Resilience

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Typically used with: Self-Control.

In short: body control. Resilience is a measure of a character's inner fortitude, the ability to shrug off magic which distorts a target's body. Any supernatural phenomenon which alters a character's physical being is opposed by a Resilience check: teleportation, shapeshifting, petrification, disintegration, or psychokinetic clothing removal.

Teleporting

For those who have unlocked their spiritual potential and gained the Teleport special power, Resilience can be used to instantaneously transport yourself (and possibly others) to another location. See Chapter 9: Special Powers for more information.

Resisting Teleportation

You must also make a Resilience check when someone uses this special power to teleport away with you in tow (and you want to stay put). If your Resilience check meets or exceeds theirs, you remain where you are as the other character vanishes.

Avoiding Transformation

You can use Resilience to shrug off those phenomenon that mutate your body into something else. For instance, the Therianthrope special power calls for a Resilience check to keep your human form. The harder it is to resist the transformation, the higher the DL.

Your GM can serve up all kinds of wild events that would call for this: a mad scientist's ray of disintegration, a mysterious bottled solution that shrinks you to minuscule proportions, or an alien symbiote that's slowly repurposing your body.

Resisting Spells

Many mutative spells and transportive spells can be avoided with a Resilience check, for instance Banish and Petrify. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Resilience check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.