<span class="bbc_size" style="font-size: 18pt;"><span class="bbc_u">Action Dice</span></span>(p. 62)<br/><br/><strong>1. BOOST A DIE ROLL</strong><br/>A character may spend 1 action die to boost each attack check,<br/>skill check, Knowledge check, or saving throw he makes. He may<br/>also spend 1 action die to boost each of his lethal, stress, or subdual<br/>damage results. The choice to boost may be made after the dice<br/>are rolled, so long as the outcome has not yet been described.<br/>When boosting, an action die “explodes” when it rolls the<br/>highest natural number possible (e.g. a 4 on a d4). The player<br/>rolls the action die again, adding the new result to the previous<br/>one. An action die may explode multiple times, resulting in an<br/>extremely high boost.<br/><br/>Example: Brungil rolls a 4 on a d4 action die. He rolls it again,<br/>getting a 4, and a third time getting a 2. The total boost is 10.<br/><br/>An action die may only be spent to boost a check or result<br/>when dice are rolled. Thus, a character may not boost a skill<br/>check when he takes 10 or 20.<br/><br/><strong>2. BOOST YOUR DEFENSE</strong><br/>At the start of any combat round, a character may spend<br/>1 action die to boost his Defense by 2 for a number of rounds<br/>equal to the die’s result. This action die may explode as described<br/>in Option 1. A character may only benefit from one action die<br/>boost to Defense at any time and the result of a new die spent to<br/>boost Defense replaces the old one, even if it’s lower.<br/><br/><strong>3. ACTIVATE A THREAT</strong><br/>When a character scores a threat with an attack or skill<br/>check, he may spend 1 or more action dice to activate it as a<br/>critical hit or success (see pages 207 and 65, respectively). The<br/>choice to activate must be made before additional (e.g. damage)<br/>dice are rolled and/or the outcome is described.<br/><br/><strong>4. ACTIVATE AN OPPONENT’S ERROR</strong><br/>When an opponent within a character’s line of sight suffers<br/>an error with an attack or skill check, the character may spend 1<br/>or more action dice to activate it as a critical miss or failure (see<br/>pages 208 and 65). The choice to activate must be made before<br/>additional dice are rolled and/or the outcome is described.<br/><strong><br/>5. HEAL YOUR CHARACTER</strong><br/>This option is covered in Chapter 5: Combat (see page 212).<br/><br/><br/><br/>