All the prowess that a warrior might show on the field of battle may still amount to nothing if he cannot endure. A warrior must persevere through fatigue, endure the hammering blows of her enemies, and yet emerge undaunted. He must remain steadfast and resolute, whatever attempts others might make to shake him, to terrify him, to cajole him, or to seduce him.
- Overcome: Overcome actions often call for Endure in contested rolls, where you must prove your ability to withstand a barrage of abuse or violence. You might also need to prove your ability to endure against more static forces, like the elements, or the sheer distance your path covers.
- Create an Advantage: Many fighters have won battles by simply outlasting their enemies. You might similarly rely on your ability to endure to exhaust your enemy or draw her out. You can also use this skill to create advantages on yourself, by steeling yourself for what will come next or gathering your strength.
- Defend: You can defend yourself against Fight attacks with your own Fight skill if you rely on footwork, parrying, dodging, and generally answering steel with steel. When you would rather place your shield before you and simply weather the storm of your enemy’s attacks, though, you use Endure instead. You can also use Endure to defend yourself against more psychological attacks, launched with Daunt or Speak.
Special: With Average (+1) or Fair (+2) Endure, you gain a three-point stress box. With Good (+3) or Great (+4), you gain a four-point stress box.
Every warrior must know how to endure hardship, pain, and want, but each has her own source of strength and her own way of dealing with anguish and injury.
Tough: You can pay a point of valor to reduce the severity of a moderate consequence that’s physical in nature to a mild consequence (if your mild consequence slot is free), or erase a mild consequence altogether.
Flesh Wounds: Requires Tough. You can pay a point of valor to reduce the severity of a severe consequence that’s physical in nature to a moderate consequence.
Warp Spasm: Requires Tough. When you suffer a consequence, you can invoke that consequence for free on your next attack. If you suffer multiple consequences, you get a free invocation for each.
Heroic Effort: When you take a consequence to add to a roll, place a situation aspect on yourself reflecting your commitment to your cause. You gain one free invocation for each two shifts that the consequence absorbs (e.g., one free invocation for a mild consequence, two for a moderate consequence, and so on).
Heroic Example: Requires Heroic Effort. When you use your Heroic Effort stunt to place a situation aspect on yourself, you can place the boost Awed by [Name’s] Heroism on one other person in the scene for each two shifts that the consequence absorbs (e.g., one person for a mild consequence, two for a moderate consequence, and so on).
Bastion: When you take a full defense action, you gain +4 to your Endure roll instead of just a +2.
Ascetic: When you deny yourself physical comforts to atone for your sins, overcome temptation, or achieve some other spiritual goal, roll Endure against an opposition of your choosing. If you succeed, you attract followers equal to the opposition you chose. If you succeed with style, the GM will offer you a spiritual insight that you come to. If you succeed with style against an opposition of Great (+4) or better, you can immediately replace one of your character aspects with a new aspect reflecting this revelation.
Unstoppable: You must have a character aspect reflecting that you have left yourself no option but to succeed. When you invoke it on an overcome roll with Endure, it always counts as a perfect invocation.