KING

Stamina & Rest

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, in combat or out of it, you can always spend stamina equal to the check's tier to succeed anyway (a failed save cannot be bought)
  • Maintain disrupted Declared Maneuvers: When you fail a disruption check, spend stamina equal to the tier to keep it (the same goes for a Focus spell you have up)
  • Deeds: An initial deed costs stamina equal to the tier you call, an ultimate deed 5 (see Deeds in section 3)
  • 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)
  • With no stamina to lose, a 1 costs nothing and grants no Fate point
  • GM may replace stamina cost with narrative consequence

When You're at 0 Stamina

You can still use abilities that cost no Stamina. An ability with a Stamina cost needs the Stamina: with none to spend, it is simply unavailable. The ladder below covers failed checks only. 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 if it takes you to 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 (when traveling, a Sheltered or Secured camp, or a living settlement: see Camp in section 6)
  • No more than one Rest a day

Benefits:

  • Restore ALL Vitality
  • Restore ALL Stamina
  • Remove exhaustion
  • Remove non-permanent conditions
  • Earned Fate you have not spent becomes Destiny (see Destiny in section 1)
  • Under a healer, one light wound closes (below)

A Rest by itself closes no wound. A healer with proper tools can close one light wound per patient over a Rest: Healing 2 for Severity 1, Healing 4 for Severity 2. A middle wound takes a month of downtime and the worst a litany (see Lasting Injuries in section 5).

Recovery (10 minutes)

Spend resources to patch up:

  • 1 Fate: Recover 1 Stamina
  • 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, for light wounds only. Over a Rest, with proper tools and supplies, a healer closes one light wound per patient: Healing 2 closes a Severity 1 wound, Healing 4 a Severity 2. Below 2 points you can dress and clean a wound but never close one. No healer closes a worse wound.

Time is the free route, and it is slow. A month of downtime spent resting closes every light and middle wound you carry. The worst wounds (Severity 5 and 6) never close by time.

Miracles are the only route for the worst. A Severity 5 or 6 wound closes only by the litany its row names.

A Rest restores Vitality and Stamina in full. By itself it closes no wound.