Fatigue in Alcirya | World Anvil

Fatigue

​Fatigue is a natural part of adventuring. Fatigue levels can be accumulated in various ways:
  • Going below 0 hit points (automatic)
  • Failing a Open Doors (save vs. Con. to avoid fatigue, +1d2 pts. dmg.)
  • Casting beyond your daily allotment of Spells (save vs. Con. -1 per spell level)
  • Using Bend Bars/Lift Gates (automatic)
  • Fighting for 5 consecutive rounds (save vs. Con. to avoid, cumulative -1 based on number of rounds. Ex: -1 at 5 rounds, -2 at 10, etc.). A round of inactivity (fight for 3 rounds, rest one, fight one) negates the check.
  • Strenuous activity (excessive swimming, running, carrying too much gear on long marches, etc.).
  • Fatigue may be recovered by resting. Resting is defined as activity which would not cost actions in combat. Each hour of rest allows a Constitution check to recover 1 level of fatigue. Each consecutive hour after the first gains a +1 bonus to the Con. check.

    Fatigue Levels
  • Level 1: Lightly fatigued characters have no combat penalties, but they risk becoming more exhausted. Their movement rate is reduced to three-quarters normal. A lightly fatigued character might suffer from a slight headache or just feel tired.
  • Level 2: Moderately fatigued characters suffer a -1 penalty to attack rolls and have their movement rates halved. Characters at this level of fatigue might have a persistent headache, slightly hazy vision, and pervasive muscle aches in random areas.
  • Level 3: Heavily fatigued characters suffer an attack penalty of -2, and an Armor Class penalty of +1. Their movement is reduced to one-quarter normal. Not only does the character feel exhausted, but he also suffers from a splitting headache, aches all over and could suffer from nose bleeds, etc.
  • Level 4: Severely fatigued characters suffer a -4 penalty to all attacks and a +3 penalty to their Armor Class. Their movement rate is reduced to 1. It is almost impossible for the character to stand up at this point (make a Dexterity check if the character moves). Of course, he can still concentrate enough to cast spells, but just barely. Other problems might be the inability to visually focus on anything for more than a second, extreme ringing in the ears, or whatever seems appropriate to the DM.
  • Level 5: Mortally fatigued characters are incapable of attacking or effectively defending themselves and collapse into a trembling heap immediately. The character must attempt a saving throw vs. paralyzation; if he fails, the strain proves too much and he perishes. If he passes, he remains unconscious for 1d6 hours before awaking severely fatigued. Obviously, a character should be extremely careful when he begins to feel tired - he can cause his own death if he overdoes it.

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