METTLE Core update 1.6!


I almost hate to do this only a few weeks after my latest revision but here we are. This version I am also sending in for print proofing. I'll check out how the print looks and then see if I can finalize it. Apologies to all who have waited so long for that.

Online SRD

Added a link to the online System Reference Document on page 2.

https://planariangames.github.io/mettlecore/

Free Move & Movement

I had to change this to not give another free move, but to let them move freely as long as no Check was required to get past an obstacle. This simplifies things greatly, as the original free move rule was confusing - people weren't sure when they had one in relation to an obstacle. Now they just don't. It is mostly identical to the Movement rules in Fate Condensed. 

The Move Action was also clarified to account for this, with distinctions between obstacles, climbing, hazards, and traps.

Combat Twists

Added a helpful and specific table for how to handle Twists during combat, when they cause more arguments. This is right after the Attack Action, on page 44.

Die modifiers apply after Splits

Makes the rule consistent and easy to remember. Split Actions can now be quite good if you have a healthy bonus or use a Mettle Surge.

Aid now spreads Edge healing over a week instead of being instant.

Prevents being wounded and aided multiple times in a row being a benefit.

Afflictions now lower max Mettle instead of doing regular damage.

Makes poisons and disease feel special. The prior fix of not being able to rally out of poison or affliction damage made it hard to model genre conventions where heroes could withstand poison or disease at first.

Burst Weapons

Burst weapons face another change. This time, they just grant an extra hit for every 5 ammo and 1 Edge. Damage is the same for each hit before Soak, minus the Edge spent to Burst. This means you don't have to Check more than once, just spending Edge to lay on extra hits. This plays really fast, which is amazing as autofire in most games takes forever.

As the ammo is spent after the Check, I did run into a criticism that you can't get a situation where someone just sprays bullets and hits nothing. However, you can actually do it with a Twist (Waste Ammo). You could also just make your players declare ammo spent before the Check, but that is up to you.

Weapons

I gave firearms a +1D bonus because let's not pretend they aren't more accurate. It also lets one adjust Hit and DM for different calibers without dipping into the negatives. For example a light pistol gets +1D hit but -1 DM, a heavy pistol loses 1D hit and gains 1 DM. There is now a kind of a tradeoff and everything doesn't just depend on which gun is biggest.

Accidentally mixed up default ammo for generic pistols (9) and revolvers (6). Derp!

Added ammo capacity for shotguns, tasers, slings, and stun guns, clarified that the 12 ammo for the bow implied the quiver.

Appendix

Added a photocopy page for character cards and downtime vouchers.

Files

METTLE_Core.pdf 7 MB
Aug 13, 2023

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