Your maximum Stamina is based on your current CON Ability Die.
If a Wound reduces your CON Ability Die, your maximum Stamina is reduced immediately.
CON Ability Die | Maximum Stamina |
|---|---|
d12 | 12 |
d10 | 10 |
d8 | 8 |
d6 | 6 |
If your current Stamina is higher than your new maximum, reduce it to the new maximum.
When the CON Wound is recovered, your maximum Stamina increases again.
This does not restore lost Stamina by itself. It only raises the maximum.
You may spend Stamina to:
Use | Effect |
|---|---|
Act early in combat | Act before the enemy when speed matters |
Take reactions | Act outside your turn when the fiction allows |
Push a Check | Add effort, strain, or urgency to a Check |
Resist hardship | Fight through fatigue, shock, pain, exposure, fear, or injury |
Use class abilities | Fuel certain abilities granted by class, tradition, or Rank |
Stamina should matter.
A character who spends it freely may survive the moment but have nothing left when the next danger comes.
At the start of a combat round, a character may spend 1 Stamina to act early.
A character who spends Stamina acts before the enemy.
A character who does not spend Stamina, or has no Stamina to spend, acts after the enemy.
The Referee may change this order when surprise, ambush, position, hesitation, preparation, or obvious advantage matters.
A reaction is a sudden act made in response to danger.
A character may take reactions in combat by spending Stamina.
A character with no Stamina cannot take reactions.
Reaction | Stamina Cost |
First reaction in the round | 1 |
Second reaction in the round | 2 |
Third reaction in the round | 3 |
Each further reaction | +1 more than the last |
Reaction costs reset at the start of your turn.
See Combat / Reactions for the full reaction rules.
Before making a Check, a character may spend Stamina to push harder.
Declare how much Stamina is spent before rolling.
Each Stamina spent adds +1 to the Check.
Stamina spent this way is lost whether the Check succeeds or fails.
This may be used only on Checks.
Pushing a Check represents effort under pressure: adrenaline, pain, fear, urgency, stubbornness, or sheer will.
The action must involve real strain or danger.
Stamina may help when a character:
Forces open a stuck door before enemies arrive.
Climbs quickly under fire.
Drags an ally out of danger.
Keeps running during a chase.
Holds a gate against pressure.
Resists cold, hunger, poison, pain, fear, or Exhaustion.
Pushes through shock, injury, or terror.
Stamina does not buy success.
It gives the character a better chance when the body wants to stop.
Careful plans, clever tools, good positioning, and taking extra time are handled by the fiction.
Stamina is for pushing hard when pressure matters.
A character with 0 Stamina suffers no special condition by itself.
They are not automatically Exhausted, Wounded, slowed, or weakened.
They simply cannot spend Stamina.
A character with 0 Stamina cannot:
Act early by spending Stamina.
Take reactions.
Push Checks with Stamina.
Use Channel Casting.
Use class abilities that require Stamina.
Use any option that requires spending Stamina.
A character with 0 Stamina may still act normally if the fiction allows.
They just have nothing left to spend.
Stamina returns through rest.
Rest Type | Stamina Recovered |
Short Rest | 1 Stamina |
Unsafe Long Rest | One-third maximum Stamina |
Safe Long Rest | Two-thirds maximum Stamina |
Respite | All Stamina |
Round Stamina recovery down, minimum 1.
Recovery cannot raise Stamina above maximum.