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Endurance (Draw Steel)

Skills

Definition

Endurance is the body's capacity to keep going: marching through the night, holding your breath in a flooded tunnel, rowing through a storm, standing after a day without water. It is stamina in the everyday sense, not the combat statistic. It appears in travel and survival scenes: a forced march to beat raiders to a village, a mine full of bad air, a frozen pass, an interrogation. Directors also use it as the group test when the whole party shares one strain.

How it works

**Characteristic**: Might. **Skill group**: Might skills. **Test**: 2d10 + Might; 11 or lower is tier 1, 12 to 16 tier 2, 17 or higher tier 3. Training grants a benefit and unlocks attempts untrained heroes cannot make. **How it is used**: Tier 3 shrugs off the hardship. Tier 2 pushes through at a cost such as arriving weary. Tier 1 means collapse or a lasting consequence. **Edges and banes**: Rest, food, and gear suited to the conditions grant an edge (+2). Injury, starvation, or already being winded imposes a bane (-2).

Tips

**Best for**: Heroes who lead the party through wilderness, and anyone playing a tough, unglamorous survivor. **Character concepts**: Laborer career hauler, hakaan quarry worker, revenant indifferent to fatigue. **Synergies**: Swim, Climb, and Lift when a feat drags on; Navigate and Terrain Lore on long journeys.

Frequently asked questions

Is Endurance the same as Stamina?

No. Stamina is the combat resource that drops when you take damage. Endurance is a test against prolonged hardship.

Can one hero's Endurance carry the group?

Sometimes. A strong result can set the pace or share supplies, but each hero usually rolls when everyone is exposed.

Further Reading