TEXT: EONS MAGAZINE  | Resolve
  W
  HEN YOU ATTACK A CREATURE'S
  body, you reduce its HEALTH 
  score. When you attack its mind, 
  you instead reduce its RESOLVE score.
     RESOLVE is an optional rule which covers not 
  just horror, but all forms of mental and social 
  conflict. Mental damage is applied to a 
  creature's RESOLVE score, as are the verbal 
  thrusts and parry of social combat. The 
  RESOLVE score is reduced - just like HEALTH - 
  and when it reaches zero the target is 
  overwhelmed and is no longer able to act.
  When To Use RESOLVE
  RESOLVE is used in conjunction with MENTAL 
  DEFENSE in a variety of situations:
  •
  Intimidation
  •
  Persuasion
  •
  Haggling
  •
  Charming
  •
  Diplomacy
  •
  Bureaucracy
  •
  Psychic attacks
  •
  Witnessing horrors
  Just as HEALTH is an abstract pool representing 
  all manner of physical injury, poison, tiredness, 
  and so on, RESOLVE is an abstract pool 
  representing a variety of mental factors - sanity, 
  courage, stubbornness, and so on.
     Whether you are trying to intimidate a suspect 
  into cooperation, seduce a noble, or convince the 
  king to lend you troops, you attack the target's 
  RESOLVE using your CHARISMA or 
  REPUTATION attributes.
  HORROR, SANITY, & SOCIAL COMBAT
  writing Russ Morrissey 
  color art Savage Mojo
  This is a sample article from EONS, the official WOIN 
  magazine. These RESOLVE rules are entirely optional; 
  social combat mechanics are a divisive approach, and are not 
  suited to every group. Find EONS at woinrpg.com/eons/
  Russ Morrissey (order #9719286)
  
  Resolve |   EONS MAGAZINE
  Calculating RESOLVE
  RESOLVE is a derived statistic, just like 
  HEALTH. Roll your WIL dice pool and your 
  CHA dice pool and add them together. You can 
  also add the dice pool from one mental defense  
  skill, if you have one, as long as that skill is not 
  used to increase MENTAL DEFENSE. If the total 
  is less than 10, increase it to 10. This is your 
  normal, base RESOLVE score.
  Recovering RESOLVE
  RESOLVE is recovered in much the same way 
  HEALTH is. Once per day, roll a WIL dice pool 
  and recover that many RESOLVE points. This 
  score cannot, of course, exceed your base score.
     Additionally, any character can spend two 
  actions to give another creature within 30' a pep 
  talk. This is a Challenging [13] CHA check, or 
  Difficult [16] if the target is shaken. If successful, 
  the target regains 1d6 RESOLVE. A creature can 
  only benefit once per day from a pep talk.
  Base Mental Damage
  Just like your base natural damage, you have a 
  base mental damage score. This is equal to 1d6 
  plus the largest of:
  •
  The size of your CHA dice pool
  •
  The size of your REP dice pool
  •
  The size of a relevant skill dice pool, such as
  persuasion, intimidation, etc. Note that this
  means you might have more than one base
  mental damage score depending on the
  activity.
  Effects Of RESOLVE
  As RESOLVE is reduced, the following effects 
  take place.
     Shaken. When a creature is reduced to half its 
  base RESOLVE score, it is shaken. A monster's 
  stat block will indicate the shaken effects of a 
  mental attack. This is usually the stage at which 
  an NPC acquiesces to a PC's social or mental 
  attack.
     Overwhelmed. If the target's RESOLVE score 
  reaches zero, it is considered overwhelmed and is 
  no longer able to act. The creature might be 
  unconscious, insane, or unable to do no more 
  than freeze with fear.
  •
  Charm for charm-based attacks (persuasion,
  seduction, diplomacy, etc.)
  •
  Fear for intimidation-based attacks.
  Basic Mental Attack
  A basic mental attack is an attempt to intimidate, 
  persuade, or charm another creature.
     The basic mental attack is very simple and 
  requires two actions. Form a dice pool using the 
  largest of your CHA or REP scores, a relevant 
  skill, and equipment if appropriate. Using that 
  dice pool, make a mental attack against your 
  target. If you succeed, you reduce your target's 
  RESOLVE score by an amount equal to your base 
  mental damage roll. 
     The range increment of a basic mental attack is 
  equal to your CHA score. Mental attacks only 
  have one range increment. The target must be able 
  to hear/see and - where appropriate - understand 
  the attacker, or the attack cannot be made. The GM 
  will adjudicate whether or not a mental attack is 
  possible or appropriate.
  Critical Hits
  As always, triple-sixes on an attack roll result in a 
  critical hit. A critical hit pushes the target one 
  stage down a status track. The status track 
  depends on the attack or skill being used, but 
  generally it will be:
   Skills which attack RESOLVE include most 
  [social] skills, plus bureaucracy, hypnotism, and 
  interrogation.
  Basic mental attacks cannot reduce a creature 
  below half RESOLVE (shaken). To go lower than 
  this, specific exploits are required - you can't 
  just talk someone to death, tempting though it 
  might be!
  Russ Morrissey (order #9719286)
  
  EN W
  ONS MAGAZINE |  EResolve
  Character Sheet
  RESOLVE attacks are recorded on the character 
  sheet in much the same way that  physical 
  attacks are. List any significant social or mental 
  skills that you have. For example:
  Charm 5d6 (1d6+3 mental damage; range 6)
  Intimidate 6d6 (1d6+2 mental damage; range 5)
  Monsters
  Monsters may have similar attacks noted. For 
  example:
  Roar 8d6 (2d6 mental damage; 40' burst)
  Gibber 3d6 (1d6 mental damage; 60' burst)
  Some monsters, including undead and demons, 
  might have a continuous aura which does 
  mental damage. A cloaked rider's aura looks 
  like this:
  Fear aura. Cloaked riders have an aura of 
  chilling fear which radiates from them to a 
  distance of 40' in all directions. Those who enter 
  or begin their turn in the aura suffer a 3d6 
  mental attack or they take 2d6 mental damage; 
  when shaken, the target becomes apprehensive. 
  The aura also automatically inflicts 1d6 cold 
  damage to all creatures within 5' of the cloaked 
  rider.
  Note the reference to what happens when the 
  target is shaken (reduced to half RESOLVE). 
  Such conditions cannot be shaken off normally; 
  the victim's RESOLVE needs to be increased to 
  above half again so that he is no longer shaken.
  Horrifying Sights
  Some sights, sounds, scenes, creatures, or acts 
  might be so horrific that they weaken a character's 
  very resolve. Such a sight might manifest itself in-
  game like this:
  Tortuous battlefield. The scene which confronts 
  the PCs is enough to make the most stalwart 
  knight blanch. Tortured bodies, ripped limb from 
  limb, are spread across the hall. The stench of 
  death fills the air. The last agonized screams of the 
  dead seem to linger, just beyond the range of 
  hearing.  Anybody who sees this scene is subject 
  to a 5d6 mental attack which does 2d6 mental 
  damage.
  Alternatively, a creature or apparition might be 
  unsettling enough to chip away at a character's 
  sanity. The appearance of a ghost, the crazed 
  writings of an ancient diabolist, the whispered 
  murmurings in a haunted house.
  Russ Morrissey (order #9719286)
  
  Resolve  | | EONS MAGAZINE
  Average NPCs
  For reference here are the mental stats of some 
  common NPCs. These can be used when your PCs 
  are engaging with villagers or bartenders, etc. if you 
  need mental stats in a pinch.
  Civilian/Peasant
  INT 4 (2d6) WIL 4 (2d6)  CHA 4 (2d6)  REP 1 (1d6) 
  MENTAL DEFENSE 10
  RESOLVE 16
  BASE MENTAL DAMAGE 1d6+2
  Cop/Guard
  INT 8 (3d6) WIL 4 (2d6)  CHA 6 (3d6)  REP 1 (1d6) 
  MENTAL DEFENSE 14
  RESOLVE 20
  BASE MENTAL DAMAGE 1d6+3
  discipline 1 (1d6)
  Knight
  INT 6 (3d6) WIL 10 (4d6)  CHA 6 (3d6)  REP 3 (2d6) 
  MENTAL DEFENSE 23
  RESOLVE 36
  BASE MENTAL DAMAGE 1d6+3
  religion 3 (2d6), bravery 3 (2d6)
  Marine
  INT 8 (3d6) WIL 10 (4d6)  CHA 6 (3d6)   REP 1 (1d6) 
  MENTAL DEFENSE 21
  RESOLVE 36
  BASE MENTAL DAMAGE 1d6+3
  discipline 3 (2d6), bravery 3 (2d6)
  Noble
  INT 6 (3d6) WIL 4 (2d6)  CHA 6 (3d6)  REP 10 (4d6) 
  MENTAL DEFENSE 18
  RESOLVE 20
  BASE MENTAL DAMAGE 1d6+4
  rulership 3 (2d6)
  Monarch
  INT 6 (3d6) WIL 10 (4d6)  CHA 10 (4d6)  REP 15 (5d6) 
  MENTAL DEFENSE 28
  RESOLVE 32
  BASE MENTAL DAMAGE 1d6+5
  rulership 10 (4d6)
  Magical Attacks
  Enchantment spells can be used to attack a 
  target's RESOLVE in much the same way that 
  evocation spells can attack its HEALTH. The 
  following enhancement is available to 
  enchantment spells:
  Mental Damage. Cost 2 MP per 1d6 damage. 
  All enchantment spells deal a base of 1 point of 
  mental damage to all in the spell's area for 0 
  MP. This damage is increased by 1d6 for every 
  2 MP spent.
  Psionic attacks
  Psionic or psychic damage is applied to 
  RESOLVE.
  Mental Defense Skills
  It is important to ensure that a character has a 
  decent MENTAL DEFENSE, otherwise she will 
  be very vulnerable to mental attacks. MENTAL 
  DEFENSE is based on the highest of INT, CHA, 
  and WIL, plus a defensive skill as long as that 
  skill is not used to increase RESOLVE.
     The GM should ensure that NPCs and 
  monsters have appropriate mental defenses. 
  Semi-sentient creatures have good INT scores, 
  but rarely have strong skills to back them up. 
  Intelligent creatures, however, will frequently 
  have mental defensive skills such as:
  •
  Bravery
  •
  Concentration
  •
  Conviction
  •
  Discipline
  •
  Leadership
  •
  Meditation
  •
  Religion
  •
  Rulership
  All of the above skills can be used to increase 
  MENTAL DEFENSE or RESOLVE, at the 
  player's choice.  Taking two skills allows the 
  character to increase both.
  Russ Morrissey (order #9719286)
  
  Resolve |   EONS MAGAZINE
  Herbs & Drugs
  RESOLVE can benefit from certain herbs and 
  drugs in much the same way as HEALTH can. 
  In a fantasy setting, herbs are usually available; 
  in a future setting, drugs are preferred.
     Mood enhancer drugs are available in the core 
  rules. If these RESOLVE rules are in use, they 
  heal 1d6 RESOLVE. In fantasy settings, the 
  same effect is caused by a stew of the peppergrass 
  bean. These cost 25 gold coins or credits.
  Healing Magic
  The healing magical skill gains the following 
  new enhancement. The enchantment magical 
  skill also gains access to this enhancement.
     Soothe Mind. Cost 2 MP per 1d6 RESOLVE. 
  The spell cures 1d6 RESOLVE damage in 
  creatures at a rate of 1d6 RESOLVE for each 2 
  MP spent.
  Psionics
  The following new psionic exploit is added to 
  the Telepathy discipline.
     Psychic Reassurance (requires PSI 4). You 
  can physically touch your patient and cure 1d6 
  RESOLVE per 6 PP. 
  Careers
  The following careers gain access to the Inspiring 
  Words career exploit: Performer, Priest, Minstrel, 
  Squire.
     Inspiring words. When you give a pep talk, you 
  heal 3d6 RESOLVE instead of 1d6.
  Additionally, the Medic gains access to the 
  Soothing Manner career exploit:
     Soothing manner.  You can spend two actions to 
  heal an adjacent ally of 2d6 RESOLVE. Any given 
  ally can only benefit from this ability once per day.
  Universal Exploit
  The following new universal exploit is available to 
  any character who qualifies for it.
     Steely Resolve (requires WIL 6+). Once per day, 
  you may grit your teeth and spend an action to 
  recover 2d6 RESOLVE.
  The knight gains access to the Battle Cry career 
  exploit:
     Battle Cry. Raising your weapon or banner 
  high, you below a challenge. Allies within 30' of 
  you gain +1d6 RESOLVE. An ally can only 
  benefit from this exploit once per day.
  Cursed Items
  Some magical items are steeped in evil. These items can wear away at their owner's will, endeavoring to 
  bend their victim towards their own ends. Some do so slowly, chipping away at the owner's RESOLVE 
  little by little; others attempt to exert direct control in response to certain stimuli. The former might be a 
  ring which slowly seeps away at its wearer's soul; the latter might be a sword which tries to wrest control 
  of its wielder in battle.
     The details of such items will vary, but they will possess abilities similar to those of monsters or locations 
  as described above. The description of the item will also describe what happens when its victim becomes 
  shaken and overwhelmed. In the case of the dark ring, the wearer might become evil upon reaching the 
  shaken stage, and be lost completely to darkness at the overwhelmed stage.
  Russ Morrissey (order #9719286)
  
SOURCE: textdata/thevault/WOIN/EONS Magazine/Eons 13 - WOIN, Rules - Resolve (Sanity, Social Combat).pdf