Mettle

Also called: Mettle Pool

Mechanic resourcereactionscore-mechanic

Definition: A character's reserve of focus, grit, and desperate will. Pool size equals (SAVVY + GRIT) ÷ 2, rounded up. Spent on Reactions, rerolls, and Desperation. Refreshes fully at the start of each session, and partially through the Ember, a Full Rest, or a Critical Success.

Mettle is what you spend when normal effort isn’t enough: when you need to dodge a bullet you didn’t see coming, push through a failed fear check, or take a hit meant for your friend. It represents the deep reserves of focus and stubborn endurance that you can call upon in crisis.

Mettle Pool = (SAVVY + GRIT) ÷ 2, rounded up.

SAVVY contributes your situational awareness: noticing threats and opportunities. GRIT contributes your stubborn endurance: refusing to go down.

Refresh:

  • Start of Session: Full refresh.
  • The Ember: +2 Mettle when you Spark a Memory this way.
  • Camp (Full Rest): +1 if you eat and sleep.
  • Critical Success: May regain 1 Mettle.
  • Strain ≥ ½ Cap (Fatigued or worse): No refresh: exhaustion blocks the Mettle restoration.

Spending:

ActionCostEffectTiming
Dive1Use Take Cover outside your turnBefore a Ranged attack rolls
Dodge1Add your QUICK rank to DefenseBefore a Melee attack rolls
Parry1Add your Melee Skill rank to DefenseBefore a Melee attack rolls
Steel1Reroll a failed Willpower/Fear checkImmediately after failing
Intercept1Take a hit meant for an adjacent allyWhen ally is hit, before damage
Push1Reroll one die in your poolAfter rolling; must keep new result
Desperation2Enable Exploding 8s for this rollBefore rolling

Reaction Limit: Only one Reaction (Dive, Dodge, Parry, Intercept) between your turns. Push, Steel, and Desperation are not Reactions and don’t count against this limit.

Mettle is the Frontier’s currency of agency: the system’s answer to “the dice don’t always have to win.”