Resources & Recovery
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Stamina is the fuel. Rest gives it back. Recovery trades one resource for another.
Stamina
What It Is
Everyone has stamina. It fuels special abilities and prevents disruption.
Pool Calculation:
7 base + alternating increments of +3/+4 per level
Stamina by Level:
- Level 1: 7 stamina
- Level 2: 10 stamina (+3)
- Level 3: 14 stamina (+4)
- Level 4: 17 stamina (+3)
- Level 5: 21 stamina (+4)
- Level 6: 24 stamina (+3)
- Level 7: 28 stamina (+4)
- Level 8: 31 stamina (+3)
- Level 9: 35 stamina (+4)
- Level 10: 38 stamina (+3)
Spending Stamina
Primary Uses:
- Buyout failed checks: When you fail a check outside combat, spend stamina equal to tier to succeed anyway
- Maintain disrupted Declared Maneuvers: When you fail a disruption check, spend stamina equal to the tier to keep it
- Fuel abilities: Some abilities cost stamina to activate
- Boost abilities: Some abilities allow stamina spending for extra effects
Rolling 1s on Checks:
- Each 1 rolled costs 1 stamina (but grants 1 Fate point)
- GM may replace stamina cost with narrative consequence
When You're at 0 Stamina
You can still use abilities. However:
On a failed check:
- Normal: Spend stamina to succeed
- At 0 stamina: Failure causes exhaustion instead, even if you would have spent more stamina than you have.
- At 0 stamina with exhaustion: Failure costs 1 Vitality, however much stamina you would have spent. Vigor does not absorb it, and at 0 Vitality it costs a wound like any other hit.
Exhaustion Effects:
- Roll all checks, attack rolls, tests, and saves at disadvantage
Recovering from Exhaustion:
- Rest: Removes exhaustion
Critical: Stamina does NOT recover from Recoveries beyond the Fate exchange below. Only rests restore stamina freely.
Rest & Recovery
Rest (8 hours)
Requires:
- 8 hours of rest
- 1 ration consumed
- Relatively safe location
Benefits:
- Restore ALL Vitality
- Restore Stamina equal to your level
- Remove exhaustion
- Remove non-permanent conditions
Wounds do not heal on a Rest. They close only through months of convalescence, treatment by someone with the Healing tree, or a litany (see Lasting Injuries in section 5). A healer with 2+ points in Healing may treat one wound on one patient over a Rest, given proper tools.
Recovery (10 minutes)
Spend resources to patch up:
- 1 Fate: Recover Stamina equal to your Tier
- 2 Stamina: Restore 1 Vitality
- 1 Stamina: Reduce Attunement by 1 (Druid)
Vigor refills automatically at the start of each combat.
Field Care
There is no dying state to rescue someone from: a character with no wound left to spend is dead. Field care is therefore about buying back slots before the killing blow, not about reviving the fallen.
Treating a wound. Each injury lists a Treatment (section 5). Clearing it gives back a wound slot, and a slot is another Second Wind the character can spend. This is the single most valuable thing anyone can do for a hurt party.
The Healing tree is the mundane route. A character with 2 or more points in Healing can treat a wound over a Rest with proper tools and supplies: one wound, one patient, per Rest. The wound's Severity sets how many points you need - each point past the second lets you handle wounds one step worse. Below 2 points you can dress and clean a wound but never close one.
Time is the free route, and it is slow. Where an injury lists a number of months, that much convalescence clears it without any help. Serious wounds and worse offer no such option: they wait for a healer or a miracle.
Miracles are the only route for some. Cursed, soul-deep, and mind-breaking injuries list a Litany and nothing else.
A Rest restores Vitality and Stamina in full, and does nothing at all for wounds by itself.