Confidence
Synopsis
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, 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.
- Players may not spend more Confidence Points than the character's Confidence Score at a time.
- 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