When a Hero encounters a consequence they wish to avoid, they can choose to resist. Resistance is always effective, either reducing the severity or completely avoiding the consequence. The player then makes a resistance roll to determine how much Gloom their Hero suffers as a result.
Resistance Attributes:
- Cunning: For consequences from deception or trickery.
- Wisdom: For consequences from knowledge or misunderstanding.
- Grace: For consequences related to social standing or composure.
- Valour: For consequences from horror or willpower.
- Agility: For consequences related to speed, dexterity, or balance.
- Brawn: For consequences from physical strain or endurance.
Gloom Calculation: Heroes suffer 6 Gloom minus the highest die result from the resistance roll. For example, a roll of 4 results in 2 Gloom, while a 6 results in no Gloom. Rolling a Critical (multiple 6s) also clears 1 Gloom.
Effect of Resistance: Typically, a resistance roll reduces the severity of a consequence. For example, a severe consequence might be downgraded to major, or fewer ticks are added to a progress clock.
Narrator’s Role: The Narrator decides if a consequence is reduced or completely avoided, setting the tone for the game. They may also present multiple consequences, allowing the player to choose which ones to resist, making separate rolls for each.
Armour
Armour serves as a buffer against injuries, providing Armour ticks equal to its Load. When injured, a Hero can spend an Armour tick to reduce the severity of the wound (e.g., downgrading a debility to a wound, or a wound to shock). Armour ticks do not replenish until Downtime, reflecting the need for repair and maintenance.
