Endurance (the ability to endure) is a multi-faceted term used in several contexts in GURPS.
Basic Set[]
Characters[]
Basic Set: Characters refers to it:
- B56 under Flight, mentioning that B195 Flight (skill) improves endurance (implied: while flying, or flight endurance)
- B80 under Reduced Consumption mentions "For indefinite endurance, see Doesn’t Eat or Drink, p. 50.)" implying (in respect to B139) the following descriptors (not actually stated):
- 12-hour endurance for RC1
- 24-hour endurance for RC2
- 7-day endurance aka 1-week endurance for RC3
- 1-month endurance for RC4
- B139 under Increased Consumption mentions three types for those with the Machine meta-trait (referring to the Fuel Supply feature included) as modifications to the the baseline 8-hour endurance one would have without them, which is how many hours 1 "meal" of fuel would give:
- 4-hour endurance
- 2-hour endurance
- 1-hour endurance
- "doubling consumption and halving endurance for each additional level."
- to distinguish this type of "endurance" (referring to the time's worth of activities a machine can store) this could be referred to as something like fuel endurance or activity endurance
refers to the "energy reserve" of 8 hours on B263.
- B195 refers to Flight (skill) as "training for endurance flying" (this works akin to Hiking for walking not sprinting speeds, and has a default: there does not appear to be a match for the Running skill)
- B200 refers to Hiking as "training for endurance walking"
- B214 under Piloting for Low-G Wings mentions "Learn Flight (p. 195) for endurance flying."
Campaigns[]
Basic Set: Campaigns refers to it:
- B349 "HT rolls for feats of endurance" (as opposed to matters of precision)
- B463 Long-Distance Movement mentions endurance in hours under "Endurance" after Cruising Speed as matters which can be more important than Top Speed or Range
- endurance in excess of one day requires provisions
Non-explicit endurance[]
- Fatigue Points are the ability to endure Fatigue
- Hit Points are the ability to endure Injury
- derived from HT in 3e and ST in 4e
- HT is the ability to endure Resistible physical threats
- Will is the ability to endure Resistible mental threats
- can be supplemented by Mental Resistance or Fearlessness (or penalized by Fearfulness)
- sometimes they might be floated to IQ
- Stun Points in 3e were an ability to resist non-injurious damage effects
- Action Points in Pyramid were an ability to endure sub-fatigue action costs
- High Pain Threshold is the ability to endure Shock (rule)
Derangement and Stress in horror were abilities to endure normal Fear Checks' cumulative results.