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[DL] Order initiative phases by useing Quickness die types
Order initiative phases by useing Quickness die types
I was also thinking of useing a turn "phase" sequence (d12, d10, d8, d6, d4)
Example - 4d12, 4d10, 4d8, 4d6, 4d4, 3d12, 3d10, 3d8, 3d6, 3d4, 2d12, 2d10,
2d8, 2d6, 2d4, 1d12, 1d10, 1d8, 1d6 & 1d4
*****
One can blow wind to increase ones initiative number (for each <size> the
user blows in wind he takes a wound to the guy (or what ever makes sense).
Example - Bobby goes on d6 normally and wants to really go on d12. He blows
6-wind, takes a gut wounds and goes on d12.
*****
One may also use their next highest initiative phase die and add it to there
current actions phase to go quicker.
Example - Marsha has 3d8 Quickness and wants to act before d12. She then
blows her action on phase 2d8 and acts on the goofy phase of 3d16 (ya I know,
its an odd die type, but that is how it would work). He other action would
then go on 1d8
****
Everyone get one "Joker-Chip" per adventure (free turn - counts for the
10-chip limit).
Storytellers may use blue or red chips for this purpose.
One person may only spend a maximum of two Joker-Chips per scene if they are
stock piled.
Example - Jan has a 4d4 Quickness and is being attacked by a 2d12 baddy, she
blows a Joker Chip and acts now, nothing the baddy can do about it.
*****
What do you think of this work in progress?
Rich Gray