Confidence: Difference between revisions

From Project: Redcap
(If we're going to keep this, then one page for confidence, confidence points, and confidence score. Removed synopsis section so beginning is lead, with explanation of points v. score, and pnts and score each bolded. Other format changes.)
(Added cats ArM3-5 and jargon. Also, in last edit, removed confidence score and confidence points from see also section.)
Line 13: Line 13:
==  Legacy Page  ==
==  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:Jargon]]
[[Category:Rules]]
[[Category:Rules]]

Revision as of 20:58, 15 June 2013

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; [[grog}grogs]] don't.
  • Confidence can usually not be spent on long-term events, such as lab activities.

References

See also

Legacy Page

The history of this page before August 6, 2010 is archived at Legacy:confidence