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A Fading Suns/True20 game
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<blockquote data-quote="Relique du Madde" data-source="post: 3653708" data-attributes="member: 42169"><p>Amazing Save - Pick one save (Fort, Ref, or Will). You get roll two dice when making the save and you keep the best roll. You can use a conviction point to re-roll one dice and you compare the result to the previous two results and then use the better of the three.</p><p></p><p>Common Sense - The narrator warns you when ever you are going to do something stupid or foolish. It doesn't use conviction and it is out of your control.</p><p></p><p>Extraordinary effort -Spend a conviction point when doing extra effort and you get two benefits instead of one. Choosing the same benefit twice increases the effectiveness by +50%, giving +3 bonus to a check, or tripling your carrying compasity or movement speed.</p><p>Will power benefits allow you to make two additional saves rolls instead of one. You still suffer from fatigue.</p><p></p><p>Higher guidance - You can spend a conviction point and ask the narrator ANY question directly and get a truthful answer. The narrator may choose not to answer the question, if so then you get the conviction point back. </p><p></p><p>Higher purpose - You serve a higher purpose. When faced with a challenge relating to that purpose you can spend a conviction point to gain two feats or a single power (with a power progression equal to your total level). The feats/power are chosen at 1st level and can not be changed. You lose this core ability if you abandon the purpose, and the purpose can not be changed.</p><p></p><p>Fearless - you are immune to fear causing effects (including supernatural powers) unless the user's level is at least four greater then yours. You can spend a conviction to remove fear induced condition from an ally and standing up to the source of the fear.</p><p></p><p>ultimate Trait - Choose an ability, skill or saving throw. Spend a conviction point and automatically treat your roll as a 20 (but not a natural 20). Ultimate trait does not improve skill rolls based on an Ability score.</p></blockquote><p></p>
[QUOTE="Relique du Madde, post: 3653708, member: 42169"] Amazing Save - Pick one save (Fort, Ref, or Will). You get roll two dice when making the save and you keep the best roll. You can use a conviction point to re-roll one dice and you compare the result to the previous two results and then use the better of the three. Common Sense - The narrator warns you when ever you are going to do something stupid or foolish. It doesn't use conviction and it is out of your control. Extraordinary effort -Spend a conviction point when doing extra effort and you get two benefits instead of one. Choosing the same benefit twice increases the effectiveness by +50%, giving +3 bonus to a check, or tripling your carrying compasity or movement speed. Will power benefits allow you to make two additional saves rolls instead of one. You still suffer from fatigue. Higher guidance - You can spend a conviction point and ask the narrator ANY question directly and get a truthful answer. The narrator may choose not to answer the question, if so then you get the conviction point back. Higher purpose - You serve a higher purpose. When faced with a challenge relating to that purpose you can spend a conviction point to gain two feats or a single power (with a power progression equal to your total level). The feats/power are chosen at 1st level and can not be changed. You lose this core ability if you abandon the purpose, and the purpose can not be changed. Fearless - you are immune to fear causing effects (including supernatural powers) unless the user's level is at least four greater then yours. You can spend a conviction to remove fear induced condition from an ally and standing up to the source of the fear. ultimate Trait - Choose an ability, skill or saving throw. Spend a conviction point and automatically treat your roll as a 20 (but not a natural 20). Ultimate trait does not improve skill rolls based on an Ability score. [/QUOTE]
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