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brain
Total: 50 results found.
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Page 1 of 3
1.
Monster of the Week: The Devil Monkey
(Columns/Monster of the Week)
... the dogs became visibly frightened and refused to follow. Body: 15
Brain
: 6 Nerve: 14 Job: Predator (13) Gimmick: Jumping (13) Weakness: None Skills: Strong +5; Spriting +4 Armor Rating: 1 Damage Bonus: ...
2.
Monster of the Week: The Hellhound
(Columns/Monster of the Week)
... Body: 16
Brain
: 6 Nerve: 15 Job: Demonic Guard Dog (14) Gimmick: Bad Breath (14) -- When a PC comes within melee range of a hellhound, make a resisted roll between the hellhound’s Gimmick and the ...
3.
Monster of the Week: The Ghoul
(Columns/Monster of the Week)
... very rare. Most ghouls don’t like the taste of or gain as much nourishment from embalmed bodies, but embalming chemicals do not harm them in any way. Body: Varies (6-16)
Brain
: Varies (6-16) Nerve: ...
4.
Monster of the Week: The Wampus Cat
(Columns/Monster of the Week)
... of a World-War II-era program to produce such a hybrid animal. It is therefore presumes that this animal is merely the result of conspiracy theory and urban legend. Body: 15
Brain
: 10 Nerve: 12 Job: ...
5.
Monster of the Week: The Enfield Horror
(Columns/Monster of the Week)
... of demon, but there is insufficient evidence to confirm either theory. Body: 13
Brain
: 7 Nerve: 12 Job: Monster (13) Gimmick: Jumping (16) Weakness: None Skills: Frightening Appearance +2 Armor ...
6.
Monster of the Week: The Mongolian Death Worm
(Columns/Monster of the Week)
... been found. Body: 10
Brain
: 2 Nerve: 15 Job: Predator (13) Gimmick: Acidic Spittle (15)--This attack has a range of 6 feet. Any creature hit by the spittle takes normal damage on the first round. ...
7.
Archetype of the Week: The Holy Man
(Columns/Archetype of the Week)
... man who is fond of theological debates, church history, and holy law will need a high
Brain
Number. Holy warriors, missionaries, and other holy men who are regularly forced to do battle or survive in ...
8.
Number Crunching
(Columns/QAGS Corner)
... go. Also, it's not always clear which rolls should be default and which should be full Body,
Brain
, or Nerve. High Body,
Brain
, and Nerve Numbers are sometimes useless. I've noticed this in a couple ...
9.
Archetype of the Week: The Noble Savage
(Columns/Archetype of the Week)
... way, often by evoking animals or natural phenomena. The Numbers Because noble savage typically live much harder lives than other characters, they tend to have above-average Body Numbers.
Brain
and ...
10.
Archetype of the Week: The Boy Scout
(Columns/Archetype of the Week)
... square-jawed men of action, which means a high Body score is helpful. Those who exist in a world with shades of gray may have a
Brain
Number on the low side to reflect their naivete. Suggested Jobs: ...
11.
Archetype of the Week: The Warrior
(Columns/Archetype of the Week)
... the warrior to wade fearlessly into battle and provide leadership in combat situations. While a high
Brain
Number is not essential for warriors--in fact, the stereotypical warriors is often presented ...
12.
A Six Pack of Stagger Lee
(Features/Gaming Articles)
... Lee Shelton Body: 12
Brain
: 13 Nerve: 14 Job: Hustler (13) Gimmick: Allies (Stag Party) (14) Weakness: Hot-Tempered (14) Skills: Carriage Driver +3; Politics +2; Firearms +1 H.P.: 12 Yum Yums: 2 Tag Line: ...
13.
Archetype of the Week: The Rookie
(Columns/Archetype of the Week)
... Smith in a Men In Black movie. The Numbers A rookie's numbers will usually be typical for his job, though their youth might mean a slightly higher Body and lower
Brain
and/or Nerve than a more experience ...
14.
The Rules: Robin Hood
(Features/Gaming Articles)
In the past month, I've had Robin Hood on the
brain
. I've been toying with the idea of doing some sort of Robin Hood supplement for QAGS for several months now, so when I found a copy of J.C. Holt's ...
15.
Archetype of the Week: The Trickster
(Columns/Archetype of the Week)
... The Numbers The trickster needs a high Nerve Number to pull off his tricks, which usually require convincing the victim to take the trickster into his confidence. A high
Brain
score is useful for ...
16.
Archetype of the Week: The Fool
(Columns/Archetype of the Week)
... but this is not strictly required. Additionally, fools frequently have nicknames (often diminutive of belittling). The Numbers Although some fools are in fact stupid, a low
Brain
Number is not required ...
17.
The Rules: Sword & Sorcery
(Features/Gaming Articles)
... Body,
Brain
, or Nerve Number rather than a default roll by spending a Yum Yum. Default rolls should only be used if the character is out of Yum Yums or the task is especially complex or impossible to ...
18.
Archetype of the Week: The Spook
(Columns/Archetype of the Week)
... Smith. Code names are also used on occasion. The Numbers The Spook's most important Number is Nerve, which is necessary to exude the calm confidence required of his vocation. A good
Brain
can help ...
19.
Archetype of the Week: The Mentor
(Columns/Archetype of the Week)
... The Numbers Mentors need good
Brain
Numbers to reflect their wisdom and experience. A high Nerve Number is also typical, since mentors tend to be cool-headed and confident in their abilities. Because ...
20.
Fratboy of the Week: The Dupe
(Columns/Archetype of the Week)
... Hazing never really ends for the dupe, so much of his spare time is spent grovelling for acceptance or perform tedious duties for other frat members. The Numbers Dupes tend to have high
Brain
and ...
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