Tales from the Wilderlands
Endurance and Hope
ENDURANCE AND HOPE
“Their clothes were mended, as well as their bruises, their tempers and their hopes.”
While Attributes and Skills are the basis for all actions a
character attempts, and Traits provide qualities that set
heroes outside the norm, Endurance and Hope are what
keep an adventurer on the road or provide him with
reserves of energy – often the only chance for a hero to
succeed against overwhelming odds.
Endurance and Hope are internal resources that are
tapped in a moment of need, or that are consumed when
some form of threat takes its toll on the character.
HOW ENDURANCE AND HOPE WORK
The chapter on hero creation details how to calculate a character’s Endurance and Hope ratings. During play, heroes use up Hope and Endurance points as they are hurt or frightened, or attempt difficult tasks, and restore them through rest or life-affirming events. A hero’s total Hope and Endurance scores are maximum values; recovered points cannot take either pool above its total. Players should be prepared to erase and rewrite their values on the character sheet, or could track them using different coloured counters or glass beads.
Endurance represents a hero’s resistance to injury, physical or psychological stress, even torture. Whenever a character is subjected to some form of harm or toil, his Endurance score is reduced accordingly. Endurance loss should not be confused with being Wounded: while every successful attack in combat provokes a loss of Endurance, a player-hero is only at risk of a wound when hit by a piercing blow, a precise attack that threatens to bypass the target’s armour and defences completely and cause them serious injury.
Fatigue determines when the weight and bulk of the equipment normally carried by a hero starts to effect his performance. A character’s Fatigue threshold is first calculated during hero creation and is normally equal to the sum of the Encumbrance ratings of the adventurer’s selection of weapons and protective gear (see the Gear chapter at page 107 for details).
During play, player-heroes lose Endurance points to blows suffered in combat, as the consequence of strenuous efforts, and to other sources of physical harm. When, for any reason, the Endurance score of a character drops to a level equal to or lower than his Fatigue score, the hero is considered to be Weary. Check the Weary box on the character sheet, and apply the effects to the character (see page 142). If a character’s Weary box was already checked, then losing Endurance doesn’t provoke any additional effect. When a character’s Endurance score is reduced to zero points, he is physically exhausted and falls unconscious. Lost Endurance points are recovered swiftly if a hero is allowed to rest and feed, unless a hero is wounded or sick (see the Life and Death chapter, page 142).
Hope is a character’s reserve of spiritual fortitude and positivity. A hopeful character can keep going when physically stronger heroes have already succumbed to despair.
Shadow points reflect the marks left on a character when his spirit is tainted by doubt and despair. Starting characters begin the game with a Shadow rating of zero.
During play, a player-hero spends Hope to invoke Attribute bonuses or to trigger the effect of a Cultural Virtue.
When the Hope score of a hero decreases to reach his Shadow rating, the hero is considered to be Miserable. Check the Miserable box on the character sheet, and apply the effects to the character.
If a character’s Miserable box was already checked, then losing Hope doesn’t provoke any additional effect.
If a character finds his Hope score reduced to zero points, he is spiritually spent. A hopeless hero cannot bear to continue a struggle of any sort, and will flee from any source of danger or stress, by escaping from the field of battle, for example, or storming out on a debate.
Heroes may recover Hope during a game session spending Fellowship points, and possibly through their Fellowship focus (see The Fellowship below for details).