<div>OK, I'm gonna go:</div><div> </div><div>Control Ghosts 16 (which is 8 HP I believe)</div><div>First Aid 18 (Which 4 HP I believe)</div><div> </div><div>I got 11HP from your recent calculations and I have 2HP lying around, so that would leave me with 1HP. </div>
<div> </div><div>Are my calculations correct? :)<br><br></div><div class="gmail_quote">On Wed, Feb 1, 2012 at 11:53 PM, <span dir="ltr"><<a href="mailto:lev@mimesisrpg.com">lev@mimesisrpg.com</a>></span> wrote:<br>
<blockquote style="margin:0px 0px 0px 0.8ex;padding-left:1ex;border-left-color:rgb(204,204,204);border-left-width:1px;border-left-style:solid" class="gmail_quote">> Sweet. Can I have:<br>
><br>
> New: Control Ghosts 19 (how many HP will that cost?)<br>
<br>
Well, non-concentrated magic (which I believe is the Godlearner way) would<br>
cost 2 for 13. However to increase that to 19 is an additional +6, which<br>
isn't possible. The best is +4 which is x10 cost or 20 Hero Points for 17.<br>
<br>
> First Aid+3 => 19<br>
<br>
Increasing an ability by +3 will cost you 6 Hero Points<br>
<br>
Perhaps some more modest increases?<br>
<br>
Basic rule of thumb for your character.<br>
<br>
New magical ability at 13 = 2 hero points; +1 to an existing magical<br>
ability is +2 Hero Points.<br>
<br>
Mundane abilities at 13 = 1 hero point; +1 to an additional mundane<br>
ability is +1 Hero Points.<br>
<br>
Hope this helps, Lev<br>
<br>
<br>
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</blockquote></div><br>