Endurance: This skill gives the character the ability to perform a tiring task for long periods of time. A successful check means that the character is able to run (or perform some demanding task) for an hour without collapsing. The character must make another check each hour he performs the task, with a cumulative penalty of +1 for each extra hour. Once the character has completed his task or fails a skill roll and collapses, he must rest for three times the amount of time he was performing that task.
🫁 Racial Variants #
| Variant | Name | Description |
|---|---|---|
| Dwarven | Lungs of the Deep | Dwarves have evolved to exert themselves in thin, stale mine air. They ignore penalties related to poor air quality or smoke, and their “collapse” is often a meditative state rather than unconsciousness. |
| Orcish | Adrenaline Surge | Orcs don’t endure through patience; they endure through rage. They can ignore the first two hours of cumulative penalties, but when they finally fail, they take a level of exhaustion that requires a full 24 hours to recover. |
| Halfling | Second Wind | Halflings are surprisingly resilient due to their high metabolisms. If they fail an Endurance check, they can immediately “snack” for 5 minutes to reroll the check once per day. |
🗺️ Regional Variants #
- The Marathon Messenger (Metropolitan/Paved)
In empires with vast road networks, endurance is trained for Distance Running.
- Specialty: The Steady Pace. When running on a flat road or maintained path, the cumulative penalty only increases every two hours instead of every hour.
- The High-Altitude Sherpa (Mountain/Arctic)
In the peaks, every breath is a victory.
- Specialty: Oxygen Economy. These characters are masters of “Pressure Breathing.” They can perform demanding tasks at high altitudes or underwater (holding breath) for twice as long as a normal character before needing to make their first check.
- The Plantation Laborer (Tropical/High Humidity)
In the sweltering heat, the enemy isn’t the work—it’s the sun.
- Specialty: Thermoregulation. They have a +4 bonus to Endurance checks specifically made to resist Heat Exhaustion. They know exactly how much water and salt to consume to keep their muscles from seizing.
- The Trench-Runner (War-Torn/Industrial)
In areas of constant conflict, endurance is about Sleep Deprivation.
- Specialty: Micro-Napping. These characters can treat 1 hour of rest as 3 hours for the purpose of recovering from an Endurance collapse, provided they aren’t interrupted. They have learned to “sleep on their feet.”
⚖️ The “Collapse” Mechanic #
As per the description, the “3x rest” rule is a great way to handle the aftermath. Here is a quick reference table for how that looks:
| Hours Worked | Check Penalty | Recovery Time Needed |
|---|---|---|
| 1 Hour | +0 | 3 Hours |
| 2 Hours | +1 | 6 Hours |
| 3 Hours | +2 | 9 Hours |
| 4 Hours | +3 | 12 Hours (Half Day) |
| 8 Hours | +7 | 24 Hours (Full Day) |
Game Master Note: You might allow a character with Healing to reduce the recovery time for a collapsed character by half (from 3x to 1.5x) by providing proper hydration and massage.
