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  • While the game moderator (GM) is free to use or ignore the published material as they see fit, the core The GM Resources material is divided into three sections:
    80 KB (12,731 words) - 15:27, 18 October 2017
  • ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti [[Category:GM Resources]]
    35 KB (4,886 words) - 17:25, 11 August 2019
  • ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti [[Category:GM Resources]]
    29 KB (3,917 words) - 17:27, 11 August 2019
  • ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti
    27 KB (3,662 words) - 17:29, 11 August 2019
  • ...secat has a Brawn less than 1. Don't worry about it. At such extremes, the GM should just use their best judgment, and the rest of the players should rol ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti
    69 KB (10,132 words) - 19:45, 12 May 2020
  • 57 bytes (8 words) - 16:53, 24 March 2019

Page text matches

  • #Team Resources ...nd Determination from the team pool, just like personal Determination. The GM can also compel team qualities, adding Determination to the team pool.
    10 KB (1,655 words) - 08:20, 6 September 2011
  • ...time are assumed to equal about a minute, in cases where that matters. The GM may use an abstract number of pages as a measure of things. ...y to make multiple attack tests in one panel) and as many reactions as the GM requires. It is possible to perform supplemental actions during a page, doi
    35 KB (5,788 words) - 08:31, 6 September 2011
  • ...layers define these aspects when creating and playing their heroes and the GM does the same when creating the villains and other characters of the game. ...portant to your character, but this can be a double-edged sword, since the GM can also compel your aspect by placing a person you have declared a connect
    23 KB (3,943 words) - 08:31, 6 September 2011
  • ...e players interacting with the adventures the Game Master creates, but the GM has to design the adventures in the first place. ...have less starting Determination and have to rely more on compels from the GM to earn more. This is why powerful heroes in the comics often lead such com
    33 KB (5,730 words) - 08:33, 6 September 2011
  • ...what we tend to call reality would have to be handled case-by-case by the GM and players. ...tes between the characters. Most players have a single character each; the GM generally portrays every other person and creature in the universe.
    82 KB (11,847 words) - 06:52, 12 April 2019
  • *[[Bulletproof_Blues_2e_EN:GM_Resources | GM Resources]]
    2 KB (307 words) - 16:23, 18 October 2017
  • ...ill find more information in the [[Bulletproof_Blues_2e_EN:GM_Resources|GM Resources]] chapter. ...The players help create the adventure by responding to the challenges the GM presents and by pursuing the PCs' own goals. This dynamic creative process
    30 KB (4,469 words) - 15:19, 18 October 2017
  • *[[ZeroSpace_3e_DE:GM Resources|Ressourcen für Spielleiter]]
    2 KB (206 words) - 05:04, 17 November 2019
  • While the game moderator (GM) is free to use or ignore the published material as they see fit, the core The GM Resources material is divided into three sections:
    80 KB (12,731 words) - 15:27, 18 October 2017
  • ...nge powers, you can roll the die once for each and take the highest roll.) GM rules for fringe abilities are found later in this document. ...ain clues, the significance of which you do not yet fully understand. Your GM might well appreciate the freedom that this tactic gives her in manipulatin
    19 KB (3,238 words) - 06:55, 4 July 2015
  • The GM may wish to limit who can learn spells at all, or limit PCs' access to spel '''Rare Resources.''' Resources are hard to come across. Spell books may be written in an ancient or foreig
    7 KB (1,198 words) - 08:24, 4 July 2015
  • ...r [[ZeroSpace_3e_EN:Esoteric_Orders#New_Powers|New Powers]] and subject to GM approval. However, any new powers should be approximately as useful as thes ...print movement speed can be found in the [[ZeroSpace_3e_EN:GM_Resources|GM Resources]] chapter.
    46 KB (7,265 words) - 11:14, 24 November 2019
  • ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti [[Category:GM Resources]]
    35 KB (4,886 words) - 17:25, 11 August 2019
  • *[[Rough Magic_3e_EN:GM Resources|GM Resources]]
    1 KB (188 words) - 20:02, 3 May 2019
  • [[Category:GM Resources]]
    94 KB (15,441 words) - 14:20, 25 November 2017
  • *[[Bulletproof_Blues_3e_EN:GM_Resources|GM Resources]]
    2 KB (312 words) - 17:17, 7 May 2020
  • ...exhaustive. A character may well have a trait not listed here, subject to GM approval. However, any new traits should be approximately as useful as thes ...rface is equal to their Brawn. If the surface is slippery or unstable, the GM might require the character to attempt a moderately difficult (DV 3) Athlet
    14 KB (2,197 words) - 18:52, 13 November 2019
  • ...n hour for very weak poisons, and once a minute for normal poisons, at the GM's discretion). Each failed Survival (Brawn) roll results in another reducti [[Category:GM Resources]]
    29 KB (3,917 words) - 17:27, 11 August 2019
  • *[[Priest Soldier Sorcerer Spy 3e EN:GM Resources|GM Resources]]
    2 KB (262 words) - 11:26, 24 March 2019
  • ...o use, while "free action" powers can be used at any time, as often as the GM deems reasonable. See [[Bulletproof_Blues_3e_EN:Actions#Types_Of_Actions|Ty ...N:Powers#Flight|Flight]]. Such modifications to a power are subject to the GM's approval.
    209 KB (32,427 words) - 10:49, 8 September 2020

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