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high
Total: 50 results found.
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Page 1 of 3
1.
Monster of the Week: The Ghoul
(Columns/Monster of the Week)
... of Brain and begins to suffer the effects of starvation, which are determined by the ghoul’s current Brain Number: 12 or
high
er: The character acts normally, but if he finds himself in close proximity ...
2.
Monster of the Week: The Mongolian Death Worm
(Columns/Monster of the Week)
... of the carcass for further study. Powers: The Mongolian Death Worm has the ability to kill at a distance in two ways: by spitting a
high
ly corrosive acid at it’s pray or by emitting an electrical ...
3.
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 ...
4.
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 ...
5.
Archetype of the Week: The Noble Savage
(Columns/Archetype of the Week)
The noble savage is a character from a primitive culture who is uncorrupted by the prejudices and quirks of "civilized" society. As a result, the noble savage is seen as embodying a
high
level of spiritual ...
6.
Archetype of the Week: The Boy Scout
(Columns/Archetype of the Week)
... in genres where Good and Evil are so clearly defined that they're spelled with capital letters. You'll find him most often in
high
fantasy stories, space operas, old-style Westerns, and super-hero comics. ...
7.
Archetype of the Week: The Warrior
(Columns/Archetype of the Week)
... physical traits, reputations, or military rank. The Numbers Warriors are the muscle of any group, and therefore need
high
Body Numbers to reflect their physical prowess. A good Nerve Number allows ...
8.
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
high
er Body and lower Brain and/or Nerve than a more experience ...
9.
The Rules: Robin Hood
(Features/Gaming Articles)
... Archer, Barber, Beggar, Bowyer, Bounty Hunter, Butcher, Carpenter, Crusader, Fallen Noble, Farmer, Forrester, Friar, Hermit,
High
wayman, Knight, Lady, Lord, Maiden, Manservant, Midwife, Miller, Minstrel, ...
10.
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 ...
11.
The Price Isn't Right
(Columns/QAGS Corner)
The basic QAGS mechanic is apparently way too simple for most gamers. Even though we tell them that the
high
est successful roll wins, everybody insists on thinking that the Number they're rolling against ...
12.
Archetype of the Week: The Fool
(Columns/Archetype of the Week)
... of a fool. The fool's Nerve Number will usually be either very
high
or very low, depending on whether he consciously disregards social norms or is simply blissfully unaware of his inappropriate behavior. ...
13.
The Rules: Sword & Sorcery
(Features/Gaming Articles)
... begin the game with a minimum score of 11 in Every Word and at least one Word should have a Number of 15 or
high
er. Rule #3: Sword & Sorcery Heroes Are Multi-Talented While pulp heroes generally had ...
14.
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 ...
15.
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 ...
16.
WB101 Part 6: Son of The Big Picture
(Columns/World Building 101)
... much make due with rocks and pointy sticks. Since guns are going to be one of my
high
-end technological toys, I skim over Michael Newton’s Armed and Dangerous: A Writer’s Guide to Weapons, which tells ...
17.
Fratboy of the Week: The Outsider
(Columns/Archetype of the Week)
... from the wrong side of the tracks may have a
high
Nerve low Brain, while the Amish kid would be just the opposite. Suggested Jobs: Activist, Bohemian, Criminal, Emo Kid, Eccentric, Flaming Homosexual, ...
18.
Con Report: Egypt Wars 1
(Features/Convention Reports)
... feared roller derby team. After the game, I joined the Ogres at the Saluki City Ogre Lair for a few beers and far more in-depth
High
lander discussions than I'm usually comfortable with, and eventually ...
19.
Fratboy of the Week: The Ringleader
(Columns/Archetype of the Week)
... exudes a quiet confidence that makes others naturally want to follow his lead. Therefore, he will need either a
high
Nerve Number or an appropriate Gimmick. Body and Brain vary according to character ...
20.
Fratboy of the Week: The Big Man On Campus
(Columns/Archetype of the Week)
... though which is
high
er depends on how the character became a BMOC. Suggested Jobs: All-American Guy, Blue Blood, Frat President, Greek Council Chair, Quarterback, Sixth Year Senior, Social Butterfly, ...
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