04.6 Stamina Skills

Gamemasters may allow a character to make a multi-action stamina roll to complement a strenuous activity, such as lifting or running. The difficulty equals 5 times the current fatigue modifier. The character may add one-half (rounded up) of the difference between the successful stamina roll and the difficulty. The strenuous activity still receives the fatigue modifier. Whenever a character fails a stamina roll, she is fatigued; all actions are at -1D for every stamina check failed until the character rests for as long as she exerted herself.

Characters can still continue if they are fatigued, until they fail a third stamina check. At this point, the character is completely exhausted and must rest for twice the amount of time that she exerted herself to remove the penalty.

To avoid the effects of a toxin (inhaled, ingested, or absorbed) or disease (encountered in any manner), a character makes a stamina roll. Several factors figure into the difficulty of the attempt, including the deadliness and dosage of the poison in question. For example, a fatal bout of botulism has a difficulty of 9, while a killing dose of deadly nightshade has a difficulty of 42. Characters may attempt to counter toxins once per day.

Gamemasters might also call for stamina rolls against falling asleep or unconscious. This generally does not count as an action, though the gamemaster should award a bonus to the skill total when the character devotes her action to keeping awake. Resisting sleep is a difficulty of 5 per hour beyond the normal awake time, modified by environmental factors (too warm or too cold, noise level, etc.). For unconsciousness caused by wounds, see the “Wound Levels” table in the “Damage” chapter.


The measure of the person’s body to resist poisons, disease and fatigue. The skill is a measure of conditioning the character is trained himself in those areas.


This is the characters skill to resist sudden damage from stun, sudden impacts, concussions and falls.  A character can condition his body to these things to some degree and reduce effects of those to his body. See Damage for rule son how to resist Stun hits.


This skill can be used to increase movement rates in moments of need, increase effort in Strength or athletic feats beyond their normal limits. However, there is a cost to using Push.  Each use causes the character to be fatigued.

Increase Movement – Using the rules of Running, Swimming and Climbing in Movement, a character with Push skill can use it to extend us movement.  If the character fails his movement roll against a particular movement difficulty, he can make the same roll with Push.  Also, Push can be used to go just little bit further.  Accompany the movement with a Push roll and if both are successful, the Push result points can be added to the movement check to extend attempt.

Increase Strength – A Push can be rolled along with a Strength check to pick up something considerably heavy.  If both results succeed, add the Result Points from the Push to the Strength check to get the total.

Other Athletics Feats – A Push can be rolled along with an athletic feat check in the same was as a Increase Strength check.

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