In PDF format they are free on asking ... a donation to my Movember page much appreciated however.
Here is a very brief encounter which shows how they work ...
Our two antagonists have been given a co-star rating of 3 just to show the game mechanics.Meet Pete and Kate who always find themselves on the opposite side of a scrap!
D&S uses a small area which is best with a lot of terrain. For our sample scene we visit a ware-house ...
Kelly needs to get across the warehouse, into the security locked room, nick the ledger (luckily left on the desk) and get out before the guard dog or Pete manage to stop them. While it is possible to 'sneak' about using opposed rolls I decided for the walk through the more dramatic rush.
So without wasting a second Kate somersaulted onto the crates... This audience pleasing 'stunt' (the word for action in D&S) earns her a stunt pool die. Stunts are always done unless a mishap occurs (a double one happening) but the 'actor' can only carry on if they maintain the initiative by NOT rolling a 1. The stunt pool dice is 'built up' during the phase to give a better chance in combat. The down side is the more they do the more tired/out of breath they get and the more chance there is of losing the initiative or having a mishap.
She made it and then sprang onto the next pile ...
Which she made but rolling a one meant her phase was over as she had lost the initiative. In games where a player has more actors the player can continue until 2 actors have failed!
Never one to miss a bit of a fight the guard dog was activated and after 2 successful rolls charged in ...
Only to be kicked off!
The game report will carry on later ....







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