Discipline

(Resist Charm, Resist Intimidation, Resist Fear, Resist the Shadow, Resist Torture, Leadership)

Discipline represents a character’s mental fortitude and strength of will, built upon their natural Internal Endurance. It’s used to resist various forms of external manipulation and control, endure emotional and physical trials, and lead others through challenging circumstances.

Resist Charm

Resist Charm is used when a character is the target of attempts to alter their behavior, perceptions, or emotions through persuasive or magical means. This can include someone trying to sway them with flattery, magical compulsion, or supernatural influence.

Opposed Test: Discipline vs. Persuasion (or against the magical effect’s DTN)

Circumstance Modifier
If the character has encountered the charm source before and successfully resisted it (flip+1)
If the charm is accompanied by powerful magical or supernatural influences (flip-1)

Example Situations:

  • A courtier tries to charm a character into agreeing to a bad deal: Opposed against the courtier’s Persuasion.
  • A siren uses her song to magically compel the character to come closer: Opposed against the siren’s Magic DTN.

Resist Intimidation

Resist Intimidation is employed when a character is subjected to threats, coercion, or bullying. This might be a physical threat, verbal abuse, or an intimidating presence.

Opposed Test: Discipline vs. Intimidation

Circumstance Modifier
If the character has faced similar threats before and remained unshaken (flip+1)
If the intimidator is physically imposing, such as a towering figure or someone with a terrifying reputation (flip-1)

Example Situations:

  • A bandit leader tries to cow a character into surrendering without a fight: Opposed against the bandit leader’s Intimidation.
  • An interrogator attempts to scare a prisoner into revealing secrets: Opposed against the interrogator’s Intimidation

Resist Fear

Resist Fear is utilized when a character faces terrifying situations, such as encountering a monstrous creature, experiencing a supernatural event, or being in a perilous situation that might cause them to flee or freeze up.

Unopposed Test: Discipline vs. DTN

Source of Fear Difficulty
Minor Threat (e.g., a low-level monster) Easy (9+)
Moderate Threat (e.g., a powerful monster) Average (12+)
Major Threat (e.g., an otherworldly entity) Hard (15+)
Terrifying Threat (e.g., a legendary monster) Very Hard (18+)

Other modifiers could come into play:

Circumstance Modifier
Favorable/Unfavorable Environment (flip+1) or (flip-1)
Terrifying Reputation of the Source (flip-1)

Leadership

Leadership represents a character’s ability to inspire and motivate others, whether in battle, during a crisis, or through difficult decisions. It’s often used to help others resist fear, stay focused, or act cohesively as a group.

Unopposed Test: Discipline vs. DTN

Situation Difficulty
Calming Fear (e.g., rallying troops in battle) Average (12+)
Inspiring Action (e.g., urging an exhausted group to press on) Hard (15+)
Overcoming Despair (e.g., giving hope after a devastating loss) Very Hard (18+)

There may be circumstances that work for or against a Leadership check:

Circumstance Modifier
If the character has a deep bond with those they are leading (flip+1)
If the situation is dire or morale is particularly low (flip-1)

Example Situations:

  • A character rallies soldiers to make a final stand: Hard (15+)
  • The character inspires a town to defend itself against an impending attack: Average (12+).