Characters can hold their breath for a number of seconds equal to their Endurance skill. However, the character must be prepared (filling the lungs with as much air as possible); if
not, then the period is halved if the character was in a passive situation, or reduced to one-fifth if the character was engaged in strenuous activity.
Once the period of held breath is over, characters must
make an Endurance roll:
If the roll is a Critical Success, no further deterioration occurs.
If the roll is Successful, the character accrues an extra level of Fatigue.
If the roll Fails, the character sustains 1d2 extra levels of Fatigue that Round.
If the roll is Fumbled, the character sustains 1d3 extra levels of Fatigue that Round.
Without aid, death from Asphyxiation is usually swift. If the Asphyxiation ends before the character dies, they recover Fatigue levels lost to suffocation relatively quickly, regaining
one level per minute.
Depending on the method of Asphyxiation, the Games Master may wish to prevent full recovery, imposing an enduring level of Fatigue to represent damage to the lungs caused by smoke or water inhalation.