All actions that cost AP cost 4 times as much.
Abilities that normally cost FP now cost AP, at a rate of 1 FP = 8 AP
You may burn a FP or ER for a Second Wind, recovering AP equal to 50% of HTx4 (round up).
Action Points
Action Points represent a store of short-term energy, and may never be reduced below zero. When you reach 0 AP, you’re too drained to do anything that costs AP – you must opt for zero-cost events, or use recovery events to gain them back. Recovery actions give you 1 AP plus 1 AP per point by which you make your HT roll.
Energy Reserves
This is used for voluntary, physical feats, and abilities. It can never be reduced below zero. You must rest in order to recover used ER, at a rate of 1 per 20 minutes.
Fatigue Points
Involuntary, physical losses (to dehydration, drugs, exertion, illness, intense heat or cold, missed sleep, suffocation, etc.) cost FP. If your ER is at zero you may spend FP instead, but this incurs a Will+3 on the following turn. If you fail this check, you feel the urge to stop doing whatever it is you’re doing. You get an additional +5 to this roll if your maneuver is key to your survival (like in combat) and you haven’t failed a recent Fright Check. Unhealed injury or pain always penalizes the Will roll to persist. Training and practice help deal with this urge, if you have a Relative Skill Level of +1 or higher in the most relevant skill that you’re using while spending or losing FP, add the training bonus to your Will when rolling; Consult the Training Bonus Table (below).
Relative Skill Level - Training Bonus
+1 - +1
+2 - +2
+4 - +3
+7 - +4
+10 - +5
FP Recovery Rates
Mild Fatigue
quote:
Starting FP to starting FPx2/3
1 FP per 200/(starting FP) mins
1 hour total
Moderate Fatigue
quote:
Starting FPx2/3 to starting FP/3
1 FP per 20/(starting FP) hours
8 hours total
Severe Fatigue
quote:
Starting FP/3 to 0 FP
1 FP per 120/(starting FP) hours
36 hours total
Deep Fatigue
quote:
Below 0 FP
1 FP per 240/(starting FP) hours
240 hours total
Recovering Maximum FP
At the end of each full day during which you get a full ration of food, plenty of water or juice, and have lost no FP for any reason, make a HT roll. If you succeed, your maximum FP recovers by 1, or by 2 on a critical success.