Endurance Stunts


✪ Last Leg [Endurance]

The character may spend fate points to keep standing. Any time the character would be taken out by (or otherwise suffer a consequence from) a physical hit he may spend a fate point to remain standing or otherwise defer a consequence or concession for one more exchange, or until he’s hit again, whatever comes first. Once the extra time he’s bought is up, all effects he has deferred come to bear at once. He may keep spending fate points in this fashion until he runs out, each time the time limit expires.
This means that with a whole handful of fate points he might go on for three exchanges with no consequences or collapse impeding him, and then suddenly keel over, revealing Multiple Bruises and a Broken Rib and a few surplus consequences – which would suggest an immediate taken out result to be determined by his attacker, even if that attacker has been defeated in the intervening time!

✪ Feel the Burn [Endurance]

The character can push through incredible pain in order to reach his goal. The character can take one extra moderate, physical consequence (see How to do things: Consequences) before moving on to a severe physical consequence, allowing him to take a total of four consequences in a physical conflict.

✪ Face the Pain [Endurance]

Requires Feel the Burn

The character is able to lessen the effects of physical injury thanks to his incredible stamina. Once per scene, he character may spend a fate point, and remove move any single check mark from the injury track.

✪ Tireless [Endurance]

Normally, someone who has not gotten a regular night’s sleep takes a consequence indicating his lack of rest, which cannot be removed save with the requisite amount of sleep. Not so for the character with this stunt.
Whenever this character would need to sleep, he may roll Endurance (see below for the difficulties) and spend shifts to reduce the amount of time he needs for a regular night’s rest. Each shift spent reduces the time increment (to get a full night’s rest) by one. One shift gets from 6-8 hours down to 3-4; two gets it down to an hour; three gets it to half an hour; four gets it to a few minutes.
The character may continue sleeping past that point, but if awoken suddenly, he does not face any issues due to insufficient sleep – he is refreshed and alert. Normally the difficulty for the Endurance roll is simply Mediocre, but if the character chooses to skip a night of sleep, the difficulty of the roll is increased by one step each night. Once he fails the roll, he must get a full, normal (6-8 hours) night of sleep to “reset” the clock; if he succeeds on subsequent nights, and chooses to sleep, he can still sleep for the truncated amount of time.


✪ Bounce Back [Endurance]

The character heals faster than the norm, which has the effect of reducing the severity of consequences resulting from physical injury. On some characters this means no matter how bad of a beating they seem to have taken, they shrug it off. When considering the amount of time it takes to recover from a consequence of a particular severity, reduce the timeframe by two steps on the time chart (page XX). This means that mild physical consequences will be removed between scenes even if there’s no “break” between them, moderate consequences will take about an hour of rest instead of six, and severe consequences may be reduced from months to weeks, weeks to days, or days to the length of an afternoon!

✪ Death Defiance [Endurance]

If the character is ever taken out away from the view of other characters and death appears imminent, certain, or absolute, (such as from dropping off a cliff, apparently failing to escape from an exploding building and so on) then coincidence will conspire to keep the character alive. This stunt does not protect the character from dying “on camera”.
The player then spends half of his remaining fate points, rounded up (he must have at least one to do this), and may watch play and think of a good explanation for how he survived.
Once he has a story, he may re-enter play in any subsequent scene in as dramatic a fashion as he sees fit, with all of his physical stress cleared and a single consequence to reflect the dangers survived.

✪ Developed Immunities [Endurance]

Requires at least one other Endurance stunt

Whether through natural aptitude or careful exposure and development, the character is quite simply immune to most common poisons, and terribly resistant to uncommon ones.
He may resist any uncommon poison he has not previously encountered at a +2 to his Endurance roll. If he has previously encountered the poison, even in trace amounts, this bonus increases to a +6.


✪ One Hit to the Body [Endurance]

When the character takes a hit which would roll up, he may instead choose to fill in any number of lower wound boxes that total the value of the hit. Thus, if the character took a 4 point hit, but the 4th box was already filled, he could either roll up to the 5th box, or he could check off the 1st and 3rd box.

✪ Thick Skinned [Endurance]

Requires One Hit To The Body

This character just doesn’t feel pain and can take more punishment than a lesser man. A character with this stunt gets one additional stress box beyond those normally granted by his Endurance score – meaning a character with Superb Endurance can have a top physical stress capacity of nine.

✪ Man of Iron [Endurance]

Requires Thick Skinned

The character’s physical injuries roll down rather than up. Whenever the character takes a hit which would fill a box that has already been checked off, they check off the next lower box that has not been checked off. If no lower boxes are available, hits roll up as normal. Very simply, this means that the character doesn’t start picking up consequences unless someone hits him for more than his capacity (difficult at best!) or all of his boxes are filled up.

✪ Now You’ve Made Me Mad [Endurance]

Requires two other Endurance stunts

Once per scene, the character may turn a wound he has taken into pure motivation. After the character takes physical stress, spend a fate point and the character gets to add the value of the wound (the original value, not the box it was recorded in, if it rolled to a different box) to an action in the next exchange taken against the person who inflicted the stress.

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