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You drink an Experimental Evasion Potion. Roll 2d6. On a 2, lose 1 point of Maximum Evasion! From 3 to 6, decrease your Evasion roll by 1d6 and regain 1 point of Dexterity. On a 7, the escape was only too literal… Lose 1 on all your rolls based on your ability scores until you reach water (outside the combat section) or until you reach a Rest, where you will spend 1 additional Coin to have your clothes cleaned… From 8 to 11, increase your Evasion roll by 1d6 and lose 1 Evasion point. On a 12, roll one die, and if you roll an odd number, increase your Maximum Evasion by 1; if you roll an even number, regain all your Evasion and increase your roll by 1d6.

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