Fatigue (Health)

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Fatigue

Characters tire out from constantly taking intensive actions, such as running around and swinging a sword all day. To represent this, they gain Fatigue Points.

Fatigue is divided into several parts - Fatigue Level, 5 Fatigue Bands, Current FP, Maximum FP and Temporary FP are listed. When FP is generally referred to, assume it means Current FP.

Fatigue Level

Fatigue Level represents the effective 'Hit Dice' of Fatigue Points. It represents how much action a character can take before the must take a break or grow tired.

Fatigue Bands

A character's Fatigue is divided over several levels, ranging from 0 to their Maximum FP. These are Fresh, Fatigued, Tired, Exhausted and Shattered. Each of these is equal to the Fatigue Level of the character and is additive; thus a character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.

Current FP

Current FP refers to how much of a character's energy has been spent and thus how close they are to tiring out. Unlike HP and VP, FP increases rather than counting down.

Whenever a character takes most actions (such as moving or attacking), they gain one or more FP, after Temporary FP are exhausted. The Current FP is compared to the character's Fatigue Bands to determine if they suffer from a Fatigue Status.

Current FP cannot be reduced below 0. If something specifically describes itself as giving a character Temporary FP, it restores Current FP first and then increases Temporary FP.

Current FPs are removed by Resting.

Maximum FP

Maximum FP is the highest level of Fatigue Points a character can have accumulated before they suffer significant ill effects.

It is equal to five times the Fatigue Level. FP can continue to raise above Maximum FP. Maximum FP does not include Temporary FP.

Temporary FP

A character may gain Temporary HP from various sources - usually magic.

When a character would gain FP, Temporary FP is reduced by the amount they would receive before increasing Current FP by any remaining points. If a character gains Temporary FP whilst their Current FP is above 0 (or their current FP Cap), lower Current FP by Temporary FP first, down to 0 (or curent FP Cap, whichever is greater) before adding any remaining to Temporary FP.

Temporary FP remains until it is lost by gaining fatigue or until it's duration has expired. If no duration is listed, Temporary FP lasts for 10 minutes. Once the duration has expired, 1 point of Temporary FP is lost per round and Current FP is likewise decreased by 1, providing they are not below their FP Cap. Temporary FP also causes this reduction of Current FP for every

is also converted into Current FP at a rate of 1 point per minute of rest, regardless of duration.

If a character cannot decrease their Current FP with Temporary FP as it has reached 0 FP and Temporary FP's duration has expired, then 1 point of Temporary FP is lost per round.

Determining FP

To determine how much action someone can perform, they must determine their Fatigue Level and, in turn, their Fatigue Bands.

Fatigue Level is equal to HD Size + Toughness. A character gains 1 FP per Level up to and including Level 10.

If the character had 1+3 HD or more, they also add their Base HD as a bonus.

If the character is Multiclass, they use the average of their Class HD Sizes. Increases from level are divided between each class. Fractional FP can be saved for evening out when level increases.

If the character is Dualclass, they use the largest HD Size available from Class HD. Increases from level only use the highest level the character has.

Fatigue Bands

Fatigue Bands are used to determine what level of Fatigue the character suffers from. Each Band covers a number of points equal to Fatigue Level; whilst the character's current FP is within the limits of a given band, they are considered to suffer from that level of Fatigue.

The five Fatigue Bands are Fresh, Fatigued, Tired, Exhausted and Shattered. A character with a Fatigue Level of 7 would have a Fresh Fatigue Band of 0-7 FP, Fatigued of 8-14, Tired of 15-21, Exhausted of 22-28 and Shattered of 29-35.

FP over Maximum

If more FP would be gained then their Maximum value, continue to add it, to represent more exertion that will need to be rested off. In addition, if an action costs any amount of FP, the character takes 1 VP damage.

Fatigue Caps

If a character becomes Exhausted, they cannot reduce FP below the lower limit on Exhausted until they have removed the condition by Taking a Break. Similarly, if a character becomes Shattered, they cannot regain more FP than the upper limit on Shattered until they have removed it by Taking a Short Rest.

FP Examples

A Fighter 5/Thief 6 Ogre with a Constitution of 17 receives a Base HD of 4+1 and a +3 bonus from Toughness. Their Hit-Dice Size is d8 for Ogre, d10 for Fighter and d6 for Thief. d10/2 + d6/2 = 8, as does their HD so they use this as a base. They gain +4 from their Base HD, +3 from Toughness and +5.5 from Levels. This would make their Fatigue Level 20.5. As a result, their Fatigue Bands are 0-20 for Fresh, 21-40 for Fatigued, 41-60 for Tired, 61-80 for Exhausted and 81-100 for Shattered.