New PDF release: Half-Life 2: Raising the Bar

By David Hodgson

ISBN-10: 0761543643

ISBN-13: 9780761543640

·Unprecedented entry in the back of Half-Life and Half-Life 2
·A ahead via Valve founder Gabe Newell
·Hundreds of paintings, layout, preproduction, and different paintings items stuffed into the booklet
·Over a dozen key contributors of Valve's employees interviewed
·Officially licensed via Valve
·Behind urban 17 and different destinations
·The improvement of the resource engine
·A rogue's gallery of beasts, characters, and monstrosities
·Key guns improvement revelations
·A journey of a few of the game's destinations, from inception to of entirety
·Filled with artwork, monitors, and anecdotes from the Valve workforce

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Extra resources for Half-Life 2: Raising the Bar

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As well as teaching magic, academies’ reputations as sources of quality scholarship mean that they may also engage in the profitable service of teaching the children of the rich and powerful. The subjects an academy may teach include languages, history, natural history, arithmetic, geometry, and astronomy. Number Limit: An academy must have at least three members. Although there is no theoretical upper limit to membership, it is rare for an academy to have more than thirty wizards. Test/Examination: The entry examination to join an academy is a test of the applicant’s Spellcraft skill versus DC 15.

Expulsion: Members are rarely expelled from the council. Typically this is only done if a member’s alignment changes permanently, or if it is determined that the member is attempting to sabotage the council’s efforts from within. Upon expulsion, all benefits are lost, and the member will never be allowed to rejoin the council. ; AC 22 (touch 14, flat-footed 22); Atk +16/+11/+6 melee (1d6+3/x2, mace, light) or +12/+7/+2 ranged (1d4/x2, sling); SA none; SQ half-elf abilities; Al CG; SV Fort +15, Ref +5, Will +18; Str 9, Dex 10, Con 16, Int 15, Wis 22, Cha 17.

Location: Each academy supports the wizards of a particular city, district, or region. Some academies have members from even farther afield but are particularly famed in an area of wizardry or are highly specialized. Profession: All members of an academy are wizards. Guild Structure & Advancement Joining the Guild Application: Usually, any wizard may apply to join any academy at the cost of 100 gp. The applicant wizard must take and pass an entry examination demonstrating his knowledge of magic.

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Half-Life 2: Raising the Bar by David Hodgson


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