Here’s the formal Fatigue rules module, written to drop straight into the Base Rules chapter for clarity and consistency: Fatigue "The body breaks before the spirit does. But when both begin to fail, you are in mortal danger." What is Fatigue? Fatigue represents physical and mental exhaustion: the steady drain of energy from strenuous activity, hunger, lack of rest, or overexertion. It is tracked as a separate status from Injury and Slights. • Each character has a Fatigue Threshold of 2 by default (this may increase or decrease based on Attributes, species, or abilities). • Fatigue accumulates point by point, stacking with other conditions. Effects of Fatigue • Each Fatigue point reduces your maximum Action Points per Round (APR) by 1 (to a minimum of 1 APR). • If you reach your Fatigue Threshold (usually 2): • You take –1 die to all rolls until you remove at least 1 Fatigue. • You are considered Exhausted: any additional Fatigue beyond your threshold instead converts into 1 Injury (representing collapse or overstrain). How Fatigue is Gained Fatigue is usually the result of prolonged effort or hardship: • Forced marches, chases, or other continuous physical exertion without proper rest. • Extreme environmental conditions (heat, cold, storms, starvation). • Magical backlash, Corruption table effects, or abilities that cost Fatigue. • Failing key Survival, Athletics, or Endurance-related checks during travel or combat. GM Guidance: Fatigue is not meant to punish, but to make resource and rest decisions meaningful. It usually appears gradually, as a consequence of poor conditions or pushing beyond safe limits. Recovering from Fatigue • A short rest (roughly 1–2 hours in safety, with food and water) removes 1 Fatigue. • A full night’s rest (6–8 hours uninterrupted) removes all Fatigue. • Certain skills or abilities (e.g., Medicine, Cooking, Meditation, Herbalism) may remove Fatigue earlier. Fatigue & Other Conditions • Slights: Fatigue and Slights stack but are tracked separately (Fatigue = physical strain, Slights = emotional strain). • Injury: At Fatigue Threshold +1, you begin converting excess Fatigue into Injury. • Corruption: High Corruption can make Fatigue harder to clear; some abilities allow you to trade Fatigue for other costs. Fatigue Summary Table Fatigue LevelEffect1 Fatigue–1 APR (Action Point per Round)2 Fatigue–1 APR and –1 die to all rolls (Exhausted)3+ FatigueConvert each additional Fatigue into 1 Injury Design Intent Fatigue ensures that travel, downtime, and recovery matter. It adds risk to prolonged activity, forcing characters to balance pushing forward vs. resting to recover. 🔥 Next: Do you want me to slot this straight into the Base Rules doc and then cleanly rewrite how Slights and Fatigue interact together? Or move forward with the Investigation & Subterfuge skill trees now that Fatigue is fully formalized?