![]() If you succeed, the GM may either make you aware of some battlefield situation that has so far escaped your notice, or give you a +1 bonus to the next test you make. Make a TN 11 Perception test with the focus of your choice. Stay Aware: You take a moment to make sure you’re mindful of everything that’s happening around you. Rapid Reload: You can immediately reload a missile weapon. Skirmish: You can move yourself or the target of your attack 2 yards in any direction for each 1 SP you spend. So, if you rolled doubles successfully hitting an enemy with a sword and your 3d6 came 4, 5, and a special die of 4, you’d gain 4 SP to spend on a combat stunts table, like the following: Combat Stunts You spend stunt points on stunts, selected from a table according to what you were doing or the situation you were in. If you succeed and roll “doubles,” where any two of your three dice (this may or may not include your special die) have the same number on their face (double 1s, double 6es, and any matches between), you gain stunt points equal to the number on your special die. One way of gaining and using stunt points common to all AGE games is the following: One of AGE’s distinctive features is the use of stunts: bonus benefits and special moves you can take by spending a special resource called stunt points, or SP. If you got a 6, you might have scrambled all the way up-but if you got a 1, the GM might say you barely succeeded, and might let one guard from the throng try to hit or grab you. You make it halfway up the rope before the guards catch up. If you got 3, as in the example above, that’s a solid, middle of the road success. ![]() If you didn’t get matching face numbers, your special die (called a Drama Die, Stunt Die, Dragon Die, or something else depending on the game) measures how well you succeeded.For example, if your 3d6 roll of 11 + 5 from the last step involved the 6-sided dice rolling 4, 4, and a 3 on the special die, you gain 3 stunt points. You can spend these on stunts, explained in Stunts and a Special Die. If the face number on any two of your dice is the same (you rolled “doubles”), you usually gain stunt points equal to the number on your special die.If your total is 15 or higher, your character succeeded! For instance, if we use the sample modifiers of Strength 3 (+3) and the Climbing focus (+2), rolling 11 on 3d6 + 3 + 2 = 16, which is a success. Compare the 3d6 + ability + focus roll to the target number (written as TN) of 15.(Focuses are almost always used with the same ability all the time.) Add +2 for the Climbing focus-AGE books write that as (Climbing) beside the ability it is used with.If your character has a Strength of 3 (a high score for a new character) you would add +3. Fortunately, you left a rope you climbed down, and can use it to escape-but you must do it fast enough to outrun the club-swinging guards behind you! The Game Master asks you to make a TN 15 Strength (Climbing) test. There are a few variations on this game system, used for special situations, but they all involve versions of this process, called making or rolling a test.Įxample-Dashing Up a Rope: Let’s say your character is running from angry guards because you’re somewhere they don’t think you’re supposed to be. Whether or not you get any matches, the special die measures how well you do-higher is better-assuming you succeeded at all.If you succeeded and any two of the three dice you rolled have matching numbers on the face (“doubles”), such as two 3s or two 5s, you might generate stunt points (abbreviated as SP) to spend on stunts.If your roll with modifiers is equal to or greater than the TN, you succeed! If not? Either try again or try something new-you haven’t prevailed yet!.Compare the result to a target number-TN for short.See Your AGE Character for more about these. Another bonus is your character’s focus, which is almost always +2. One bonus (rarely a penalty) is your character’s ability score. This is a special die in the system, called a Stunt, Drama, or Dragon Die in various AGE games. One of them needs to be visually distinct from the rest. Roll three six-sided dice (usually abbreviated as 3d6).No matter the game, AGE’s core mechanic remains the same.
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