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characteristics can be calculated: Hits to
Unconsciousness, Hits to Kill, Fatigue Points, Initiative Roll Base, Accuracy Base, Parry Base and Damage Dice Base. The mage also has the ability to assume animal form, including a special totem form. To determine which animals, the player randomly determines the special totem form (or rarely, multiple totem forms). The player then randomly determines how many other animal forms can be learned.
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didn't like the randomness of the totem animal generation system, saying, "A lucky roll for a totem form can make the difference between a moderately dangerous mage and a complete killer." Smith also found holes in the rules system, and thought the character creation system was "fairly cumbersome."
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as a game unto itself; it's playable, but not worth the trouble. However, there's plenty of food for thought here concerning shapeshifting in various FRP magical systems, especially about totem animals and acquisition of forms. At , it could be worth the price to GMs who like to tinker with their
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For combat, players declare what their mage will do and to whom, and then roll for initiative using the number of dice allowed by the mage's current animal form. Attacks are made with three dice, and the total must exceed the mage's Strike
Accuracy plus the defender's Dodge rating. If an attack
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is a game involving battle between two magicians who have the ability to shapeshift into various animals. Before play begins, each player creates a mage by rolling dice to generate values for five abilities: Talent, Reflexes, Perception, Stamina and
Resistance. From those values, seven more
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On the plus side, Smith liked the game because the characters generated were very unique individuals, and because the combat system was quick and flexible. He concluded with a recommendation: "If the idea of shape-changing combat sounds appealing to you... by all means buy it."
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succeeds, damage is rolled according to the mage's current animal form, minus the target's armor rating. The winner of a combat places the unconscious mage in limbo, and can use the mage's non-totem animal forms for one combat. Afterwards, the defeated mage returns to play.
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is a game of magical combat designed by John
Shannonhouse and published by
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consists of a 28-page rulebook with 4 pull-out character sheets.
70:was not impressed, saying, "I can't recommend
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131:(January 1993). "Roleplaying Reviews".
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158:(May 1981). "Capsule Reviews".
78:In the January 1993 edition of
186:Board games introduced in 1980
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103:#1 (April/May, 1981)
166:Steve Jackson Games
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66:(Issue No. 39),
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75:game systems."
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129:Smith, Lester
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84:(Issue 189),
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72:Duel Arcane
45:Duel Arcane
34:Duel Arcane
18:Duel Arcane
108:References
29:Components
139:TSR, Inc.
56:Reception
25:in 1980.
23:Gamelords
180:Category
168:: 30–31.
141:: 67–68.
40:Gameplay
137:(189).
100:Pegasus
93:Reviews
164:(39).
134:Dragon
81:Dragon
182::
147:^
116:^
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