Search results

Jump to navigation Jump to search

Page title matches

  • ...ch as a close combat power requiring a Prowess test to hit a target. Other powers don't require tests; the power's level is just a measure of its effectivene ...culty (see p. XXX) for specific actions attempted by characters with their powers.
    63 KB (10,351 words) - 07:57, 10 November 2011
  • ==Fringe Powers== The role of fringe powers in the game is up to the GM. If you wish, they can be relatively common, at
    16 KB (2,808 words) - 08:23, 4 July 2015
  • File:D6 Powers cover.jpg
    (220 × 298 (67 KB)) - 11:21, 5 July 2015
  • ...ed by equipment or cybernetic implants. The GM should carefully review all powers to make sure they fit with the game being played. ...al power costs a number of character points equal to the current number of powers, plus one. For example, '''buying a fourth power costs 4 points'''.
    137 KB (20,386 words) - 11:56, 3 April 2024
  • ...welry are impossible for the typical man or woman on the street, but these powers are all within reach for a posthuman. Each power costs from one to three ch ...se villains that truly do have an exceptional amount of control over their powers and abilities. If the Game Moderator is concerned about a villain's ability
    168 KB (26,164 words) - 18:48, 14 April 2021
  • ...costs one character point. We suggest spending about 5 character points on powers. ...as "standard action" require a standard action to use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletp
    205 KB (31,921 words) - 19:25, 18 April 2022
  • ...iously nonhuman should purchase at least one of the following supernatural powers: ==Powers==
    143 KB (21,669 words) - 11:54, 3 April 2024
  • ...of energy from one's jewelry are impossible for a normal human, but these powers are all within reach for a posthuman. ...proval. However, any new powers should be approximately as useful as these powers, in order to maintain a sense of fairness with other characters.
    141 KB (21,360 words) - 11:56, 3 April 2024
  • ...ies that normal people ''do not'' have. The GM should carefully review all powers to make sure they fit with the game being played. [[Kalos_Mechanism_4e_EN:Powers#Power_Boosts|Power boosts]] are added to this cost: '''each power boost cos
    134 KB (20,291 words) - 16:50, 19 April 2024
  • ...only in theory, while others are adventurous and seek to test their arcane powers in the "laboratory of the world". Most mages have the Occult skill, althoug ==Powers==
    149 KB (22,777 words) - 11:56, 3 April 2024
  • 147 bytes (22 words) - 08:40, 1 April 2022

Page text matches

  • #REDIRECT [[ZeroSpace_4e_EN:Powers]]
    36 bytes (5 words) - 19:55, 31 March 2022
  • #REDIRECT [[Rough Magic 4e EN:Powers]]
    38 bytes (6 words) - 17:50, 31 March 2022
  • #REDIRECT [[Warlords Of Kruhl 4e EN:Powers]]
    44 bytes (7 words) - 13:40, 2 April 2022
  • ;Fringe Powers : Powers not readily recognized as possible by the mundane world, including abilitie ;Psychic Pool : Represents how often a character can use psychic or fringe powers.
    2 KB (279 words) - 11:35, 3 July 2015
  • *[[ZeroSpace_4e_EN:Powers|Powers]]
    1 KB (190 words) - 10:10, 14 January 2023
  • *[[Bulletproof_Blues_4e_EN:Powers|Powers]]
    2 KB (220 words) - 10:02, 14 January 2023
  • *[[WaRP:Fringe Powers| Fringe Powers]]
    1 KB (182 words) - 13:32, 3 July 2015
  • *[[Icons:Powers| Powers]]
    2 KB (219 words) - 22:05, 13 June 2014
  • *[[Kalos_Mechanism_4e_EN:Powers|Powers]]
    2 KB (239 words) - 16:03, 7 April 2024
  • !colspan="2"|Powers
    687 bytes (68 words) - 08:40, 6 September 2011
  • *[[Bulletproof_Blues_2e_EN:Powers | Powers]]
    2 KB (307 words) - 16:23, 18 October 2017
  • *[[Bulletproof_Blues_3e_EN:Powers|Powers]]
    2 KB (312 words) - 14:42, 28 December 2021
  • ===Archenemy Powers=== An archenemy's powers should in some way reflect the powers of the hero they partner. There are two main ways to achieve this:
    7 KB (1,273 words) - 08:35, 6 September 2011
  • *[[Bulletproof_Blues_Basic_4e_EN:Powers|Powers]]
    3 KB (347 words) - 08:22, 28 March 2022
  • ...uggestions and optional rules for using Jazz with games where supernatural powers and creatures are real, but hidden.
    701 bytes (103 words) - 09:24, 7 June 2022
  • ...n this section to determine the hero's origin, abilities, specialties, and powers. Give your new hero a name, description, and background and you’re ready ...acter gains three bonus specialties, but two fewer powers (and may have no powers at all).
    16 KB (2,465 words) - 08:18, 6 September 2011
  • ==Fringe Powers== The role of fringe powers in the game is up to the GM. If you wish, they can be relatively common, at
    16 KB (2,808 words) - 08:23, 4 July 2015
  • ...hting ability, and general flexibility. Also see [[Bulletproof_Blues_3e_EN:Powers#Super-agility|Super-agility]], which allows a character to add their Power ...es_3e_EN:Powers#Super-running|Super-running]] or [[Bulletproof_Blues_3e_EN:Powers#Super-swimming|Super-swimming]] can move far faster than they could with th
    18 KB (2,453 words) - 09:27, 28 January 2022
  • *[[Rough_Magic_4e_EN:Powers|Supernaturals]]
    2 KB (221 words) - 10:06, 14 January 2023
  • ...for using Jazz with games featuring characters with extrasensory or mental powers.
    2 KB (210 words) - 09:21, 7 June 2022
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)