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These are the listed ways to spend Hazard:

Improve GM Cs

  • Grant 1d4 worth of gear to a GMC - 1 Hazard
  • Add 1d6 to GMC's Archetype - 2 Hazard

Note: Generic GM Cs start with 3d6 + the sector Adversity dice in archetype, not 2d6 as implied on p.20. Also, ignore adding 1d12 for 3 Hazard -- that is an artifact of an earlier version of the game.

  • Restore Impaired dice to a Specific GMC's Impaired Archetypes, the same way you would for a Captain.

Conflict Resolution

  • Affecting Stakes (chart p.38)
  • Add 1d6 to any conflict - 3 Hazard (p.43 Gathering Dice)

Political

  • Create Disorder - 5 Hazard
  • Scourge Events - 25/35 Hazard

It looks like the primary use a GM will be making of Hazard is mucking about with stakes and making conflicts more difficult. I can see a common "bastard GM" tactic being waiting until the conflict is for the goal resolution and then spending five to make losing the conflict a player captain death. Easily avoidable by conceeding... and thus losing the goal and the connection dice reward.

[1]


That sounds about right. Also "bastard GM" = good player agony. How many redshirts will you cross off to keep your captain alive? How many connections will you strain? Will the crew jump in and fight on the captain's side?

[2]


Remi: Wait, if they die do they lose the Goal? I'd think the GM would have to pay to make losing the goal part of the stakes as well. Or am I completely wrong about how that works?

Matt: The new rules for attaining a goal should hopefully make that a little clearer.

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Page last modified on August 06, 2006, at 10:43 AM by MattWilson

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