Stamina

Attribute CON
Category Other
Untrained Yes

This broad skill measures a character’s physical fortitude with
\ regard to the effects of mortal damage and fatigue.

Note: This
\ skill is free to human, mechatus, sesheyan, t’sa,\ \ and weren characters. \


Dying

A character who has suffered any amount of mortal damage
\ is considered to be dying. At the end of a scene, a dying character (whether
conscious or\ \ unconscious) makes a Stamina check.

  • Critical
    \ Failure:
    The character suffers 2 additional points of mortal damage. \
  • Failure: The character suffers 1 additional point of\ \ mortal
    \ damage.
  • Ordinary or better: The character’s condition is unchanged. \

The dying character makes additional Stamina checks once per hour,
until he receives medical aid (see\ \ the Medical Science—surgery or
\ Medical Science—treatment descriptions for details). The time between
\ these Stamina checks can be lengthened to once per day if the character
\ is helped by the\ \ application of Knowledge—first aid or Medical Science—treatment. \


Fatigue

When a character engages in certain fatigue-causing
\ activities, he must make a Stamina check. This check\ \ is made after
\ the activity takes place, or at set intervals for certain types of activity
\ (see “Fatigue Damage” in the rulebook).

  • Critical Failure: The
    \ character suffers 2 points\ \ of fatigue damage.
  • Failure:
    \ Indicates 1 point of damage.
  • Success: Indicates that no fatigue
    \ damage occurs as a result of the activity just completed.

Endurance

Attribute CON
Cost 4
Untrained Yes

As a character acquires ranks in the endurance skill, he becomes

more able to withstand the effects of damage. For a character who

has this specialty, endurance checks take the place of Stamina

checks for damage and fatigue.

Improved Breathing: The bonus to a character’’s Stamina-endurance check while holding his or her breath improves to -2 at rank 4, -3 at rank 8, and -4 at rank 12.


Resist pain

Attribute CON
Cost 5
Untrained No

Resist pain allows a character to function normally and ignore

some or all of the situation penalties for suffering large amounts

of stun, wound, or mortal (but not fatigue) damage.

\

A character with this specialty may get an opportunity **once per

combat scene** to check the effectiveness of his ability to resist

pain. The first time during a combat scene when the character\

\ has received stun points or wound points, or when he receives at

least 1 point of mortal damage, he makes a resist pain skill

check.

Note: This check does not count as an action,\

\ and takes place before any characters attempt any actions. The

result of the resist pain check lasts for the rest of the combat

scene.

Results

  • Critical Failure: The character\

\ succumbed to the pain and can’’t act for 2d4 phases.

  • Failure: The character succumbs to the pain and suffers the normal damage penalties.

  • Ordinary: The character ignores\

\ 1 step of penalty.

  • Good: The character ignores 2 steps of penalty.

  • Amazing: The character ignores 3 steps of penalty.

Benefit Consolidation:

Resist pain\

\ only helps to lessen or eliminate situation penalties caused by

cumulative damage. The benefit a character receives from a

successful skill check can’’t be used to turn a penalty into a

bonus.\

\ (If a character only has a +1 penalty due to damage when the

check is made but the result indicates a reduction of 2 points of

penalty, the character gets no immediate benefit from the extra\

\ reduction—but it might come into play if he suffers damage later

in the scene). Having this skill doesn’’t help a character stave

off dying or death results.