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Voyages Of The Blue Rosie
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==='''Ability Test''' = '''3D6 + Ability + Focus'''=== It's ''always'' 3D6 when it comes to doing any Ability Tests, and you can ''only use one Focus'' (which is +2) per Test. ROLL HIGH! ''Doubles'' rolled (on some type of tests) creates '''''Stunt Points''''', which allows you to pull off various special moves or do special stuff. :) Two of the dice should be one color, and the third a different color. The third one is called a '''''Drama Die''''', which does different things, like showing how many Stunt Points (SP) you get from the doubles, and providing the degrees of success, and even breaking any ties. '''Basic Test Difficulty''': 7 = Routine 9 = Easy 11 = Average 13 = Challenging 15 = Hard 17 = Formidable 19 = Imposing 21 = Nigh Impossible '''Conviction Points''': Points that give PCs some different beneficial actions or allow rerolls. Everyone will have three Conviction Points at Level 1, and gain 1 CP every two levels (ie. 3, 5, etc). CP are useful for automatic resist against corruption, gives options for rerolls and other actions (see Blue Rose AGE, pg. 16). CP is regained by following Fate or Destiny of the character, making progress on the character’s goals, or passing a milestone. I would refill Conviction Points at end of quests or at my discretion, whenever.
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