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 Post subject: Anything, eh...?
PostPosted: Tue May 02, 2006 1:13 am 
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New Citizen
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Joined: Mon May 01, 2006 10:03 pm
Posts: 32
Location: Somewhere Far Beyond Your Reality
How do you know when to tune bagpipes?


Seriously, what kind of magic would a Templar know in the comic? ^_^' I was thinking of making older Trace as a BESM (Anime DnD, basically) character, but I don't enough about the Templar to do it.

Edit: Oh, and where can I get Trace's armor from http://www.deviantart.com/deviation/22794921/ ? I want it so much... its so awesome... Or atleast the book. The book is good.


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 Post subject:
PostPosted: Tue May 02, 2006 8:02 am 
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He Who Makes Catgirls
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Joined: Fri Dec 17, 2004 6:02 pm
Posts: 2574
Location: Virginia
... When the bag pipe cant hit the right notes-- and i think all ya really need to do is to clean it...

And A templars magic is pretty standard- Telekinesis, Elemental Blasts, Summoning, healing, Teleportation - and probably mind influencing.
If you are using the D20 system -- well it probably wont be as good-- the D20 system is level based and -- well levels are just an easy way of making a game work as a game-- not for role play-- Stat and Skill based systems like the Tri Stat System used in BESM Second Ed. Is pretty good-- i havent looked through 3rd ed yet....

your armor comment is very strange-- almost makes me think you are confused... "Reality and fantasy are different!"


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PostPosted: Thu May 04, 2006 3:43 am 
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Joined: Fri Feb 24, 2006 7:45 pm
Posts: 98
Location: Over the Rainbow
I think that those "Battle Mages" shouldn't really carry those huge gunblades....too big...for them... Well I think Trace can use Teleportation, blast (Air, Magic, whatever), healing, summoning, and shield...ya I think so....


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