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Chapter 5: Resistance [ | Resist Rules | Stun | Distraction | Magic | Knockout/Death | Poison | Primal Nature | ]
Resistance
There are times in the game where a particular event may have some effect on your character, but it's not quite damage and it wouldn't
be a penalty to any of your rolls. Instead, the event somehow affects your character's mental and/or physical state. It may be drugs,
magic, blood loss, or sheer emotional torture; whatever the event is, your character needs to fight back. In order to fight off these
sustained events, you will try to "resist" the effects. That's where the idea of Resistance comes in. Resistance is meant to determine
your character's "reactions" to external factors and events. Use stat checks if you want to see your character perform their own actions.
In order to make a Resist roll, you'll need percentile dice. In other words, roll a high D10 and a low D10. Literally put the numbers
together (1+1 is not 2, but 11). The general rule of thumb is to choose two differently coloured D10s or to consider that the furthest
away from you after the roll is the high number. The number put together is a number between 00-99 (00 is low).
If you roll a 00, it is considered a critical success and you succeed even if it may not have been possible for you before. Also, your
GM may be nice and give you some bonuses or let you fight off the effects even better than you would have normally.
If you roll a 99, it is considered a critical failure and you fail even if it wasn't possible for you before. The effects may be comical
or disastrous, depending on the tastes of your GM.
When the GM asks you to make a resist roll, look at your appropriate resist that he asks for. What you're trying to do is match or roll
lower than the number stated on your character sheet (minus any penalties the GM throws at you).
There are 6 different kinds of events that can be resisted. You can roll to resist Stunning effects on your character from incoming attacks. You can
try to resist awkward or annoying distractions in order to perform your skills or abilities (Resist Distraction).
You will Resist Magic if there is a magical spell trying to take ahold of you (the spells will list if they can be resisted this
way or not, some simply do direct damage). You will Resist Knockout/Death if you are hit with blinding pain or some other disastrous
injury. You will Resist Poison to try and fight off the effects of gases, toxins, and any other hazardous materials. And last but not
least, you will Resist Primal Nature in order to keep your emotions and/or instincts in check. All of them are described in their own
section.
All of your Resists begin at 50%. Put that down directly on the character sheet; you may receive bonuses to these Resists from their
supporting stats or from other areas.
- Distraction (Intelligence)
- Stun (Agility)
- Magic (Wisdom)
- Primal Nature (Wisdom)
- Knockout/Death (Stamina)
- Poison (Fortitude)
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