Fatigue Points

Fatigue Points represent your body’s “energy supply.”

When your supply of energy runs low you begin to slow down.

FP < ⅓ max FP

You are very tired. Halve your Move, Dodge, and ST (round up). This does not affect ST-based quantities, such as HP and damage.

FP < 1 

You are on the verge of collapse. If you suffer further fatigue, each FP you lose also causes 1 HP of injury. Thus, fatigue from starvation, dehydration, etc. will eventually kill you – and you can work yourself to death! To do anything besides talk or rest, you must make a Will roll; in combat, roll before each maneuver other than Do Nothing. 

On a success, you can act normally. You can use FP to cast spells, etc., and if you are drowning, you can continue to struggle, but you suffer the usual 1 HP per FP lost. 

On a failure, you collapse, incapacitated, and can do nothing until you recover to positive FP. On a critical failure, make an immediate HT roll. If you fail, you suffer a heart attack; see Mortal Conditions (p. 429). 

-1 * FP 

You fall unconscious. 

While unconscious, you recover lost FP at the same rate as for normal rest;  You awaken when you reach positive FP. 

Your FP can never fall below this level, any FP cost comes off your HP instead!


Fatigue Costs

The following activities commonly result in FP loss.

Any battle that lasts more than 10 seconds will cost FP – you expend energy quickly when you fight for your life! Those who make no attack or defense rolls during the fight are exempt from this fatigue, but other actions (e.g., casting magic spells) still have their usual FP cost. Assess the following costs at the end of the battle: 

Additionally: 

These costs are per battle, not per 10 seconds of battle. A very long battle may cost more (GM’s decision), but it would have to run for 2 or 3 minutes (120 to 180 turns!) before extra FP costs would be realistic. 

Use the FP costs for fighting a battle, but assess them per hour of road travel; e.g., one hour of marching with light encumbrance costs 2 FP (3 FP on a hot day). If the party enters combat while on the march, assume they’ve been walking for an hour, unless events dictate otherwise, and assess fatigue accordingly. 

Carrying more than extra-heavy encumbrance, or pushing/pulling a very heavy load, costs 1 FP per second. 

For FP costs for other forms of heavy exertion, see Extra Effort.

Every 15 seconds of sprinting, or minute of paced running or swimming, requires an HT roll to avoid losing 1 FP. 

Encumbrance has no direct effect on this, but you run or swim more slowly. 

Most magic spells, many advantages, and a few cinematic skills cost FP to use, as does any trait with the Costs Fatigue limitation.


Starving and Dehydration

When you buy equipment, don’t forget food! The traveler’s rations under Camping and Survival Gear are the minimum necessary to keep you healthy on the road; missing even one meal weakens you. 

A human needs three meals per day. For each meal you miss, take 1 FP. You can only recover “starvation” fatigue with a day of rest: no fighting or travel, and three full meals. Each day of rest makes up for three skipped meals.

In temperate areas, where water is easy to come by, assume that you can renew your supplies as needed. But if water is in short supply, watch out! A human (or elf, dwarf, etc.) needs 2 quarts of water a day – 3 in hot climates, 5 in the heat of the desert! If you get less than you need, you lose 1 FP every eight hours. If you drink less than a quart a day, you lose an extra 1 FP and 1 HP per day. You can regain

all FP lost to dehydration after a day of rest with ample water supplies. You recover lost HP at the usual rate. 


Missed Sleep

The average human can function for a 16-hour “day.” He must then rest for an eight-hour “sleep period.” 

Less Sleep shortens this sleep period, thereby increasing useful day length.  Extra Sleep and Sleepy do the opposite. 

Getting less sleep than your sleep period costs FP that you can only recover by sleeping. Interruptions, noise, and disadvantages such as Chronic Pain, Insomniac, Light Sleeper, and Nightmares can reduce the quality of your sleep. In game terms, your sleep counts as fewer hours – or none at all. Those who have the Doesn’t Sleep advantage can ignore this entire section!

If you’ve been awake for more than your normal day (typically 16 hours), you start to get tired. 

If you sleep for less than your full sleep period, you’ll still be tired when you wake up. 

For example, if your sleep period is eight hours and you sleep only six hours, you’ve missed two hours of  sleep. You will suffer the effects of staying up late after only 12 hours: your usual 16-hour day, minus four hours (twice your hours of missed sleep).


Recovering Fatigue:

You can recover “ordinary” lost FP by resting quietly. Reading, talking, and thinking are all right; walking around, or anything more strenuous, is not. 

Lost FP return at the rate of 1 FP per 10 minutes of rest. 

The GM may allow you to regain one extra FP if you eat a decent meal while resting. Certain drugs, magic potions, etc. can restore missing FP.