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I had a lot of problems trying to figure out how much dice I was supposed to have.
If it's a specific GMC, they have traits just like captains. If it's mooks and stuff, you just roll 3d6 plus the adversity dice [for the world]. In some cases conflicts against mook characters will probably start out with more dice against the character, but generic GM Cs can't resort to additional archetypes. Play may prove me wrong, but I think that makes it balance out in favor of specifics.

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Page last modified on July 26, 2006, at 05:10 AM by DoyceTesterman

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