|Artwork © 2008 Jeff Freels, used with permission|
Resistance and Stability are both blank when you start play.
Resistance is tied to your Constitution and will come into play when and if required to make a saving roll (SR) against a possible infection of any kind (disease, zombification, vampirism). The SR can be either rolled by the player or by the GM, whatever is preferred. The actual level of SR that is needed to be successful should be kept a secret so that there could be some doubt as to whether or not the delver was successful with the roll. I would prefer to let the character make the roll. She would be able to know if she has a 'good feeling' or not based on the roll that is made.Regardless if successful or not, the player gives herself a mark in the resistance box.
Any marks in the Resistance box should be considered a positive modifier on any Resistance rolls in the future. This would be added to the roll like you would for a Talent. The character may be lucky, or just be naturally immune to whatever crazy stuff is going on around them.
Stability is tied to your Guts and will come into play when and if required to make a SR using the Guts attribute (any situation that could cause a fear effect like running away, vomiting, or freezing.in place). A mark should be made in the box anytime such a roll should fail.
Any marks in the Stability box should be considered a negative modifier to any Guts rolls in the future. This would be added to the roll like you would for a Talent. The character has a growing yellow streak and may not be very dependable in such stressful events.
Copyright © 2012, Jerry Teleha