So I’m still musing my way threw bits here ,but I got a picture to help everyone get up to pace with my design thought atm.
Here is the basic paths I think that the dice can take in the game.

So now , I have to consider how I want the dice to act both while they flow, and when they get to vitals.
First character creation atm is basically assigning dice into catagories (Assets, Training, and Gear) . I like this for a couple of reasons because its both fast and allows the same character to be different at multible times (depending upon what they are prepared to do, and what the player wants to accomplish) which I think in a Jack of all trades business like spies works perfectly.
Secondly we have Player Based Problem Solving. As obstacles come up , the Players are expected to solve the obstacles or problems by throwing dice at it. I’m still not solid on how exactly the dice are going to work at this point, I’m thinking likely it will literally be as simple as moving a dice from say assets to vitals (althought there may be an elite version including some sort of rolling or roll off if multible PC’s or BBEG’s are involved.)
Thirdly we have Gm based Opputunities, where the Gm in his or her infinite wisdom introduces a new asset, training, or gear to the PC’s and that is represented by giving them dice. This section here is pretty directly tied into my concept of Karma because in my mind the dice for the gm to give out as they see fit, also includes any unused dice from character creation , essentailly giving the players a way to tell the gm they want some good useful stuff to come up in play for taking less dice immediately .
So as you can see, Dice will be moving arround, Atm I’m kinda planning only d6′s because ordering a pound of d6′s online is fun, and its the most common and easily accessible dice.
But the pressing element of design I really got to figure out at the moment is as subtitled here
What to do with Vital Dice
So over the course of the game, Dice will be filtering in the Vital Stats, but I haven’t really addressed what to do with them. I know that I want them to be used dramatically to limit the player. Ie when your picking off mooks they shouldn’t matter, but when you finally lie steal and cheat your way to the church tower to take out JFK, I want the Blood Dripping from your wounds, The Lies and Deceptions you told to get there, The Shakey footing from the ledge, and the Pain from the combat to matter.
How I do that both in a fun and dramatic way is up to debate.
First, I can help ensure Fun by removing super penalities. A super penalty is a penalty that not only punishes you, but one that removes you from the game in some way. For example, in my original conception of Stress or PainI would have knocked people unconcious. Not only is this perhaps not the most true to the Spy novel as it could be, its not very fun to be taken out of the game. This is of course contrasted with the need for effective and scary punishment. So Shock will likely kill you (as makes a lot of sense) but I’m still unsure if Pain should knock you out (which still makes alot of sense) and what exactly stress should do (unbalance seems pretty right on the money)
I can also ensure Dramatic by doing something that has kinda stuck with me in my writting and gming career. Unpredictibly Post poning the inevitible. Honestly most bits of an RPG are either threw system mastery or knowledge of your friends pretty predictible. You know that theirs some monsters in the cave or that the princess is really a doppleganger or whatnot. The real drama is not how but when. To that end I need to make Vitals both predictible and unpredictible.
So If you want to give me some helpful suggestions on how to handle Vital dice feel free here is knida where I am at now.
1> Vital Dice are kept long and rolled seldom. (when dramatically appropiate or whatnot)
2> You probably can’t spend Asset / Training / Gear dice to remove Vital Dice (I’m waivering on this one, and I would like your opinions, If I don’t allow it it seems to make Medicine a loser but If i do, it seems to make Vitals a loser. Perhaps some middle ground where Medicine allows rearrangement or helps with the checks but not the number of dice.
3> The Dice are probably going to be Rolled and the rolled again, If the second roll is tallies higher than the first its going to be ominous. (Their’s a lot of ways to get arround this exactly, I may roll for failures (lets say 1′s on a 6 sided dice) , I may tally total, they may be able to be skilled out or something you get the idea.
4> It seems likely that there will be a fixed effect for going over an established vital, I’m still waivering on how to do that exactly. Will it be a fixed and choosen effect, Will it just the fixed effect, I’m really leaning to the first and including some kind of status bar in addittion
So that’s it tune in tomarrow. FOR MORE THINKING, writting will probably be friday/Saturday