Discipline
The Discipline skill is a Core skill every character receives in their starting package. A character’s Discipline skill represents their general ability to control their thoughts or actions and push through mental strain. Characters with high Discipline typically are not easily manipulated and have a strong willpower.
Discipline covers several mental abilities such as: recalling foggy memories, resisting addiction, keeping one’s focus on their current task, and hiding one’s emotions or resisting emotional manipulation like intimidation.
Skill Levels
Apprentice 1-25
Characters demonstrate weak willpower and often require external support to exhibit control over their desires, impulses or emotions. They can be distracted easily and may often lose their thoughts to tangents.
Journeyman 26-50
Now a character is able to focus on a task with only a gentle reminder, either from themself or from another. Physical pain still breaks their focus more often than not. Several of their emotions are able to be suppressed for a short duration, but some are still beyond their ability to control even for a few seconds (i.e. laughter, anger, crying, etc.). They can recall some details of vague dreams for a day or two. Addictions, whether they’re old or new, are difficult to resist for more than a day. And they have enough Discipline resist generic intimidations like aggressive body language.
Expert 51-75
A character’s willpower has reached an impressive level, allowing them to maintain focus on a task even through intense stimulation or moderate pain. They are able to maintain their composure through their emotions long enough to get somewhere private before letting it out. Addictions are able to be resisted for several days or even weeks if needed. Foggy memories can be partially recalled with a gentle reminder followed by some focus. A character is now able to resist intimidations from average people and strangers, but have a difficult time resisting being intimidated by great dangers or people of higher authority.
Master 76-100
Masters appear to have an indomitable will and an impressive ability to focus. Their attention is nearly impossible to break except by the most extreme of pain. Any emotion they are unable to suppress is barely noticeable, and is usually just a crack in their composure. Addictions, whether old or new, can be resisted even during moments of weakness. With some focus, the character is capable of recalling a good portion of a foggy memory. Intimidation only tends to work if someone exploits the character’s greatest weakness.
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