Confidence Points

There are several options for how to invoke the use of Confidence Points. A character may spend as many as they have available, though they are often temporarily lost. When a Confidence point is spent, it will be either lost for the duration of the current Scene (a battle, negotiation, search, day's march, etc), current Story (should be obvious, though if stories overlap its use is at the Storyguide's discretion), or Permanently. Permanently lost confidence may only be regained through a story event (particularly redeeming actions of the defeated character).

Using Multiple Dice (3rd Edition Rules)

Before an intended action, you state how many confidence points you wish to spend on the effort. Then, roll for the attempt as per normal, but roll one additional dice for each confidence point invested in the effort. Use the dice with the best possible result for your score. However, if any of the dice come up zero, you must check for a botch on that dice (which if it occurs, takes precedence). The confidence point(s) invested are lost for the duration of the Scene. However, if you fail the attempt despite the use of the extra (confidence) dice, you lose the confidence point(s) for the duration of the current Story. If you botch the attempt, you lose the confidence point(s) permanently. You may also never spend more confidence toward an action than you have score in that skill.

Averting Impending Disaster

A confidence point can also be spent to reduce the number of botch dice that must be rolled if the intial roll was zero (roll one less botch dice for each confidence point spent). If this is done, it must be done before you know how many botch dice there will be. Also, this confidence point is lost for the rest of the Story.


This page last modified 8/16/97.

Comments to madirishman@mad-irishman.net

Return to the Rabenstein home page