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<description>The Bullseye role-playing game system.</description>
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  <title>Modifiers Overview</title>
  <link>http://bullseyegame.pbwiki.com/Modifiers+Overview</link>
  <author>email.hidden@example.com (Anonymous)</author>
  <description><![CDATA[<h3>Anonymous edited <a href="http://bullseyegame.pbwiki.com/Modifiers+Overview">Modifiers Overview</a>]]></description>
  <pubDate>Wed, 05 Mar 2008 09:45:48 +0000</pubDate>
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  <title>Modifiers Overview</title>
  <link>http://bullseyegame.pbwiki.com/Modifiers+Overview</link>
  <author>email.hidden@example.com (Anonymous)</author>
  <description><![CDATA[<h3>Anonymous edited <a href="http://bullseyegame.pbwiki.com/Modifiers+Overview">Modifiers Overview</a></h3>
Modifiers come in several varieties based upon their source: qualities, situation, and impairment. These various types of modifiers are described in the following sections. The number and nature of modifiers that may apply to a given check are restricted; these restrictions are discussed in their respective sections.<br />The sum of all modifiers applicable to a given check is referred to as the “total modifier”.<br /> the<span style="color:red;background-color:#fcc;"> d20</span><span style="color:red;background-color:#fcc;"> to</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span><span style="font-weight:bold;color:green;background-color:#cfc;"> itselfto</span> keep track. Identify an appropriate modifier and turn the<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> so that it shows the current total modifier. Identify another modifier, add or subtract from the total modifier showing, and re-orient the<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> so that it shows the updated total modifier. Continue this process until all relevant modifiers have been identified and applied. The number showing on the<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> represents the total modifier to apply to the check. Additionally, players should note fre]]></description>
  <pubDate>Wed, 05 Mar 2008 09:45:06 +0000</pubDate>
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  <title>Yield</title>
  <link>http://bullseyegame.pbwiki.com/Yield</link>
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2.1.3 Yield<br /> the<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> roll and the total modifier is called the &quot;yield&quot; and is abbreviated as “Y”. It represents the overall quality of the attempt. The higher the yield, the better the outcome. If the character is jumping, a higher yield indicates a higher jump. If the character is recovering from a wound, a higher yield indicates that he recovers more fully and/or more quickly. If the character is planning an assault on the enemy fortress, a higher yield indicates that his plan is more effective. If a character calls on his knowledge to answer a question, a higher yield indicates that he recalls more information. If a character fires his gun, a higher yield indicates that his aim is truer. Higher is always better.<br />The table on the following page presents an array of yields and their possible interpretations. You do not need to refer to the table during play; however, it can give you a good basis for interpreting any given yield. While the table presents entries i]]></description>
  <pubDate>Wed, 05 Mar 2008 09:44:04 +0000</pubDate>
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  <title>Process</title>
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2.1.1 Process<br /> player<span style="color:red;background-color:#fcc;"> rolls</span><span style="color:red;background-color:#fcc;"> a</span><span style="color:red;background-color:#fcc;"> d20</span><span style="color:red;background-color:#fcc;"> and</span><span style="font-weight:bold;color:green;background-color:#cfc;"> rollsthe</span><span style="font-weight:bold;color:green;background-color:#cfc;"> dieand</span> applies the total modifier. This result is called the yield.<br />The yield is compared to another number, called the target. If the result of the check exceeds thetarget, the indeterminacy is resolved in the character's favor. If the result of the check falls short of thetarget, the indeterminacy is resolved to the character's detriment. A tie represents a stalemate—success and failure in equal measure. The difference between the yield and thetarget is called the spread.<br />Generally, the yield itself represents thequality of the character’s effort. Thetarget represents themagnitude of the opposing force. The spread indicates the degree of success or failure. These terms are discussed in greater detail in subsequent sections of this book.<br />]]></description>
  <pubDate>Wed, 05 Mar 2008 09:43:32 +0000</pubDate>
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  <title>Contents</title>
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1.3.2 Design Goals<br />1.3.3 Strengths and Weaknesses<br /><span style="color:red;background-color:#fcc;">1.3.4 Comparison to d20</span><br />2.0 Conflict<br />2.1 Checks<br />]]></description>
  <pubDate>Wed, 05 Mar 2008 09:43:05 +0000</pubDate>
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  <title>System Overview</title>
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1.3.1 System Overview<br />Role-playing games employ different systems of mechanics. These mechanics come in many different types and styles and generally provide a method for directing the flow of play. Thus, the specific mechanics necessarily result in a particular style of play. The Bullseye system is designed to facilitate fast, fun games. It relies heavily on the creativity, preparation, and skill of the GM. Its simplicity makes it a good fit for new GMs, but its robustness makes it ideal for experienced ones. More than with other systems, the more talented the GM, the better the game.<br /> a<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> 20-sided</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span><span style="font-weight:bold;color:green;background-color:#cfc;"> as</span><span style="font-weight:bold;color:green;background-color:#cfc;"> a</span> randomizerand target numbers. These terms are explained more fully later in the book. In summary, when a characteris involved in a situation that hasan element of chance, the character’s controller makes a check: He<span style="color:red;background-color:#fcc;"> rolls</span><span style="color:red;background-color:#fcc;"> a</span><span style="color:red;background-color:#fcc;"> d20,</span><span style="font-weight:bold;color:green;background-color:#cfc;"> rollsthe</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die,</span> adds in all relevant modifiers, and compares ]]></description>
  <pubDate>Wed, 05 Mar 2008 09:42:47 +0000</pubDate>
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  <title>Tools of Play</title>
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1.1.4 Tools of Play<br /> each<span style="color:red;background-color:#fcc;"> participant.</span><span style="color:red;background-color:#fcc;"> Twenty-sided</span><span style="font-weight:bold;color:green;background-color:#cfc;"> participant.Since</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Bullseye</span><span style="font-weight:bold;color:green;background-color:#cfc;"> only</span><span style="font-weight:bold;color:green;background-color:#cfc;"> uses</span><span style="font-weight:bold;color:green;background-color:#cfc;"> a</span><span style="font-weight:bold;color:green;background-color:#cfc;"> 20-sided</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die,it</span><span style="font-weight:bold;color:green;background-color:#cfc;"> is</span><span style="font-weight:bold;color:green;background-color:#cfc;"> referred</span><span style="font-weight:bold;color:green;background-color:#cfc;"> tosimply</span><span style="font-weight:bold;color:green;background-color:#cfc;"> asthe</span><span style="font-weight:bold;color:green;background-color:#cfc;"> &quot;die&quot;in</span><span style="font-weight:bold;color:green;background-color:#cfc;"> this</span><span style="font-weight:bold;color:green;background-color:#cfc;"> text.Twenty-sided</span> dice can be readily obtained at most game shops and on the internet. If you do not have a<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> available, you can use the<span style="color:red;background-color:#fcc;"> d20</span><span style="font-weight:bold;color:green;background-color:#cfc;"> die</span> icon in the book (see 1.2.2). You can also use the Bullseye Character Sheet, available as a free download on my website, to record information about the PCs.<br />Some RPGs use miniature figurines and playmats with gridlines for combat and other scenes where character positioning is important. Bullseye does not require that level of definition. However, you should consider experimenting with using these aids; you might find that it enhances the experience for your particular group.<br />*****]]></description>
  <pubDate>Wed, 05 Mar 2008 09:41:49 +0000</pubDate>
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  <title>Contents</title>
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  <pubDate>Wed, 27 Feb 2008 10:33:05 +0000</pubDate>
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  <title>Situation Modifiers</title>
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  <pubDate>Wed, 27 Feb 2008 10:32:00 +0000</pubDate>
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  <title>Situation Modifiers</title>
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<span style="color:red;background-color:#fcc;">2.2.4</span><span style="color:red;background-color:#fcc;"> Situational</span><span style="color:red;background-color:#fcc;"> Modifiers</span><span style="color:red;background-color:#fcc;"><br />The</span><span style="color:red;background-color:#fcc;"> specific</span><span style="color:red;background-color:#fcc;"> circumstancesin</span><span style="color:red;background-color:#fcc;"> effectwhen</span><span style="color:red;background-color:#fcc;"> a</span><span style="color:red;background-color:#fcc;"> character</span><span style="color:red;background-color:#fcc;"> makes</span><span style="color:red;background-color:#fcc;"> a</span><span style="color:red;background-color:#fcc;"> check</span><span style="color:red;background-color:#fcc;"> confer</span><span style="color:red;background-color:#fcc;"> modifiers</span><span style="color:red;background-color:#fcc;"> on</span><span style="color:red;background-color:#fcc;"> that</span><span style="color:red;background-color:#fcc;"> check.</span><span style="color:red;background-color:#fcc;"> Situational</span><span style="color:red;background-color:#fcc;"> modifiers</span><span style="color:red;background-color:#fcc;"> include</span><span style="color:red;background-color:#fcc;"> a</span><span style="color:red;background-color:#fcc;"> number</span><span style="color:red;background-color:#fcc;"> of</span><span style="color:red;background-color:#fcc;"> possibilities.</span><span style="color:red;background-color:#fcc;"> These</span><span style="color:red;background-color:#fcc;"> might</span><span style="color:red;background-color:#fcc;"> be</span><span style="color:red;background-color:#fcc;"> temporary</span><span style="color:red;background-color:#fcc;"> conditions</span><span style="color:red;background-color:#fcc;"> affecting</span><span style="color:red;background-color:#fcc;"> the</span><span style="color:red;background-color:#fcc;"> character</span><span style="color:red;background-color:#fcc;"> or</span><span style="color:red;background-color:#fcc;"> his</span><span style="color:red;background-color:#fcc;"> opponent</span><span style="color:red;background-color:#fcc;"> directly,</span><span style="color:red;background-color:#fcc;"> environmental</span><span style="color:red;background-color:#fcc;"> conditions</span><span style="color:red;background-color:#fcc;"> or</span><span style="color:red;background-color:#fcc;"> conditions</span><span style="color:red;background-color:#fcc;"> related</span><span style="color:red;background-color:#fcc;"> to</span><span style="color:red;background-color:#fcc;"> when</span><span style="color:red;background-color:#fcc;"> thecheck</span><span style="color:red;background-color:#fcc;"> occurs,</span><span style="color:red;background-color:#fcc;"> the</span><span style="color:red;background-color:#fcc;"> quality</span><span style="color:red;background-color:#fcc;"> ofan</span><span style="color:red;background-color:#fcc;"> implement</span><span style="color:red;background-color:#fcc;"> being</span><span style="color:red;background-color:#fcc;"> used,</span><span style="color:red;background-color:#fcc;"> assistance</span><span style="color:red;background-color:#fcc;"> from</span><span style="color:red;background-color:#fcc;"> an</span><span style="color:red;background-color:#fcc;"> ally</span><span style="color:red;background-color:#fcc;"> or</del</span>]]></description>
  <pubDate>Wed, 27 Feb 2008 10:31:47 +0000</pubDate>
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  <title>Situational Modifiers</title>
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<p>&nbsp;</p><br />
<h1>2.2.4 Situational Modifiers</h1><br />
<div>&nbsp;</div><br />
<p>The specific circumstances&nbsp;in effect&nbsp;when a character makes a check confer modifiers on that check. Situational modifiers include a number of possibilities. These might be temporary conditions affecting the character or his opponent directly, environmental conditions or conditions related to when the&nbsp;check occurs, the quality of&nbsp;an implement being used, assistance from an ally or hindrance from any enemy, or anything unique to when and where the&nbsp;check occurs. Whether the modifier is a bonus or a penalty and the magnitude of the modifier is determined by the GM based on the nature and severity of the situation.</p><br />
<p>&nbsp;</p><br />
<p><strong>Proficiency:</strong> Some&nbsp;checks involve&nbsp;the use of tools, weapons, or special equipment. If the item in question requires some knowledge or training to use properly, a character&nbsp;using it&nbsp;without such proficiency suffers a penalty to the check. A profici</p>]]></description>
  <pubDate>Wed, 27 Feb 2008 10:29:19 +0000</pubDate>
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2.2.2 Modifier Table<br />2.2.3 Quality Modifiers<br />2.2.4<span style="color:red;background-color:#fcc;"> Situation</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Situational</span> Modifiers<br />2.2.5 Impairment Modifiers<br />2.2.6 As Comparative Measurements<br />]]></description>
  <pubDate>Wed, 27 Feb 2008 10:27:03 +0000</pubDate>
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  <title>Situation Modifiers</title>
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<h1>2.2.4 Situational Modifiers</h1><br />
<div>&nbsp;</div><br />
<p>The specific circumstances&nbsp;in effect&nbsp;when a character makes a check confer modifiers on that check. Situational modifiers include a number of possibilities. These might be temporary conditions affecting the character or his opponent directly, environmental conditions or conditions related to when the&nbsp;check occurs, the quality of&nbsp;an implement being used, assistance from an ally or hindrance from any enemy, or anything unique to when and where the&nbsp;check occurs. Whether the modifier is a bonus or a penalty and the magnitude of the modifier is determined by the GM based on the nature and severity of the situation.</p><br />
<p>&nbsp;</p><br />
<p><strong>Proficiency:</strong> Some&nbsp;checks involve&nbsp;the use of tools, weapons, or special equipment. If the item in question requires some knowledge or training to use properly, a character&nbsp;using it&nbsp;without such proficiency suffers a penalty to the check. A proficiency penalty mi</p>]]></description>
  <pubDate>Wed, 27 Feb 2008 10:24:42 +0000</pubDate>
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2.2.1 Modifiers Overview<br />2.2.2 Modifier Table<br />2.2.3<span style="color:red;background-color:#fcc;"> Qualities</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Quality</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Modifiers</span><br />2.2.4 Situation<span style="font-weight:bold;color:green;background-color:#cfc;"> Modifiers</span><br />2.2.5<span style="color:red;background-color:#fcc;"> Impairment</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Impairment</span><span style="font-weight:bold;color:green;background-color:#cfc;"> Modifiers</span><br />2.2.6 As Comparative Measurements<br />2.3 Targets<br />]]></description>
  <pubDate>Wed, 27 Feb 2008 10:17:28 +0000</pubDate>
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  <title>Quality Modifiers</title>
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<h1>2.2.3 Quality Modifiers</h1><br />
<div>&nbsp;</div><br />
<p>All characters have qualities (<em>see</em> 3.1). These qualities represent all of the various, relevant characteristics of the character, including physical or mental attributes, training, resources, beliefs, and flaws. Qualities have both a name and a modifier. The name establishes the quality’s relevance to any given check. If a quality is relevant to a check, the player applies its associated modifier.</p><br />
<p>&nbsp;</p><br />
<p>Examples: “Trained by Swordmaster Karn himself +4”, “Very intelligent +5”, “A million bucks in the bank +6”, “My trusty pocketwatch +2”, “Hot-headed with bigots -1”, “Sickly since birth -3”, etc.</p><br />
<p>&nbsp;</p><br />
<p>Thus, in a fencing duel, a character with the example qualities above might apply his “Trained by Swordmaster Karn himself” quality and apply a +4 bonus to the check. If the duel was with a bigot, the GM might decide to apply his “Hot-headed with bigots” quality and apply a -1 pena</p>]]></description>
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  <pubDate>Tue, 26 Feb 2008 13:20:01 +0000</pubDate>
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  <title>Modifier Table</title>
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<span style="color:red;background-color:#fcc;">2.1.4</span><span style="color:red;background-color:#fcc;"> Yield</span><span style="font-weight:bold;color:green;background-color:#cfc;">2.2.2Modifier</span> Table<br />Sample Modifier Descriptions<br />Modifier(M)<br />]]></description>
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  <title>Modifier Table</title>
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<h1>2.1.4 Yield Table</h1><br />
<p>&nbsp;</p><br />
<p><br />
<table cellspacing="1" cellpadding="1" width="600" summary="General descriptions of various modifiers at increments of 5." border="5"><br />
 <caption>Sample Modifier Descriptions</caption><br />
 <tbody><br />
  <tr><br />
   <td><br />
   <p align="center"><strong>Modifier(M)</strong></p><br />
   </td><br />
   <td><br />
   <p align="center"><strong>Narrative Label</strong></p><br />
   </td><br />
   <td><br />
   <p align="center"><strong>Narrative Description</strong></p><br />
   </td><br />
  </tr><br />
  <tr><br />
   <td><br />
   <p align="center">-10</p><br />
   </td><br />
   <td><br />
   <p align="left">Major Handicap</p><br />
   </td><br />
   <td><br />
   <p align="left">Driving through an obstacle course in dense fog; running on an ice-covered sidewalk; playing golf with a broken arm; building a table without any tools; firing a gun prototype for the first time.</p><br />
   </td><br />
  </tr><br />
  <tr><br />
   <td><br />
   <p align="center">-5</p><br />
   </td><br />
   <td><br />
   <p align="left">Moderate Handicap</p><br />
   </td><br />
   <td><br />
   <p align="left">Driving in heavy tr</p></td></tr></tbody></table></p>]]></description>
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  <pubDate>Tue, 26 Feb 2008 09:56:34 +0000</pubDate>
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  <title>Modifiers Overview</title>
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<div><strong><font size="6">2.2.1 Modifiers Overview<p><br />
</p></font></strong></div><br />
<p>&nbsp;</p><br />
<p>Checks are not made in a vacuum. For any given situation there can be a variety of factors favoring or working against the character. These factors are represented by modifiers to the roll. Factors that benefit the character are represented by bonuses; factors that hinder the character are represented by penalties. Bonuses are represented by “+” signs; penalties are represented by “-” signs. The amount of the modifier is referred to as the “magnitude”. All modifiers bear the notation “M”. For example, “+2M” denotes a +2 bonus to the check; “-3M” denotes a -3 penalty to the check.</p><br />
<p>&nbsp;</p><br />
<p>When the GM calls for a check, she identifies all modifiers that apply. Even factors that the character would not be aware of should be identified openly. The GM should also solicit suggestions from the players. This is an opportunity for the player to negotiate for the application of appro</p>]]></description>
  <pubDate>Tue, 26 Feb 2008 09:55:38 +0000</pubDate>
  <category>add</category>
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