Guts

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Typically used with Courage.

In short: be brave. When danger rears its ugly head(s), some fight, some take flight, and some pee their pants. Guts checks are called for when a creature or situation is particularly terrifying. Situations like encountering a towering monster which could swallow people whole, facing off single-handedly against an army, or overcoming the object of a character's phobia in order to move forward are terrifying. If the fear is magical in nature, characters can add Magic Defense to their rolls.

Fear, or terror, is different from horror in that terror is usually acute and short-lived and once the object of the terror has passed, the character continues on as normal. The effects of something horrifying, on the other hand, affects a character's notions of reality and can be felt for days, years, or a lifetime. The Sanity Skill is used to deal with horrifying situations.

Guts checks are also used to oppose attempts to Intimidate or demoralize.

Difficulty

Example DL
Public speaking 10
Sticking your arm into a nest of spiders to disarm a trap (really scary spiders) 15
Standing firm against a horde of ghosts. 20
Charging into battle against a fire-breathing, tentacle-armed, hundreds-foot-tall, many-headed beast rampaging through the city. 30

Opposed Rolls

Guts checks are used versus Intimidate checks. They are also used against some Magic Spells and similar effects.

Retry

Guts attempts may be retried in some situations if the GM allows, and only when the fear is a continuing nuisance Guts checks to resist Intimidation during combat cannot be retried without the expenditure of a fate point.