vaelora/Rules/Dramatic Systems/Fatigue.md
2025-08-01 09:16:36 +02:00

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Heres 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 12 hours in safety, with food and water) removes 1 Fatigue.
• A full nights rest (68 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 Fatigue1 APR (Action Point per Round)2 Fatigue1 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?