Endure

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Endure represents your physical strength, ruggedness, and ability to survive in the wilderness. Finding shelter, foraging for supplies, and resisting the effects of weather are included. Along those lines, Endure is also used to tame and ride animals, although each different creature is a separate Mastery. Endure is what you roll to heal from wounds naturally over time.

Endure Checks

  • Batten: Surviving a dangerous storm is either a Check or a Mission. Stronger storms apply a Penalty to the roll. On a Good roll you mitigate or completely avoid negative effects from the storm.
  • Haul: You can lift a heavy object and move up to 6” with a Good Check. The roll has a –1 Penalty for every 50 pounds or 2 Bulk. On a Bad roll the object is too heavy for you to lift without help.
  • Hike: Walking one Region (25 miles) overland takes two days. On a Bad roll you’re Exhausted. A common alternative to becoming Exhausted is just stopping in the same Region without making progress. Difficult Terrain applies a Penalty to the roll. When traveling together, each member of a Crew must Hike, and if anyone fails the group must decide whether to split up, stay together without reaching the next Region, or reach the Region together but anyone who failed is Exhausted.
  • Rest: If you aren’t using your time for anything else you can Rest. The Exhausted condition recovers after a day, and after two you may roll a Check. On a Good roll you recover a Wound, or a temporary Injury if you have no Wounds. If you have multiple Injuries the one associated with the highest Danger roll recovers first. You can Rest when traveling on a vehicle, but suffer a Penalty if conditions are uncomfortable, such as a bumpy ride or a cheap cabin aboard a ship. Unsanitary conditions such as a swamp or prison cell also apply Penalties.
  • Ride: Roll a Check to mount, dismount, or Dash while atop a creature. Use your mount’s Speed, but your roll for any Dash or Jump. On a Bad roll you become Stumped. Some mounts are ill-tempered, and apply a Penalty to the roll. If you can’t pay the Penalty you fall off the mount and are Staggered. Each different kind of creature is a Mastery. You may use an Effort to Ride, but only roll a Save instead of a Check.
  • Work: Digging earthworks, creating barricades, and performing jobs that require physical activity. On a Bad roll you choose: finish the job and become Exhausted, or leave the work unfinished.

Endure Saves

  • Weather: Resisting the effects of oppressive heat, biting cold, or moderate storms is a Save, with a Penalty for more extreme Climates.

Endure Masteries

  • Creatures (*): Each different kind of creature is its own unique Mastery, such as Camels, Donkeys, Elephants, Horses, and so on. Mules count as either Horses or Donkeys. Saddles grant Advantage to Ride rolls, and an ill tempered creatures apply a Penalty.

Build Points

Score Save Points Label Description
1 (1) 0 Amateur You dabble, or try to get by on luck.
2 (1) 1 Proficient You are trained and competent.
3 (2) 2 Expert You are talented or extensively trained.
4 (2) 3 Master You are an accomplished expert.
5 (3) 4 Genius You have a rare and extraordinary gift.
6 (3) 5 Paragon You are the greatest of all time.

See Also


Version 3.0.0
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