Fatiguing Condition in Tales of Justice | World Anvil


circumstance in which the Power exhausts its wielder

adapted from page 42 of "the White Book":
DC Heroes 3rd Edition by Mayfair Games


Some Powers are so difficult for their user that they have a hefty personal cost: the Character becomes physically, mentally, or spiritually drained with each use of the Power. When Dwayne Geyer tries to extend his Invisibility to hide his closest friends, the extra energy cost he demands of his brain and his body can quickly exhaust his physical resources. To represent that in game, we have the Fatiguing Limitation for Powers.
  • When a Fatiguing ability is used, first resolve whatever happened with the Power use.
  • Immediately afterward, make an Action Check using for AV/EV the APs of the Power just rolled -- which absolutely might be less than the maximum APs that the Character possesses if they pulled the punch down to a lower AP amount!
  • The OV of this check is the total APs which the Character possesses of this Power.
  • The RV of this check is the Character's Body (if it's a physical power), Mind (if it's a mental power), or Spirit (if it's a Mystical power).
As always, Hero Points may be used to increase the OV and RV of this Check, but not to decrease the AV/EV.
In summary:
  1. Resolve the actual use of the Power which happens to be Fatiguing, as normal.
  2. Optional: Spend Hero Points to buff up Opposing Value and/or Resistance Value before picking the dice back up. Tell the GM.
  3. Roll {Power APs used}/{Power APs used} versus {total APs of Power}/{relevant Resistance Attribute}
  4. GM checks The Action Chart and then The Result Chart.
  5. Deduct any Resultant APs from the Current Condition of the associated Resistance Attribute
  6. Try not to pass out!


Important to note: Last Ditch Defense does not ever apply to Fatigue gained via this Limitation. One of the unique benefits of being a Player Character instead of an NPC is that PCs can use Desperation Recovery to wake back up at the end of the Initiative Phase, meaning after every participant has had their turn for that round and right about when the GM is calling for a new Initiative Roll. However, Desperation Recovery will usually be more expensive than increasing the OV or RV would have been before the Fatigue roll was made!

Hosts & Carriers

In Dwayne Geyer's case, if he steps within touching range of Josh Xan Bailey and Mark Hallett in order to conceal them while they regain their feet, he is probably going to use 6 APs of Invisibility (Fatiguing, Usable on Others) because he does not want whatever knocked them down to spot all three of them while the heavy hitters are prone. He would roll a 6/6 (that being the number of APs he used) versus 8 (total APs of Invisibility) / 4 (Invisibility is a Physical Power, so its Resistance Attribute is Body). Consulting the Action Chart, if Dwayne rolls a 13 or higher on this Check, the GM then flips over to the Result Chart. Dwayne is definitely taking 4 points of Current Body Condition exhaustion, and if that roll was higher then it would be more.
No matter, Dwayne, you're at a Current Body Condition of 0. Fainting time! Should have spent Hero Points on the roll, Dwayne, or used a lower AP value at the outset. Oh, and your buddies are now visible again since you dropped.
Given how quickly this exhausts Dwayne, it would be grand if Josh Xan would quit rolling to his feet and tearing after whatever just demonstrated Knockback on the Blood Pack. Also, Dwayne probably would benefit from a healthier diet and some core strength exercises to improve his Body Attribute. In the meantime, avoid situations where Invisibility has to be used at AP values higher than 4!
Type: Power Limitation
Mod: -2 Factor Cost


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