Difference between revisions of "Mettle"

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Typically used with: '''Courage'''.
 
Typically used with: '''Courage'''.
  
In short: "what curse?".  Mettle is a measure of temerity, fortitude, and rebellion of spirit.  Mettle checks are called upon in opposition to curses and supernatural attacks. A better way to think of this skill is Guard of the spirit; a tangible supernatural toughness.
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In short: "what curse?".  Mettle is a measure of temerity, fortitude, and rebellion of spirit.  Mettle checks are called upon in opposition to curses and supernatural harm. A better way to think of this skill is Guard of the spirit; a tangible supernatural toughness.
  
{{section|Resisting Damage|}}
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{{section|Repelling the Supernatural|}}
There exist spectral monsters whose vile touch can pass straight through your armor and disrupt your very life force. Creatures that have gained the ''incorporeal'' condition are able to penetrate solid objects, but only some can suck the life from you with a touch. When confronted with one of these wraiths, you must make a Dodge check to avoid their reach. If you can't avoid the attack, make a Mettle check. Your opponent makes a Might check.  
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You can make a Mettle check to stave off a supernatural assault on your being. Many such hazards lie along the road to adventure: ancient curses, ki manipulation, spirit possessions, and corrupting jewelry forged by evil entities. The more irresistible the harm, the higher the DL.
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The [[Hands of Fate]] special power describes a killing touch which is opposed by a Mettle check (see ''[[Book:Special Powers|Chapter 9: Special Powers]]''). If the killing touch lands and damage is dealt, you must make a Mettle check against a DL of 5 plus the amount of damage you took. If you fail this check, you die instantly.
  
 
{{section|Resisting Spells|}}
 
{{section|Resisting Spells|}}
Certain spells can be overcome with a Mettle check, for instance [[Steal Strength]] and [[Inflict Pain]]. In this case, [[Magic Defense]] can be added to your Mettle check.
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Most ''[[:Category:Stygian-essence Spells|stygian]]'' spells can be overcome with a Mettle check, for instance [[Steal Strength]] and [[Inflict Pain]]. In this case, you may add any points in [[Magic Defense]] to this roll. The mage makes a [[Casting Roll]]. You make a Mettle check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.
  
 
[[Category:Skills]]
 
[[Category:Skills]]

Latest revision as of 20:00, 24 July 2019

Typically used with: Courage.

In short: "what curse?". Mettle is a measure of temerity, fortitude, and rebellion of spirit. Mettle checks are called upon in opposition to curses and supernatural harm. A better way to think of this skill is Guard of the spirit; a tangible supernatural toughness.

Repelling the Supernatural

You can make a Mettle check to stave off a supernatural assault on your being. Many such hazards lie along the road to adventure: ancient curses, ki manipulation, spirit possessions, and corrupting jewelry forged by evil entities. The more irresistible the harm, the higher the DL.

The Hands of Fate special power describes a killing touch which is opposed by a Mettle check (see Chapter 9: Special Powers). If the killing touch lands and damage is dealt, you must make a Mettle check against a DL of 5 plus the amount of damage you took. If you fail this check, you die instantly.

Resisting Spells

Most stygian spells can be overcome with a Mettle check, for instance Steal Strength and Inflict Pain. In this case, you may add any points in Magic Defense to this roll. The mage makes a Casting Roll. You make a Mettle check. If your result meets or exceeds the Casting Roll, you elude the effects of the spell.