Download PDF by Bill Kunkel: Confessions Of the Game Doctor

By Bill Kunkel

ISBN-10: 0964384892

ISBN-13: 9780964384897

In 1981 invoice Kunkel and Arnie Katz based digital video games journal, the 1st journal dedicated solely to the recent iteration of plugged-in leisure from video and computing device video games to hand-helds, tabletop video games, coin-ops or even state of the art army and coaching simulators. even supposing the journal basically lasted quite a few concerns previous its 3rd birthday, it's nonetheless considered as one of many most interesting online game magazines ever released. Now, invoice Kunkel, a.k.a. the sport physician, finds the untold tales at the back of either the journal, and the folks who introduced us the ‘classic’ period of digital gaming, besides different own memoirs starting from his early days as a comic author and rock guitarist to the unhappy saga of ways his lifelong dream of changing into The Batman turned the root of a nightmarish movie/computer online game tie-in experience.

no matter if you’re keen on videogames, comedian books, or just like to listen solid inside of tales informed with a spark of wit and candor, assemble around. Confessions of the sport health practitioner is simply what the health practitioner ordered.

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Additional resources for Confessions Of the Game Doctor

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Area Effect (+2), Master (+5), Range (+2), Selective (+2). Ensnare (3): Entangle or entrap foes. Area Effect (+2/+4), Very Strong (+2). Explode (2/Level): Detonates around the hero. Fatigue (–2), Heavy Weapon (+1), Large Tempate (+1). Extra Actions (3/Level): An additional action per round per level. Fast Action (+2). Extra Limbs (3/Level): Extra limbs, granting extra actions. Reach (+1). Fear (3): Cause Fear tests. Scary (–2), Terror (+2). Fearless (2): Immune to Fear tests. Flight (2–20): The hero can fly and is harder to hit at higher levels.

The construct has fists or “weapons” of matter. The weapons have no special abilities regardless of form. • Size: Increase Size (and therefore) Toughness by 1 for each of the controller’s levels (Strength is already accounted for). Powers Trappings: Concentration, magic, mutant powers, altered form of similar matter. The character can manipulate a particular type of matter chosen from the Power Types on page 21. The range of the power is 12”, and its Strength for pushing, binding, lifting, basic attacks and the like is equal to d10 plus a die type per additional level in matter control.

Modifier • Memory Mastery (+3): The mind reader can not only read memories but also alter and repair them. This requires an opposed Smarts roll as if reading the mind (including Fatigue for failure). If successful, the character can remove a short memory. With a raise the mind reader can completely change the memory or remove a longer memory (up to an hour). If repairing a memory (one changed due to this power, mind control, or perhaps lost to trauma), the mind reader recovers a short memory or a part of a longer one (5 minutes maximum again) on a success, or the entire lost memory on a raise.

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Confessions Of the Game Doctor by Bill Kunkel

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