, psionics and mutations. The Advanced Powers Guide consolidates and clarifies all the different powers from all the core books as well as the setting guides, putting all the information into one, easy to reference source. The Advanced Powers guide introduces a new, optional system for using powers, allowing players and Gamemasters an alternative for the Mental Endurance and Concentration system.


  • New, alternative system for magic spells, psionics and some mutations. The new Power Point system uses a pool of points to fuel powers. This pool can be depleted during an encounter, but replenishes between encounters.
  • New rules for Endurance and fatigue, a system for fueling physical powers, such as some mutations.
  • New skills and attributes, including the new Basic Combat Skill: Powers, for using special abilities in combat. 
  • Introducing Epic skills, special skills that can be learned at higher levels granting the character new abilities.
  • All spells, psionics and mutations rewritten to include both the original Mental Endurance system and the new Power Point system. 
  • Two new psionic based professions, the Adept and the Psion.
  • Three new magic professions, the Cunning Mage, the Hexen and the Shadow Mage.
  • New rules for magic item construction, including rules for golems and intelligent items.
  • New Rules for the creation of psionic items.
  • Introducing magical artifacts, powerful and ancient items of magic.
  •   New creatures, and introducing a new class of creatures, the psychic beasts.

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magic, fantasy, science fantasy, gateway, rpg, roleplaying, Griffin Games, Realm, Role-playing, science fiction, games