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d20 Gatchaman
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<blockquote data-quote="Morgenstern" data-source="post: 333941" data-attributes="member: 5485"><p><strong>Re: Re: Re: d20 Gatchaman in Spycraft?</strong></p><p></p><p></p><p></p><p>Action dice are described briefly in the Spycraft Lite rules, but the full spread is in the main book. They can improve almost any roll (skill, attack, damage, etc.). They can be spent to make an inspirtation check (sort of a stop, look at the GC, and ask "alright, I'm stumped, but my character is super cool- help me out here...?"). Action dice allow you to confirm criticals and activate the fumbles of others. They can be spent to regain wounds or vitality ("It wasn't as bad as it looked" or "Just needed to catch my breath!"). They let you call in favors from your agency ("We need that town evacuated- NOW!" or "So what do the guys down at the labs say about those strange fragments we found?"). They can (and genrally should) be given out mid-session as rewards for good role-play, humor, a great idea or any other player accomplishment deserving small benefit.</p><p></p><p></p><p></p><p>Just missed it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. It's definitely a skill (and a strangely popular one among super-spies... something about disarming doomsday devices with only 00:02 left on the clock <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> ).</p></blockquote><p></p>
[QUOTE="Morgenstern, post: 333941, member: 5485"] [b]Re: Re: Re: d20 Gatchaman in Spycraft?[/b] Action dice are described briefly in the Spycraft Lite rules, but the full spread is in the main book. They can improve almost any roll (skill, attack, damage, etc.). They can be spent to make an inspirtation check (sort of a stop, look at the GC, and ask "alright, I'm stumped, but my character is super cool- help me out here...?"). Action dice allow you to confirm criticals and activate the fumbles of others. They can be spent to regain wounds or vitality ("It wasn't as bad as it looked" or "Just needed to catch my breath!"). They let you call in favors from your agency ("We need that town evacuated- NOW!" or "So what do the guys down at the labs say about those strange fragments we found?"). They can (and genrally should) be given out mid-session as rewards for good role-play, humor, a great idea or any other player accomplishment deserving small benefit. Just missed it :). It's definitely a skill (and a strangely popular one among super-spies... something about disarming doomsday devices with only 00:02 left on the clock :p ). [/QUOTE]
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