Fatigue
Fatigue measures tiredness and its incremental effects. It is an important aspect as it is used to track many different things from strenous activity to the debilitating effects of disease or magic.
Physical Effort
The primary way of accruing Fatigue is by engaging in some form of physical activity. The more arduous the exercise or work, the more quickly it tires the character. There are three classes of effort: Light, Medium, and Strenuous. The length of time a character can engage in an activity without becoming fatigued is determined by their CON, as detailed under each category in the table below. Once this time has elapsed, character must make an appropriate skill roll -- either Athletics, Brawn, or Endurance -- to resist gaining a level of Fatigue.
Unless the recipient of some form of magic that naturally extends wakefulness, all characters need to sleep. A character can remain awake for a number of hours equal to twice CON before needing to make an Endurance roll. If successful, the character can continue to function normally for a number of hours equal to half CON before needing to make a further Endurance roll, although this roll will be one grade harder than the last. Each failed roll accrues one level of fatigue.
Effort | How Long? | Example | Skill Roll |
---|---|---|---|
Light | CON in hours | Activity that places no strain on the body. All reasonable activities at a steady pace. | Very Easy grade roll vs either Athletics, Brawn, or Endurance according to the task. |
Medium | CON in minutes | Manual Labor; sustaned physical exercise | As above, but at Easy grade |
Strenuous | CON in seconds (rounded up to the next Combat Round) | Combat; struggling against the elements; physical activity in extremely adverse conditions | As above. but at Standard grade. |
Effects of Fatigue
Every failed roll accrues a level of Fatigue. Each level of Fatigue carries penalites for skill, movement, Initiative, and Action Points. Asphyxiation, Blood Loss, and some types of magic also contribute to Fatigue accrual.
For most characters, activities of any kind become near impossible when the level of Incapacitated is reached. At this stage the character is still conscious but incapable of anything but the most desperate of activities.
Beyond Incapacitated, the characters cannot act at all. The Fatigue levels -- Semi-Conscious, Comatose, and Dead -- are generally reserved for measuring the most extreme effects of suffocation, disease, blood loss, starvation, exposure, and so forth.
It is perfectly possible to accrue Fatigue from several sources, potentially making some situations more dangerous.
Fatigue Level | Skill Grade | Movement | Initiative | Action Points | Recovery Period |
---|---|---|---|---|---|
Fresh | No Penalties | No Penalties | No Penalties | No Penalties | |
Winded | Hard | No Penalty | No Penalty | No Penalty | 15 minutes |
Tired | Hard | -1 meter | No Penalty | No Penalty | 3 hours |
Wearied | Formidable | -2 meters | -2 | No Penalty | 6 hours |
Exhausted | Formidable | Halved | -4 | -1 | 12 hours |
Debilitated | Herculean | Halved | -6 | -2 | 18 hours |
Incapacitated | Herculean | Immobile | -8 | -3 | 24 hours |
Semi-Conscious | Hopeless | No Activities Possible | No Activities Possible | No Activities Possible | 36 hours |
Comatose | No Activities Possible | No Activities Possible | No Activities Possible | No Activities Possible | 48 hours |
Dead | Dead | Never |
Recovering From Fatigue
Characters recover from Fatigue depending on their Healing Rate. The amount of complete rest needed to recover from each level of accrued Fatigue is equal to the Recovery Period divided by the characters Healing Rate.
Note that the table represents fatigue recovery for physical exertion. Fatigue recover can be much faster when recovering from asphyxiation or slower if recuperating from blood loss.
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