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.Die PoolsInSpectres contains a metric butt-load of die pools.To help you keep them clear,here is a list of all the die pools used in the game, with descriptions of how each isused.Bank diceBank dice are franchise dice that are squirreled away in some kind of 401(k), MutualFund, stock portfolio-kinda thing.They re handy because you can spend them toalleviate stress penalties (during Vacations), augment any skill roll or (for weirdagents) turn them into Cool dice.34Bank dice are tricky because whenever you use one (either on a skill roll or for someother reason), you have a chance of losing more dice than you actually spent.On theplus side, it is possible to gain interest on Bank dice.Card DiceCard Dice are just franchise dice that have been spent on any of the threeInSpectres Cards (Gym Membership Card, Library Use Card and Credit Card).Thedisadvantage of Card dice is that they are linked to skills.For instance, you cannotaugment an Athletics skill roll with Credit Card dice.The advantage of Card dice isthat unlike Bank dice, you only lose what you use.Cool diceCool dice allow you to ignore some or all of your stress.For each Cool die you have,you may ignore the lowest-rolled stress die.You can also spend your Cool dice toaugment a skill roll.Weird agents may also spend their Cool dice to activate theirweird abilities.Cool dice are usually gained during play when a low 6 is rolled during a Stress Roll.Normal agents may have a maximum of three Cool dice at any one time.Weirdagents have no such limitation.When dealing with situations outside of your character s job with InSpectres, you canonly use Cool dice to augment rolls.Unless you want to be indicted on embezzlementcharges&Franchise DiceFranchise dice are distributed between the InSpectres team s three Cards (the GymMembership, Library Use and Credit Cards).The number of franchise dice the teamreceives depends on how long that team has been around, their financial situationand the desires of the players and the GM.A brand-new InSpectres team receivesbetween five and ten franchise dice.More established groups may have betweenfifteen and twenty dice.The crème de la crème will have around thirty Franchisedice.Franchise dice are also what you collect during a job.The number of franchise diceneeded to finish the job is set at the beginning of the game by the GM.Whenever amember or your team rolls a high 5 or a high 6, your team gets either one or twofranchise dice.When the required number of franchise dice is reached, you can endthe mission and collect those dice as payment.When setting the number of Franchise dice needed to finish a mission, the GM shouldtake the team s current number of franchise dice into account.A good rule of thumbis to require twice the number of Franchise dice with which the team starts thegame.In general, the more franchise dice you have, the tougher your jobs will be.Not only in terms of the number of franchise dice you ll need to finish the mission,but also in terms of plot complications and stress rolls.Skill DiceEvery normal character has nine skill dice to distribute during character creation.Weird agents get ten skill dice.The dice are rolled when your character uses his orher Academics, Athletics, Technology or Contact skills.The highest skill die rolled isused to determine the result of the roll.35Stress DiceStress dice (between one and five) are rolled when a character faces injury, terror orirritation.The lowest stress die rolled is used to determine the result of the roll.Talent DiceAll normal, human agents gain a bonus die (called a Talent die) when performingskill rolls within their selected Talent.This Talent die is never lost, not even when theagent suffers stress.Game MechanicsAlthough InSpectres is not a complex game, it does possess a few wrinkles to spicethings up.AugmentingWhen you Augment a skill roll, it means that you are subtracting dice from a die pooland adding those dice to your skill roll.Bank RollsWhenever a Bank die is used to augment a skill roll, that die serves two functions.The first is to increase the likelihood of rolling a high die.The second is to determinewhat happens to the team s Bank as a result of that die being used.Sometimes, thedie will be lost.Other times, it will remain in the Bank.If a 6 is rolled, the Bank die iskept in the Bank and an additional Bank die is added to the Bank.If a low number isrolled, multiple Bank dice might be lost.If a player ever spend Bank dice during Vacation (to restore skills that have sufferedfrom stress penalties), the dice are rolled and the results are used to determine whatBank dice are kept, lost or gained.RequirementsRequirements are used to prevent players from getting every piece of equipmentthey can dream up.If the item in question is common and/or inexpensive, aminimum of one 4 must be rolled.If the item is more expensive or harder to find, a5 is needed.If the desired item is very rare or prohibitively expensive, a 6 isrequired.Players may reduce a Requirement by reducing the safety, effectiveness orreliability of the item in question.Skill RollsA skill roll is when the player rolls a number of dice equal to one of his or hercharacter s skills.The highest number showing on the dice is used to determine theresult (1, 2, and 3 being bad results, 4, 5, and 6 being good results).Skill rolls arenot just for basic task resolution.Because they govern how much control the playerscan exert over the game, they can be called for in a variety of situations: attacking acreature, researching information, building a gadget, romancing a client, repairing avehicle, talking to an insurance agency or buying a rare book.Stress PenaltiesStress penalties arise from rolling below a 5 on a Stress Roll.These penaltiestemporarily reduce a character s skills by anything from one to five skill dice.Spending Cool dice during play or Bank dice at the end of a mission is the only wayto negate lasting stress penalties.36Stress RollsWhenever a character faces some kind of stress (either physical or mental), thatcharacter s player must roll a number of stress dice (determined by the GM, usuallybetween one and five dice).The lowest die is used to determine the result (onestress die may be ignored per Cool die possessed by the character). Taking 4Any character with a skill rating of four may elect to take an automatic 4 instead ofrolling dice when using that skill.Characters with skills of zero due to stress penaltiesmay not Take 4.Characters may not Take 4 when making stress rolls or Bank rolls.Taking 4 is a sensible tactic when stress penalties have brought your Skill s ratingbelow a three.TeamworkTeamwork is a special tactic where members of the team help one another out bysharing dice from a skill roll.If you want to help out another player (and yourcharacter is attempting to help that player s character), you may make a skill rolland give one of your results to that player.Once the desire to help another playerhas been announced, you must hand over one die from your skill roll, even if thatleaves you with a less-than-desired result.If using teamwork to assist anothercharacter, you won t earn extra franchise dice if you roll a 5 or a 6 [ Pobierz caÅ‚ość w formacie PDF ]
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.Die PoolsInSpectres contains a metric butt-load of die pools.To help you keep them clear,here is a list of all the die pools used in the game, with descriptions of how each isused.Bank diceBank dice are franchise dice that are squirreled away in some kind of 401(k), MutualFund, stock portfolio-kinda thing.They re handy because you can spend them toalleviate stress penalties (during Vacations), augment any skill roll or (for weirdagents) turn them into Cool dice.34Bank dice are tricky because whenever you use one (either on a skill roll or for someother reason), you have a chance of losing more dice than you actually spent.On theplus side, it is possible to gain interest on Bank dice.Card DiceCard Dice are just franchise dice that have been spent on any of the threeInSpectres Cards (Gym Membership Card, Library Use Card and Credit Card).Thedisadvantage of Card dice is that they are linked to skills.For instance, you cannotaugment an Athletics skill roll with Credit Card dice.The advantage of Card dice isthat unlike Bank dice, you only lose what you use.Cool diceCool dice allow you to ignore some or all of your stress.For each Cool die you have,you may ignore the lowest-rolled stress die.You can also spend your Cool dice toaugment a skill roll.Weird agents may also spend their Cool dice to activate theirweird abilities.Cool dice are usually gained during play when a low 6 is rolled during a Stress Roll.Normal agents may have a maximum of three Cool dice at any one time.Weirdagents have no such limitation.When dealing with situations outside of your character s job with InSpectres, you canonly use Cool dice to augment rolls.Unless you want to be indicted on embezzlementcharges&Franchise DiceFranchise dice are distributed between the InSpectres team s three Cards (the GymMembership, Library Use and Credit Cards).The number of franchise dice the teamreceives depends on how long that team has been around, their financial situationand the desires of the players and the GM.A brand-new InSpectres team receivesbetween five and ten franchise dice.More established groups may have betweenfifteen and twenty dice.The crème de la crème will have around thirty Franchisedice.Franchise dice are also what you collect during a job.The number of franchise diceneeded to finish the job is set at the beginning of the game by the GM.Whenever amember or your team rolls a high 5 or a high 6, your team gets either one or twofranchise dice.When the required number of franchise dice is reached, you can endthe mission and collect those dice as payment.When setting the number of Franchise dice needed to finish a mission, the GM shouldtake the team s current number of franchise dice into account.A good rule of thumbis to require twice the number of Franchise dice with which the team starts thegame.In general, the more franchise dice you have, the tougher your jobs will be.Not only in terms of the number of franchise dice you ll need to finish the mission,but also in terms of plot complications and stress rolls.Skill DiceEvery normal character has nine skill dice to distribute during character creation.Weird agents get ten skill dice.The dice are rolled when your character uses his orher Academics, Athletics, Technology or Contact skills.The highest skill die rolled isused to determine the result of the roll.35Stress DiceStress dice (between one and five) are rolled when a character faces injury, terror orirritation.The lowest stress die rolled is used to determine the result of the roll.Talent DiceAll normal, human agents gain a bonus die (called a Talent die) when performingskill rolls within their selected Talent.This Talent die is never lost, not even when theagent suffers stress.Game MechanicsAlthough InSpectres is not a complex game, it does possess a few wrinkles to spicethings up.AugmentingWhen you Augment a skill roll, it means that you are subtracting dice from a die pooland adding those dice to your skill roll.Bank RollsWhenever a Bank die is used to augment a skill roll, that die serves two functions.The first is to increase the likelihood of rolling a high die.The second is to determinewhat happens to the team s Bank as a result of that die being used.Sometimes, thedie will be lost.Other times, it will remain in the Bank.If a 6 is rolled, the Bank die iskept in the Bank and an additional Bank die is added to the Bank.If a low number isrolled, multiple Bank dice might be lost.If a player ever spend Bank dice during Vacation (to restore skills that have sufferedfrom stress penalties), the dice are rolled and the results are used to determine whatBank dice are kept, lost or gained.RequirementsRequirements are used to prevent players from getting every piece of equipmentthey can dream up.If the item in question is common and/or inexpensive, aminimum of one 4 must be rolled.If the item is more expensive or harder to find, a5 is needed.If the desired item is very rare or prohibitively expensive, a 6 isrequired.Players may reduce a Requirement by reducing the safety, effectiveness orreliability of the item in question.Skill RollsA skill roll is when the player rolls a number of dice equal to one of his or hercharacter s skills.The highest number showing on the dice is used to determine theresult (1, 2, and 3 being bad results, 4, 5, and 6 being good results).Skill rolls arenot just for basic task resolution.Because they govern how much control the playerscan exert over the game, they can be called for in a variety of situations: attacking acreature, researching information, building a gadget, romancing a client, repairing avehicle, talking to an insurance agency or buying a rare book.Stress PenaltiesStress penalties arise from rolling below a 5 on a Stress Roll.These penaltiestemporarily reduce a character s skills by anything from one to five skill dice.Spending Cool dice during play or Bank dice at the end of a mission is the only wayto negate lasting stress penalties.36Stress RollsWhenever a character faces some kind of stress (either physical or mental), thatcharacter s player must roll a number of stress dice (determined by the GM, usuallybetween one and five dice).The lowest die is used to determine the result (onestress die may be ignored per Cool die possessed by the character). Taking 4Any character with a skill rating of four may elect to take an automatic 4 instead ofrolling dice when using that skill.Characters with skills of zero due to stress penaltiesmay not Take 4.Characters may not Take 4 when making stress rolls or Bank rolls.Taking 4 is a sensible tactic when stress penalties have brought your Skill s ratingbelow a three.TeamworkTeamwork is a special tactic where members of the team help one another out bysharing dice from a skill roll.If you want to help out another player (and yourcharacter is attempting to help that player s character), you may make a skill rolland give one of your results to that player.Once the desire to help another playerhas been announced, you must hand over one die from your skill roll, even if thatleaves you with a less-than-desired result.If using teamwork to assist anothercharacter, you won t earn extra franchise dice if you roll a 5 or a 6 [ Pobierz caÅ‚ość w formacie PDF ]