Difference between revisions of "XCOM: At Any Cost"

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(Hero Dice)
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Even though we're not using the italicized section quoted above (I'll explain in-game), we are using the bolded section. Ties go to the aggressor in Action-Based Resolution.
 
Even though we're not using the italicized section quoted above (I'll explain in-game), we are using the bolded section. Ties go to the aggressor in Action-Based Resolution.
  
====Hero Dice====
+
====Hero Dice (p. 30)====
 
Heroic Successes (+5 above difficulty) allow you to bank a die equal to the highest rolling die in the opposing dice pool, while still stepping up the Effect Die. To use a Hero Die, you spend a PP and roll the die, adding it to your total in any test or contest. If you roll a hitch, you can decide to take back the Hero Die instead of using it in order to negate the hitch. You will, however, still expend your activating PP.
 
Heroic Successes (+5 above difficulty) allow you to bank a die equal to the highest rolling die in the opposing dice pool, while still stepping up the Effect Die. To use a Hero Die, you spend a PP and roll the die, adding it to your total in any test or contest. If you roll a hitch, you can decide to take back the Hero Die instead of using it in order to negate the hitch. You will, however, still expend your activating PP.
  

Revision as of 00:25, 29 May 2020

XCOM squad.jpeg

Recruitment | Pathways Tracker | Pathways mind map | OOC | IC

Characters

Scene Mechanics

Assets

Complications

Plot Points

Player Plot Points Hero Dice
FOXHUNT 1
OUTLAW 1
SNOW 1
RISKER 1
CATHAR 1
GM

NPCs

Cleared

Rules

Action-Based Resolution (p. 24)

Using this mod, anything a player character or GMC does is called an action. If you want to carry out an action, you declare it, gather up your pool, and roll the dice, just as if you were starting a contest. Instead of moving to a back and forth escalation like a contest, the action is opposed by a reaction, which is either the target of the action rolling their own dice, or a difficulty set by the GM rolling difficulty dice. If the reaction beats the action’s total, the action fails.

Because the action’s dice are always rolled first, before difficulty dice or opposing reactions are rolled, action-based resolution can make actions seem chancy. Players may not know whether they should include more dice into their totals with PP. To offset this somewhat, the GM’s difficulty total or the reaction total must exceed the action’s total for the action to fail.

Even though we're not using the italicized section quoted above (I'll explain in-game), we are using the bolded section. Ties go to the aggressor in Action-Based Resolution.

Hero Dice (p. 30)

Heroic Successes (+5 above difficulty) allow you to bank a die equal to the highest rolling die in the opposing dice pool, while still stepping up the Effect Die. To use a Hero Die, you spend a PP and roll the die, adding it to your total in any test or contest. If you roll a hitch, you can decide to take back the Hero Die instead of using it in order to negate the hitch. You will, however, still expend your activating PP.

Hero Dice as Effect Dice (p. 31)

With this mod, hero dice may also be spent to substitute for low effect dice from dice rolls. Used this way, the player spends a plot point and uses the hero die as the effect die instead of one of the dice from the roll. If this application of hero dice is used in a game, the heroic success does not also step up this new effect die. That only applies to effect dice sourced from the die roll itself.

For example, after winning a contest with a GMC, your player character might only have a d4 left in the dice pool to use as the effect die. If you had a hero die banked, such as a d8, you could spend a plot point to switch out the d4 with the d8.

Multiple effect dice may be created in this fashion for a single outcome by spending more PP.

Resources

A resource is a category of traits that supplements a character’s prime sets in the same manner as signature assets or specialties do. There are four types of resource: extras, locations, organizations, and props. Resources are represented usually by two or more dice of the same size, which may be used to aid a test or contest where that resource is helpful or significant. Players may choose how many resource dice to roll; any that are used are considered spent and recover later during downtime. Thus, if a character has 3d6 in a resource and uses 2d6 to aid in a test or contest, those two dice are spent, and one remains.

Resource dice are not rolled in the dice pool that they are aiding in the test or contest. They are committed before the test or contest dice pool is rolled but rolled separately; if more than one resource die is spent to aid a test or contest, only the highest rolling die is applied. This result is added to the total. Resource dice rolled in this way are spent and recover during the next bridge scene, exploration scene, or at the end of the session.

Every resource has a name, a die rating (in multiples of d6, but sometimes larger dice), and (optionally) some kind of tag or label to indicate what kind of field or quality that resource belongs to, such as Politics, Crime, Academics, or Military. If you’re using tags, each listed resource should have two of them, and they should inform you of the kind of test or contest that the resource might apply to. A GM is also free to invoke GMC resources by spending plot points to add to an opposition dice pool.

Notes