Confidence: Difference between revisions
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In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more '''Confidence Points''', up to a limit of the character's '''Confidence Score''', and gets a +3 bonus to the total of one [[die roll]] for each point spent. | |||
In situations of great peril, or simply to bolster the intended action, some characters can call upon their '''confidence'''. To do this the player spends one or more | |||
== Limits of Confidence == | == Limits of Confidence == | ||
* Only [[Magus|magi]] and [[companion|companions]] have Confidence; [[grog|grogs]] don't. | |||
* Only [[Magus|magi]] and [[companion]] | |||
* Confidence can usually not be spent on long-term events, such as lab activities. | * Confidence can usually not be spent on long-term events, such as lab activities. | ||
== References == | == References == | ||
* [[ArM5]], p. 19, 33. | * [[ArM5]], p. 19, 33. | ||
== See also == | == See also == | ||
* [[Self-Confident]] ([[Virtue]]) | |||
== Legacy Page == | |||
The history of this page before August 6, 2010 is archived at [[Legacy:confidence]] | The history of this page before August 6, 2010 is archived at [[Legacy:confidence]] | ||
[[Category:ArM3]] | |||
[[Category:ArM4]] | |||
[[Category:ArM5]] | |||
[[Category:Rules]] | [[Category:Rules]] | ||
Latest revision as of 17:08, 6 January 2014
In situations of great peril, or simply to bolster the intended action, some characters can call upon their confidence. To do this the player spends one or more Confidence Points, up to a limit of the character's Confidence Score, and gets a +3 bonus to the total of one die roll for each point spent.
Limits of Confidence
- Only magi and companions have Confidence; grogs don't.
- Confidence can usually not be spent on long-term events, such as lab activities.
References
- ArM5, p. 19, 33.
See also
Legacy Page
The history of this page before August 6, 2010 is archived at Legacy:confidence