A character's steel represents their toughness, and their dogged determination to keep going in the face of all odds. A character's steel attribute is added to their breakpoint each time a character upgrades it. In the uncommon case that a character's Steel is permanently upgraded (not from some time-limited effect, or an effect granted by an item), the character may retroactively increase their breakpoint for each breakpoint upgrade they have already purchased. Common uses for steel as a basic check include:
The steel attribute also provides the following generic actions that all players can take:
Disengage
• Action
If adjacent to one or more enemies while in danger, make a Steel vs Bravery +2 check against one; if successful, you have disengaged from the enemies, and can use your movement freely this turn (moving away from adjacent range if desired). Increase the difficulty of this check by +2 for each additional enemy beyond 1 you are adjacent to.
This action was considered fast.
You may select whichever enemy you prefer to test against.
Execute
• Action
Execute an adjacent unconscious character. The character is immediately killed.
To increase the pace of the game, the narrator may opt to assume that all defeated foes will die when left unconscious. In this way, the Execute action is only needed while in danger to prevent some healing from returning a foe to action; if the narrator opts for this line of play, it is not necessary to individually execute each defeated foe.
Intimidate
• Action
Make a Steel vs Bravery check against a nearby non-hostile character; if successful, that character is intimidated by you and will back away from a potential fight; this can be used to force a character to give in to modest demands (such as demanding the key from a guard who is new on the job, or bullying a tired farm worker into handing over their ale).
Stabilize
• Action
Make a Steel vs Difficulty check against an adjacent unconscious target; if successful, that target has been stabilized; in one hour, rather than dying, they will awaken. They still maintain all damage and conditions they had before. Increase the Difficulty of this check by 1 for each weakened condition the target has. Increase the Difficulty of this check by 1 for each time it has been performed previously and failed (for this instance of unconsciousness; not for all times the character has ever been unconscious).
Taunt
• Action
Make a Steel vs Wits -2 check against all nearby characters, or a single character within far distance; if successful, the affected character(s) focus their attention on you for 3 rounds if in danger, or for 1 minute if not. If possible, you will be the target of any of their hostile actions during this time.
Wield
• Action
As a fast action, wield up to two hands of weapons / shields, stashing any others you were wielding. Alternatively, spend 1 minute to put on or take off any armor.