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Draw Steel skill
Endurance
Key facts
- 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).
Overview
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.
Tips and playstyle
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.