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Spycraft: Project Duct Tape [OOC][Vacancy]
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<blockquote data-quote="Tanstaafl" data-source="post: 972965" data-attributes="member: 12232"><p><strong>Action Dice Summary/Tutorial</strong></p><p></p><p>1. You receive a number of action dice at the start of each Serial. Unspent action die are lost at the end of a serial and new ones issued at the start of the next serial. The GC can give out action die during the course of a serial as a reward for interesting/cool actions or brilliant ideas – when you get a bonus action die you also receive +25XP times your agent’s level, so keep track of these on your character sheet in the Rogue’s Gallery. {At fourth level, you begin each serial with 3d4 action dice; at sixth level this increases to 4d6; at 11th to 5d8; and at 16th to 6d10; the GC begins each serial with a number of d12 action die equal to the highest number of action dice that any of the players start with, plus one action die for each player. Also, every time the GC gives an action die to a player, they gain one for themselves.}</p><p></p><p>2. You can spend an action die to add to a dice roll. This includes skill checks, attack rolls, damage rolls, and saving throws. You may spend as many dice as you wish on any given roll {you can not however spend more than you have at any time}. If you roll the highest possible number on that particular die, i.e. a 4 on a d4, the die ‘explodes’ and you re-roll adding the total of the new roll to the first roll – there is no maximum number of times that a die can ‘explode.’</p><p></p><p>3. You may choose to spend an action die to confirm a critical success (with a skill check) or a critical hit (with an attack roll). There is no other game mechanic for confirming criticals. Critical successes with skill checks vary from skill, critical hits on attack rolls bypass vitality points and do damage directly to wound points.</p><p></p><p>4. You may spend an action die to activate NPC/GC critical failures. Please note that I can and will spend my action die to activate critical failures for PCs. I think that it adds an element of risk and drama to the game when there is a chance that you could fail miserably at a task or have your gun jam at an important juncture.</p><p></p><p>5. You may spend an action die to temporarily add to your Defense. I have a house rule for this mechanic: You gain a bonus equal to your die roll for a number of rounds equal to half your agent level (rounded up). </p><p></p><p>6. Action die may be spent to heal damage (outside of combat only). You can spend a die to gain back the die roll worth of vitality points or two wound points.</p><p></p><p>7. Some class abilities allow you to roll two dice, instead of one, when spending an action die for a specific purpose. Both die are eligible for ‘explosion’ and the final totals of both die are added to a single check.</p></blockquote><p></p>
[QUOTE="Tanstaafl, post: 972965, member: 12232"] [b]Action Dice Summary/Tutorial[/b] 1. You receive a number of action dice at the start of each Serial. Unspent action die are lost at the end of a serial and new ones issued at the start of the next serial. The GC can give out action die during the course of a serial as a reward for interesting/cool actions or brilliant ideas – when you get a bonus action die you also receive +25XP times your agent’s level, so keep track of these on your character sheet in the Rogue’s Gallery. {At fourth level, you begin each serial with 3d4 action dice; at sixth level this increases to 4d6; at 11th to 5d8; and at 16th to 6d10; the GC begins each serial with a number of d12 action die equal to the highest number of action dice that any of the players start with, plus one action die for each player. Also, every time the GC gives an action die to a player, they gain one for themselves.} 2. You can spend an action die to add to a dice roll. This includes skill checks, attack rolls, damage rolls, and saving throws. You may spend as many dice as you wish on any given roll {you can not however spend more than you have at any time}. If you roll the highest possible number on that particular die, i.e. a 4 on a d4, the die ‘explodes’ and you re-roll adding the total of the new roll to the first roll – there is no maximum number of times that a die can ‘explode.’ 3. You may choose to spend an action die to confirm a critical success (with a skill check) or a critical hit (with an attack roll). There is no other game mechanic for confirming criticals. Critical successes with skill checks vary from skill, critical hits on attack rolls bypass vitality points and do damage directly to wound points. 4. You may spend an action die to activate NPC/GC critical failures. Please note that I can and will spend my action die to activate critical failures for PCs. I think that it adds an element of risk and drama to the game when there is a chance that you could fail miserably at a task or have your gun jam at an important juncture. 5. You may spend an action die to temporarily add to your Defense. I have a house rule for this mechanic: You gain a bonus equal to your die roll for a number of rounds equal to half your agent level (rounded up). 6. Action die may be spent to heal damage (outside of combat only). You can spend a die to gain back the die roll worth of vitality points or two wound points. 7. Some class abilities allow you to roll two dice, instead of one, when spending an action die for a specific purpose. Both die are eligible for ‘explosion’ and the final totals of both die are added to a single check. [/QUOTE]
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Spycraft: Project Duct Tape [OOC][Vacancy]
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