Fatigue, Action, Energy
Abilities that normally cost FP now cost AP, at a rate of 1 FP = 16 AP
You may burn a FP or CR 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.
Energy Reserves
This is called Chi Reserves (CR), it is used for voluntary, physical feats, and abilities. It can never be reduced below zero. You must rest in order to recover used CR, at a rate of 1 per hour.
Fatigue Points
Involuntary, physical losses (to dehydration, drugs, exertion, illness, intense heat or cold, missed sleep, suffocation, etc.) cost FP. If your CR 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).
Training Bonus Table
Relative Skill Level +1 +2 +4 +7 +10
Training Bonus +1 +2 +3 +4 +5
FP recovery rates:
Mild Fatigue: starting FP to starting FPx0.7, 1 FP per 200/(starting FP) mins, 1 hour total
Moderate Fatigue: FPx0.7 to starting FPx0.3, 1 FP per 20/(starting FP) hours, 8 hours total
Severe Fatigue: starting FPx0.3 to 0 FP, 1 FP per 120/(starting FP) hours, 36 hours total
Deep Fatigue: below 0 FP, 1 FP per 240/(starting FP) hours, 240 hours total
Recovering Maximum FP
The body will restore lost blood over time. 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. There is no effect on a critical failure unless you also spent one or more FP during the recovery period – in that case, you start bleeding again!
This message was last edited by the GM at 14:17, Wed 06 Sept 2023.