Stamina
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
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
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.