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	<id>http://bg.8743x.de/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=131.251.10.44</id>
	<title>Biosphere Guardians 2050 - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Special:Contributions/131.251.10.44"/>
	<updated>2026-04-20T10:00:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.0</generator>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Category:Location_based_Biospheres&amp;diff=87</id>
		<title>Category:Location based Biospheres</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Category:Location_based_Biospheres&amp;diff=87"/>
		<updated>2023-06-07T15:38:06Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: Created page with &amp;quot;Biospheres created to celebrate the cultures, environments and ideas of the designers local regions.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biospheres created to celebrate the cultures, environments and ideas of the designers local regions.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Biosphere_Cymru&amp;diff=86</id>
		<title>Biosphere Cymru</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Biosphere_Cymru&amp;diff=86"/>
		<updated>2023-06-07T15:36:16Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: Created page with &amp;quot;Biosphere Cymru  Category:Location_based_Biospheres&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Biosphere Cymru&lt;br /&gt;
&lt;br /&gt;
[[Category:Location_based_Biospheres]]&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Example_Biosphere&amp;diff=85</id>
		<title>Example Biosphere</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Example_Biosphere&amp;diff=85"/>
		<updated>2023-06-07T15:35:09Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Location based Biospheres ==&lt;br /&gt;
As part of the Biosphere guardians 2050 project, the youth teams of each country developed a biosphere setting for their native regions.&lt;br /&gt;
&lt;br /&gt;
=== [[Biosphere Cymru]] ===&lt;br /&gt;
&lt;br /&gt;
=== Biosphere Kempten ===&lt;br /&gt;
&lt;br /&gt;
=== Biosphere Sligo ===&lt;br /&gt;
&lt;br /&gt;
=== Biosphere Trento ===&lt;br /&gt;
&lt;br /&gt;
== Other Biospheres ==&lt;br /&gt;
This section contains any other biospheres that have been created.&lt;br /&gt;
&lt;br /&gt;
=== Biosphere Hibernicus ===&lt;br /&gt;
&lt;br /&gt;
=== The DIE-osphere ===&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Building_a_Biosphere&amp;diff=84</id>
		<title>Building a Biosphere</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Building_a_Biosphere&amp;diff=84"/>
		<updated>2023-06-07T15:26:21Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For running a sustained Biosphere Guardians 2050 campaign, or just for adding flavour and depth to your adventures, you will want to make your own Biosphere setting. You can do this several ways:&lt;br /&gt;
&lt;br /&gt;
=== Generating You Own Idea ===&lt;br /&gt;
How to start thinking about your game: the genre, locale your setting it in, filling in a setting sheet&lt;br /&gt;
&lt;br /&gt;
=== [[Guided Creation]] ===&lt;br /&gt;
Step by step, choose or roll on a selection of tables to create a history and status of a Biosphere.&lt;br /&gt;
&lt;br /&gt;
=== Using a pre-written biosphere ===&lt;br /&gt;
Browse our selection of [[Example Biosphere|pre-written Biospheres]]!&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=83</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=83"/>
		<updated>2023-06-07T15:11:33Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional [[items]] that may be useful to them, or receiving a point of [[#Optimism|optimism]].&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[#Conditions|condition]], losing/breaking an [[Items|item]], causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
===Advantage and disadvantage===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[Rules#Conditions|condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
===(GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
===Example play===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition penalties===&lt;br /&gt;
&lt;br /&gt;
===Removing conditions===&lt;br /&gt;
&lt;br /&gt;
===Condition maximum===&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
&lt;br /&gt;
===(GM) Giving conditions===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions====&lt;br /&gt;
&lt;br /&gt;
====Creating new conditions====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Category:Mechanics&amp;diff=82</id>
		<title>Category:Mechanics</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Category:Mechanics&amp;diff=82"/>
		<updated>2023-06-07T11:39:09Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: Created page with &amp;quot;The following pages contain information regarding core mechanics for playing and running a game of Biosphere Guardians 2050.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following pages contain information regarding core mechanics for playing and running a game of Biosphere Guardians 2050.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Items&amp;diff=81</id>
		<title>Items</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Items&amp;diff=81"/>
		<updated>2023-06-07T11:37:31Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: Created page with &amp;quot;&amp;#039;&amp;#039;What are items&amp;#039;&amp;#039;  == Example Items ==  == Creating Items ==  Category:Mechanics&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;What are items&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Example Items ==&lt;br /&gt;
&lt;br /&gt;
== Creating Items ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=80</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=80"/>
		<updated>2023-06-07T11:35:46Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of [[#Optimism|optimism]].&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[#Conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
===Advantage and disadvantage===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[Rules#Conditions|condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
===(GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
===Example play===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition penalties===&lt;br /&gt;
&lt;br /&gt;
===Removing conditions===&lt;br /&gt;
&lt;br /&gt;
===Condition maximum===&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
&lt;br /&gt;
===(GM) Giving conditions===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions====&lt;br /&gt;
&lt;br /&gt;
====Creating new conditions====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=79</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=79"/>
		<updated>2023-06-07T11:27:53Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of [[#Optimism|optimism]].&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[#Conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
===Advantage and disadvantage===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[Rules#Conditions|condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
===(GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
===Example play===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition penalties===&lt;br /&gt;
&lt;br /&gt;
===Removing conditions===&lt;br /&gt;
&lt;br /&gt;
===Condition maximum===&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
&lt;br /&gt;
===(GM) Giving conditions===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions====&lt;br /&gt;
&lt;br /&gt;
====Creating new conditions====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=78</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=78"/>
		<updated>2023-06-07T11:15:42Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[#Conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
===Advantage and disadvantage===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[Rules#Conditions|condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
===(GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
===Example play===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition penalties===&lt;br /&gt;
&lt;br /&gt;
===Removing conditions===&lt;br /&gt;
&lt;br /&gt;
===Condition maximum===&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
&lt;br /&gt;
===(GM) Giving conditions===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions====&lt;br /&gt;
&lt;br /&gt;
====Creating new conditions====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=77</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=77"/>
		<updated>2023-06-07T11:13:49Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[#Conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
===Advantage and disadvantage===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
===(GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
===Example play===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Condition penalties===&lt;br /&gt;
&lt;br /&gt;
===Removing conditions===&lt;br /&gt;
&lt;br /&gt;
===Condition maximum===&lt;br /&gt;
&lt;br /&gt;
===Protection===&lt;br /&gt;
&lt;br /&gt;
===(GM) Giving conditions===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions====&lt;br /&gt;
&lt;br /&gt;
====Creating new conditions====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=76</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=76"/>
		<updated>2023-06-07T11:07:26Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[Index.php?title=Rules#conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and disadvantage ===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
=== (GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
=== Example play ===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Condition penalties ===&lt;br /&gt;
&lt;br /&gt;
=== Removing conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Condition maximum ===&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
&lt;br /&gt;
=== (GM) Giving conditions ===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions ====&lt;br /&gt;
&lt;br /&gt;
==== Creating new conditions ====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=75</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=75"/>
		<updated>2023-06-07T11:06:40Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: /* Critical successes and failures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[Rules|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and disadvantage ===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
=== (GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
=== Example play ===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Condition penalties ===&lt;br /&gt;
&lt;br /&gt;
=== Removing conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Condition maximum ===&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
&lt;br /&gt;
=== (GM) Giving conditions ===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions ====&lt;br /&gt;
&lt;br /&gt;
==== Creating new conditions ====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=74</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=74"/>
		<updated>2023-06-07T11:06:11Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[Index.php?title=Rules#Conditions|condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and disadvantage ===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
=== (GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
=== Example play ===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Condition penalties ===&lt;br /&gt;
&lt;br /&gt;
=== Removing conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Condition maximum ===&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
&lt;br /&gt;
=== (GM) Giving conditions ===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions ====&lt;br /&gt;
&lt;br /&gt;
==== Creating new conditions ====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=73</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=73"/>
		<updated>2023-06-07T10:20:15Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Skill Checks ==&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
=== Critical successes and failures ===&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
=== Advantage and disadvantage ===&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
=== (GM) When to ask for a check ===&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
=== Example play ===&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Condition penalties ===&lt;br /&gt;
&lt;br /&gt;
=== Removing conditions ===&lt;br /&gt;
&lt;br /&gt;
=== Condition maximum ===&lt;br /&gt;
&lt;br /&gt;
=== Protection ===&lt;br /&gt;
&lt;br /&gt;
=== (GM) Giving conditions ===&lt;br /&gt;
&lt;br /&gt;
==== Example conditions ====&lt;br /&gt;
&lt;br /&gt;
==== Creating new conditions ====&lt;br /&gt;
&lt;br /&gt;
== Optimism ==&lt;br /&gt;
optimism = progression. image of optimism tracker on character sheet. when full, gain a new ability.&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=72</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=72"/>
		<updated>2023-06-07T10:15:33Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skill Checks ===&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
==== Critical successes and failures ====&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
==== Advantage and disadvantage====&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, use of an [[Items|item]], as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
====(GM) When to ask for a check====&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
====Example play====&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Condition penalties====&lt;br /&gt;
&lt;br /&gt;
====Removing conditions====&lt;br /&gt;
&lt;br /&gt;
==== Condition maximum ====&lt;br /&gt;
&lt;br /&gt;
====(GM) Giving conditions====&lt;br /&gt;
&lt;br /&gt;
===== Example conditions =====&lt;br /&gt;
&lt;br /&gt;
===== Creating new conditions =====&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=71</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=71"/>
		<updated>2023-06-07T10:08:23Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: /* Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skill Checks ===&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
==== Critical successes and failures ====&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
==== Advantage and disadvantage====&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
====(GM) When to ask for a check====&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
====Example play====&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
what are conditions &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Condition penalties====&lt;br /&gt;
&lt;br /&gt;
====Removing conditions====&lt;br /&gt;
&lt;br /&gt;
==== Condition maximum ====&lt;br /&gt;
&lt;br /&gt;
====(GM) Giving conditions====&lt;br /&gt;
&lt;br /&gt;
===== Example conditions =====&lt;br /&gt;
&lt;br /&gt;
===== Creating new conditions =====&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=70</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=70"/>
		<updated>2023-06-07T10:05:20Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skill Checks ===&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
==== Critical successes and failures ====&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
==== Advantage and disadvantage====&lt;br /&gt;
When making a skill check, the character may have &#039;&#039;&#039;advantage&#039;&#039;&#039; or &#039;&#039;&#039;disadvantage&#039;&#039;&#039; on using the particular skill. This may be gained from use of a career ability, as a consequence of a [[condition]], or simply instructed by the Game Master to make the check with advantage or disadvantage.&lt;br /&gt;
&lt;br /&gt;
When rolling with advantage, the player makes the check with 2d6 instead of one, and may use the lower result, increasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
When rolling with disadvantage, the player makes the check again with 2d6 instead of one, and &#039;&#039;must&#039;&#039; use the higher result, decreasing their chance of success.&lt;br /&gt;
&lt;br /&gt;
====(GM) When to ask for a check====&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
====Example play====&lt;br /&gt;
&#039;&#039;To add: example play script. DM describes problem, player says how theyll overcome it, DM asks for check. player rolls and succeeds. another player gives a go, a different way. DM asks for check. player asks to use a different ability. DM asks how that would help? Player explains, DM agrees. Player rolls a 1. crit fail. DM narrates a bad thing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
what are conditions &lt;br /&gt;
{|&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; |Condition:&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Penalty&#039;&#039;&#039; &lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Resolution&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Condition penalties====&lt;br /&gt;
&lt;br /&gt;
====Removing conditions====&lt;br /&gt;
&lt;br /&gt;
====(GM) Giving conditions====&lt;br /&gt;
&lt;br /&gt;
===Healing===&lt;br /&gt;
When a PC reaches 0 Hits, they are incapacitated and will die in 1D6 rounds, unless they are revived by a successful PC Aid roll. A standard success restores 2 Hits, a critical success restores 1D6 Hits. Further healing can take place away from immediate danger, with appropriate medical attention and with time. A critical failure when aiding an incapacitated PC results in their immediate death. &lt;br /&gt;
&lt;br /&gt;
===Non Player Characters===&lt;br /&gt;
NPCs vary depending on their type and importance. The following elements can be combined in any way, but are given here in their basic form, ranked by NPC Hits.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC Level&lt;br /&gt;
!Standard Damage&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|PC standard failure (Resistance or Speed)&lt;br /&gt;
|}&lt;br /&gt;
!Critical Damage&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|PC critical failure (Resistance or Speed)&lt;br /&gt;
|}&lt;br /&gt;
!Additional&lt;br /&gt;
|-&lt;br /&gt;
|2 Hits&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|PC Advatage on rolls&lt;br /&gt;
|-&lt;br /&gt;
|4 Hits&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|vz&lt;br /&gt;
|-&lt;br /&gt;
|8 Hits&lt;br /&gt;
|3&lt;br /&gt;
|1D6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16 Hits&lt;br /&gt;
|1D6&lt;br /&gt;
|1D6+1&lt;br /&gt;
|PC Disadvantage on rolls&lt;br /&gt;
|-&lt;br /&gt;
|32 Hits&lt;br /&gt;
|1D6+1&lt;br /&gt;
|2x1D6 (and keep the highest)&lt;br /&gt;
|PC Disadvantage on rolls&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
	<entry>
		<id>http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=69</id>
		<title>Core Rules</title>
		<link rel="alternate" type="text/html" href="http://bg.8743x.de/index.php?title=Core_Rules&amp;diff=69"/>
		<updated>2023-06-07T09:44:23Z</updated>

		<summary type="html">&lt;p&gt;131.251.10.44: Updated text explaining skill checks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Skill Checks ===&lt;br /&gt;
When a player character is attempting to perform and action that may be difficult, dangerous or the outcome uncertain, they may be asked to make a skill check. The Game Master will ask a player to to make a check for a given [[Skills|skill]]. The player will roll a d6 and compare the result to their proficiency with that skill as written on their character sheet. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is equal to or lesser than the character&#039;s proficiency (after any relevant modifiers) with that skill the character succeeds and the player or GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
If the number rolled is higher than the character&#039;s proficiency with that skill the character has failed the check, and the GM will narrate the outcome. &lt;br /&gt;
&lt;br /&gt;
==== Critical successes and failures ====&lt;br /&gt;
When making a skill check, a roll of a 1 (before any modifiers) will result in a critical success. Not only will the character automatically succeed at the check, but they will do so exceedingly well, or receive some additional benefit from making the check. This may take the form of the character achieving a result greater than they had set out to, receiving additional items that may be useful to them, or receiving a point of optimism.&lt;br /&gt;
&lt;br /&gt;
When making a skill check, a roll of a 6 (before any modifiers) will result in a critical failure. The character will automatically fail the check, and the GM will impart some form negative effect on the character. This may take the form of giving a [[condition]], losing/breaking an item, causing additional problems narratively, or simply embarrassing the character (and maybe player too!) with a comical outcome.&lt;br /&gt;
&lt;br /&gt;
==== (GM) When to ask for a check ====&lt;br /&gt;
As Game master you ask for a check when a character is attempting to perform an action that has a chance of failure, would have narrative consequences, or an uncertain outcome. Choose a skill that you feel is most relevant to the the situation and how the character is trying to resolve it, and ask for a skill check for that skill. You may wish to give choices of multiple skills for the character to try to approach the problem in different ways. It is encouraged to allow players to negotiate using a different skill if they can convincingly explain how that skill will help the given situation, but ultimately the Game Master will have the final say in what skill the character will use.&lt;br /&gt;
&lt;br /&gt;
=== Damage ===&lt;br /&gt;
Standard Success: 1 Hit + Weapon Score. &lt;br /&gt;
&lt;br /&gt;
Critical Success: 1D6 + Weapon Score. &lt;br /&gt;
&lt;br /&gt;
Most weapons carry a Weapon Score of 1. Heavy weapons carry a Weapon Score of 2. &lt;br /&gt;
&lt;br /&gt;
Rapid fire weapons can be handled as follows: roll 2D6 with advantage per target or cartridge; if targets are in cover roll 1D6.&lt;br /&gt;
&lt;br /&gt;
To react against an NPC or environmental event, PCs roll for a relevant Ability. &lt;br /&gt;
&lt;br /&gt;
Against NPC attacks specifically, PCs roll Resistance or Speed (if applicable). Failures = Hit reduction (see table below).&lt;br /&gt;
&lt;br /&gt;
=== Healing ===&lt;br /&gt;
When a PC reaches 0 Hits, they are incapacitated and will die in 1D6 rounds, unless they are revived by a successful PC Aid roll. A standard success restores 2 Hits, a critical success restores 1D6 Hits. Further healing can take place away from immediate danger, with appropriate medical attention and with time. A critical failure when aiding an incapacitated PC results in their immediate death. &lt;br /&gt;
&lt;br /&gt;
=== Non Player Characters ===&lt;br /&gt;
NPCs vary depending on their type and importance. The following elements can be combined in any way, but are given here in their basic form, ranked by NPC Hits.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!NPC Level&lt;br /&gt;
!Standard Damage&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|PC standard failure (Resistance or Speed) &lt;br /&gt;
|}&lt;br /&gt;
!Critical Damage&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|PC critical failure (Resistance or Speed)&lt;br /&gt;
|}&lt;br /&gt;
!Additional &lt;br /&gt;
|-&lt;br /&gt;
|2 Hits&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|PC Advatage on rolls&lt;br /&gt;
|-&lt;br /&gt;
|4 Hits&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|vz&lt;br /&gt;
|-&lt;br /&gt;
|8 Hits&lt;br /&gt;
|3&lt;br /&gt;
|1D6&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|16 Hits&lt;br /&gt;
|1D6&lt;br /&gt;
|1D6+1&lt;br /&gt;
|PC Disadvantage on rolls&lt;br /&gt;
|-&lt;br /&gt;
|32 Hits&lt;br /&gt;
|1D6+1&lt;br /&gt;
|2x1D6 (and keep the highest)&lt;br /&gt;
|PC Disadvantage on rolls&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>131.251.10.44</name></author>
	</entry>
</feed>