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<blockquote data-quote="Velmont" data-source="post: 1141533" data-attributes="member: 13739"><p>Here my character. For the ones who havn't the book, I'll explain the diffrence between D&D and Spycraft:</p><p></p><p><strong>Department:</strong> As told by MacBeth, it is equivalent to the race.</p><p></p><p><strong>Action die:</strong> At level 2, everyone have 3 action dices and they are d4. Action die have many utility:</p><p></p><p>-Activate a critical roll (you can activate attack, skills, and it cost 1 or more dice)</p><p>-Activate GM critical failure (you can activate attack, skills, and it cost 1 or more dice)</p><p>-Adding to a roll (You roll one dice of the type of your die, d4 here, to any roll. You can spend more than 1 on a roll)</p><p>-Heal yourself (Out of combat, you gain 2 wounds or one dice of vitality)</p><p>-Ask for inspiration(Spent an action dice, roll a d20 + level, and if you beat the DC, you have an hint from the GM)</p><p>-Ask for a favor (Spent an action dice, roll a d20 + level, and if you beat the DC, you have some ressource (material, humans or other...) from the agency you work for)</p><p></p><p>But be warned, the GM have actions dices too. He got a number equal to the player with the most action dice (not including fortunate feat) + one per player. His dices are d12!!!! He can do almost the same things as a player with all the NPCs.</p><p></p><p>You can gain back action dices with cool or funny action. The GM decide if it worth it and if you receive one, the GM add one to himself too... Ohhh... if you gain one in such way, you gain 25XP/level too <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=":)" /></p><p></p><p><strong>Vitality:</strong> : as hp in D&D, but heal faster</p><p><strong>Wounds:</strong> : equal to your Constitution score, if you receive damage in your wound points (happen if your vitality is to 0 or you receieve a critical), you start to have negative effect. If they reach 0, we will buy you a nice grave. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>Background</strong> : Spend skill points on background to have some important past. Ererytime that past show up, you gain XP (but generally, that past is not a good thing IC). If the GM don't use your background for 3 mission, you gain huge amount of XP... Background can range from 0 to 5, 0 being absent and 5 pretty dangerous.</p><p></p><p><strong>Personnal Budget Point</strong>: To buy stuff owned by the character. Generally, at each mission, you recieve more BP for that mission only.</p><p><strong>Gadget points</strong>: That is add to the GP from the mission, and the gadget are chosen at the start of the mission.</p><p></p><p>-----</p><p></p><p>Just for fun, it would be cool that everyone give 5 quirks to his character. As you can see, I give him one thing he like, one he hate, who is his family, one of his passion and how he see his life with someone else...</p><p></p><p>-----</p><p></p><p><strong><em>Character moved to RG thread</em></strong></p></blockquote><p></p>
[QUOTE="Velmont, post: 1141533, member: 13739"] Here my character. For the ones who havn't the book, I'll explain the diffrence between D&D and Spycraft: [B]Department:[/B] As told by MacBeth, it is equivalent to the race. [B]Action die:[/B] At level 2, everyone have 3 action dices and they are d4. Action die have many utility: -Activate a critical roll (you can activate attack, skills, and it cost 1 or more dice) -Activate GM critical failure (you can activate attack, skills, and it cost 1 or more dice) -Adding to a roll (You roll one dice of the type of your die, d4 here, to any roll. You can spend more than 1 on a roll) -Heal yourself (Out of combat, you gain 2 wounds or one dice of vitality) -Ask for inspiration(Spent an action dice, roll a d20 + level, and if you beat the DC, you have an hint from the GM) -Ask for a favor (Spent an action dice, roll a d20 + level, and if you beat the DC, you have some ressource (material, humans or other...) from the agency you work for) But be warned, the GM have actions dices too. He got a number equal to the player with the most action dice (not including fortunate feat) + one per player. His dices are d12!!!! He can do almost the same things as a player with all the NPCs. You can gain back action dices with cool or funny action. The GM decide if it worth it and if you receive one, the GM add one to himself too... Ohhh... if you gain one in such way, you gain 25XP/level too :) [B]Vitality:[/B] : as hp in D&D, but heal faster [B]Wounds:[/B] : equal to your Constitution score, if you receive damage in your wound points (happen if your vitality is to 0 or you receieve a critical), you start to have negative effect. If they reach 0, we will buy you a nice grave. ;) [B]Background[/B] : Spend skill points on background to have some important past. Ererytime that past show up, you gain XP (but generally, that past is not a good thing IC). If the GM don't use your background for 3 mission, you gain huge amount of XP... Background can range from 0 to 5, 0 being absent and 5 pretty dangerous. [B]Personnal Budget Point[/B]: To buy stuff owned by the character. Generally, at each mission, you recieve more BP for that mission only. [B]Gadget points[/B]: That is add to the GP from the mission, and the gadget are chosen at the start of the mission. ----- Just for fun, it would be cool that everyone give 5 quirks to his character. As you can see, I give him one thing he like, one he hate, who is his family, one of his passion and how he see his life with someone else... ----- [B][I]Character moved to RG thread[/I][/B] [/QUOTE]
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