Endurance
From FFa2Wiki
The Skill of being resilient and dealing with straining or fatiguing conditions. The character has developed the means of coping with exerting themselves for extended periods of time and facing gruelling conditions.
Endure Elements
When exposed to extreme weather conditions, the character may risk suffering damage from exposure. The character makes a Physical + Endurance roll against a Difficulty equal to the Potency of the weather condition as a Soak. The Successes determines how much time must pass before the character suffers Damage.
Example: A chilling snow storm catches the character out in the open without shelter. The blizzard is listed as 4 (hours) meaning the character must roll against a Difficulty of 4. If the character rolls 2 Successes, then the character takes Damage in another two hours if they are still exposed.
Fatigue Checks
A fatigue check is made when a character has performed strenuous activity for a long period of time. Depending on the type of activity involved, the check can be made after Rounds, Minutes, or Hours. A character is capable of performing an extended activity for an amount of time equal to the character’s Endurance before the character must make a fatigue check. After the time has passed, the character makes an Attribute + Endurance roll against a Difficulty of 0. The Attribute and Time used depend on what is being done (see below).
Once the time has passed, the character makes another fatigue check, and the Difficulty is increased by one. This continues until the character fails their fatigue check or until the circumstances in which the character must roll have ended. If the character fails, they suffer fatigue. The character can continue, but any further failed fatigue checks increase the fatigue penalty. Each time the character fails a fatigue check, they suffer a +1 Difficulty on all rolls. The penalty is reduced by one after the character has rested a number of minutes equal to the number of fatigue rolls they had made.
Failure in a fatigue check results in an immediate Skill Check if the character is performing an action where maintaining the Skill in question is necessary (such as a Concentration Roll for holding a Spell active, or a Stealth Roll if the character is hiding).
Example: A character has made four fatigue checks and failed two of them. The character has a +2 Difficulty on all rolls (and a +6 Difficulty on all further fatigue checks). The character must rest for four minutes to reduce the penalty by one, and another four minutes to reduce the penalty to 0.
Hours: A fatigue check may be made if the character is performing long, tedious work over a period of hours. Examples include waiting in an ambush (Physical), poring over old books in a library (Mental), or performing an extended prayer (Spiritual). The character can work a number of hours without fatigue equal to the Successes rolled on their fatigue check.
Minutes: A fatigue check may be made if the character is performing constant strenuous activity. Examples include jogging or swimming (Physical), heated debate (Social), or exorcism (Spiritual). The character can work a number of minutes without fatigue equal to the Successes rolled on their fatigue check.
Rounds: A fatigue check may be made if the character is performing intense activity. Examples include running or combat (Physical), prolonged spell casting (Spiritual), or prolonged psychic effort (Mental). The character can work a number of Rounds without fatigue equal to the Successes rolled on their fatigue check.
If a character switches activities without resting, the fatigue checks are continued, using the new circumstances to determine how often the character must make fatigue checks.
Holding Breath (Physical + Size + Resolve) Rounds
A character can hold their breath for a number of Rounds equal to the character’s Resolve + Size. After this time, the character makes fatigue checks as normal. With each fatigue check, the character loses one Health. If the character fails a fatigue check, they begin to suffocate.
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