Post by Sutton on Jun 19, 2009 16:01:34 GMT -5
So, I started going back over this again, and realised that not only had I never really started a game of it, I'd never even posted a guide-summary-thing here. So, yeah.
The system is basically d20 - with some changes. It's OGL based; but several of the core mechanics from D&D and such are altered here.
List of Important Changes
1 - Action Structure[/u]
In standard d20 games, there are five types of actions: Standard, Full Round, Move, Swift, and Free. In Spycraft 2.0, there are only three: Full, Half, and Free - Half actions basically function as Standard or Move actions (Thus, one could shoot and then move, shoot twice and not move, move twice and not shoot, aim and then shoot, move and then aim, you get the idea). On a related note - in Spycraft 2.0 there are no Iterative Attacks - higher BAB raises your accuracy but does NOT give you extra shots.
2 - Action dice
Action dice are a pool of dice (Gee, really?) the players (and GM!) get acceess to in game - these can be used for a variety of purposes - When action dice are rolled, if the action die comes up as it's maximum value (IE: d4 action die rolls a 4), it is rolled again and the two results added to get the die's final result (and if this is ALSO at the maximum value, you roll yet again, and this can keep going... and going... and going...)
1. Boost a die roll: You may add the result of one or more of your Action Dice to any skill or attack check, and to any saving throw or damage roll, with the following exceptions:
You may only spend ONE action die to boost a damage roll.
Some abilities may disallow the use of action dice to boost one or more rolls, as noted in the ability description.
The decision to boost a roll may be made at any time (even AFTER you've rolled it) as long as the result has not yet been adjudicated. IE: If you roll a 21, you can choose to spend a die or you can not spend a die. If the GM then declares you miss/fail, you can't THEN say "I want to spend an action die to boost it."
2. Boost your Defense: You can spend an action die to boost your Defense score by 2 for a duration in rounds equal to the action die result.
3. Activate a Threat: In Spycraft 2.0, there are no confirmation rolls for threats to become critical successes or critical hits, as in other d20 games - instead, an action die must be spent to activate the critical hit. On a related note: Natural 1s and Natural 20's are not automatic failures or successes - unless activated as critical hits or failures.
4. Activate an opponent's Error: When an opponent within your line of sight rolls an error (which is basically the inverse of a threat), you may spend action dice to invite their error as a critical failure.
5. Heal Thyself: When out of combat, you may spend action dice to heal either the result in vitality points, or two wound points. When IN combat, you may only spend do this under the following conditions:
* You must take a Regroup action during the round
* If you are not attacked at all during the round (even by unsuccessfull attacks), at the end of the round you may spend one action die to heal as per above. Use of further action dice will require additional rounds regrouping.
6. Make a Request Check: If you have a Gear Pick in reserve, at any point other than the mission intel phase, you may spend 1 or more action dice to appeal to your Faction or Freelance Network for 1 item or vehicle of a Caliber equal to or lesser than the Mission Caliber. A request check is only possible with a method of high-speed communication that let's you reach your Faction or Freelance Network (IE: Phone, E-Mail, Satellite Radio, Etc). A request check costs a number of dice equal to the Caliber of the requested item, and then rolling 1d20+Your Request Check Bonus (the action dice spent to activate the request check are NOT added, though additional dice may be spent to boost the result). If this check achieves a result greater than or equal to 10*The Item's Caliber, the item is available and will be delivered in an amount of time depending on your current location. A request check, successful or not, consumes a reserve gear pick. Multiple players may split the Action Die cost of a Request Check, but only one may make the Request roll itself.
7. Pray for a "Hail Mary" (literally what they call this function in the book, for the record)
At a cost of 1 action die, your character may make any 1 untrained skill check without the standard error range modifier for untrained skill checks (see below when added). At a cost of 3 action dice, your character may make any 1 skill check with no result cap (see below when added). At a cost of 4 action dice, your character may make any 1 passive or secret skill check as an active check (see below when added). In all cases, these dice must be spent before making the roll.
Further information will be listed as I get around to it.
The system is basically d20 - with some changes. It's OGL based; but several of the core mechanics from D&D and such are altered here.
List of Important Changes
1 - Action Structure[/u]
In standard d20 games, there are five types of actions: Standard, Full Round, Move, Swift, and Free. In Spycraft 2.0, there are only three: Full, Half, and Free - Half actions basically function as Standard or Move actions (Thus, one could shoot and then move, shoot twice and not move, move twice and not shoot, aim and then shoot, move and then aim, you get the idea). On a related note - in Spycraft 2.0 there are no Iterative Attacks - higher BAB raises your accuracy but does NOT give you extra shots.
2 - Action dice
Action dice are a pool of dice (Gee, really?) the players (and GM!) get acceess to in game - these can be used for a variety of purposes - When action dice are rolled, if the action die comes up as it's maximum value (IE: d4 action die rolls a 4), it is rolled again and the two results added to get the die's final result (and if this is ALSO at the maximum value, you roll yet again, and this can keep going... and going... and going...)
1. Boost a die roll: You may add the result of one or more of your Action Dice to any skill or attack check, and to any saving throw or damage roll, with the following exceptions:
You may only spend ONE action die to boost a damage roll.
Some abilities may disallow the use of action dice to boost one or more rolls, as noted in the ability description.
The decision to boost a roll may be made at any time (even AFTER you've rolled it) as long as the result has not yet been adjudicated. IE: If you roll a 21, you can choose to spend a die or you can not spend a die. If the GM then declares you miss/fail, you can't THEN say "I want to spend an action die to boost it."
2. Boost your Defense: You can spend an action die to boost your Defense score by 2 for a duration in rounds equal to the action die result.
3. Activate a Threat: In Spycraft 2.0, there are no confirmation rolls for threats to become critical successes or critical hits, as in other d20 games - instead, an action die must be spent to activate the critical hit. On a related note: Natural 1s and Natural 20's are not automatic failures or successes - unless activated as critical hits or failures.
4. Activate an opponent's Error: When an opponent within your line of sight rolls an error (which is basically the inverse of a threat), you may spend action dice to invite their error as a critical failure.
5. Heal Thyself: When out of combat, you may spend action dice to heal either the result in vitality points, or two wound points. When IN combat, you may only spend do this under the following conditions:
* You must take a Regroup action during the round
* If you are not attacked at all during the round (even by unsuccessfull attacks), at the end of the round you may spend one action die to heal as per above. Use of further action dice will require additional rounds regrouping.
6. Make a Request Check: If you have a Gear Pick in reserve, at any point other than the mission intel phase, you may spend 1 or more action dice to appeal to your Faction or Freelance Network for 1 item or vehicle of a Caliber equal to or lesser than the Mission Caliber. A request check is only possible with a method of high-speed communication that let's you reach your Faction or Freelance Network (IE: Phone, E-Mail, Satellite Radio, Etc). A request check costs a number of dice equal to the Caliber of the requested item, and then rolling 1d20+Your Request Check Bonus (the action dice spent to activate the request check are NOT added, though additional dice may be spent to boost the result). If this check achieves a result greater than or equal to 10*The Item's Caliber, the item is available and will be delivered in an amount of time depending on your current location. A request check, successful or not, consumes a reserve gear pick. Multiple players may split the Action Die cost of a Request Check, but only one may make the Request roll itself.
7. Pray for a "Hail Mary" (literally what they call this function in the book, for the record)
At a cost of 1 action die, your character may make any 1 untrained skill check without the standard error range modifier for untrained skill checks (see below when added). At a cost of 3 action dice, your character may make any 1 skill check with no result cap (see below when added). At a cost of 4 action dice, your character may make any 1 passive or secret skill check as an active check (see below when added). In all cases, these dice must be spent before making the roll.
Further information will be listed as I get around to it.