Fatigue in WFRP
The Warhammer Fantasy Roleplay system, in general, has
a very dark, gritty feel to it and is full of rules for nasty things
that can happen to characters and assorted conditions that can
reduce their effectiveness. Yet, for some reason (perhaps because
it's not that nasty?), fatigue is completely ignored aside from a
gradual decrease in speed when sprinting. I hope to rectify that.
First, we introduce a new standard test:
Fatigue:Whenever characters are in a situation where
their endurance seems likely to be worn down, the GM may require
them to make a T test to avoid fatigue. If a character
fails this test, a point of S is temporarily lost. Running
speed is also reduced proportionally. If S drops to 0, the
character falls unconscious for (10 - T)d10 minutes (as per
Strike to Stun) before waking up with S 1. If S is
reduced below 0 by fatigue, each point below 0 increases the time
of unconsciousness by 1d10 minutes.
Frenzied characters become fatigued as normal, but are not
affected by it until the frenzy passes.
S lost to fatigue can generally be recovered by resting
for a full Turn (1 minute), then making a successful T test
at a penalty of 10% per point of fatigue that has been accumulated.
(This test always has at least a 5% chance of success, for the sake
of those who are stronger than they are tough.) Long-term fatigue
results from extended exertion, such as a forced march through the
World's Edge Mountains, and cannot be recovered so easily; a good
meal and a full night's sleep will restore one level of fatigue
automatically and allow the character to make T tests to
regain additional S as for short-term fatigue recovery until
either a test is failed or all fatigue levels have been regained.
That pretty well covers the mechanics of fatigue itself. So,
when does a character accrue fatigue? Here are some suggestions:
- Combat
- When fighting in melee (or casting spells or sprinting across the
battlefield or otherwise pushing himself), a character must make a
fatigue test at the end of each Turn. He does not need to make this test
if he spends a Round on less strenuous activity.
- Spellcasting
- I'll be adding some variant magic systems soon. Under these systems,
attempting to cast a spell may require a fatigue test. Some
circumstances may cause automatic fatigue. This will always be
short-term fatigue for normal spells and long-term fatigue for ritual
spells.
- Spell effects and poisons
- Now that fatigue is there, wizards and alchemists throughout the Old
World are sure to start researching ways to tire their foes.
- Travel
- Long-distance travel will typically cause long-term fatigue at the
following rates, all of which may be increased at GM discretion for rough
terrain and/or poor weather:
- On foot: Moving at the standard rate from the "Move
Rate in MPH equivalents" table (p. 73 in WFRP 2nd ed.) is
considered to be a normal long-term hiking speed and requires
a fatigue test after 4 hours, another after 8 hours, a third
at 10 hours, and an additional fatigue test for every hour
after the tenth. Characters may engage in a forced march at
25 percent faster than the standard rate, but every hour spent
in a forced march counts as two hours for determining when
fatigue tests are made. Conversely, two hours at a cautious
rate count as only one hour of travel for fatigue purposes.
- Horseback: Make fatigue tests as above for the
horses. Riders need only test half as often. Proper care can
increase a mount's endurance; if a horse is looked after by a
character with Animal Care, that its first fatigue test of the
day can be considered an automatic success if the character
with Animal Care succeeds in an Int test.
- Carts, wagons, etc: Make fatigue tests as above for
the horses. Passengers test fatigue once after 8 hours of
travel and once for each additional 4 hours, with times modified
for faster or slower than normal rates as above. Coach passengers
receive a +20 to their travel-related fatigue tests.
- Boats: Oarsmen must test fatigue once per 2 hours spent rowing.
Other active crew, such as riggers on a sailing ship, test once per 5
hours on duty. Passengers test as above.
- Sleep deprivation
- Characters must make a fatigue test after 24 consecutive hours without
sleep and again for every additional 12 hours until a full night's rest
is obtained. This is, of course, long-term fatigue.
- Starvation and dehydration
- Characters must make a long-term fatigue test after every 24 hours
without food and every 12 hours without drink. This fatigue will only be
recovered at a rate of 1 point per day and will not recover at all until
food and drink are available.
Credit where credit is due: This fatigue system is heavily based on the
fatigue rules found in Ars Magica, Second Edition, published by Lion
Rampant.
This document is copyright © Dave
Sherohman and is free to use, modify, and distribute, though I request
that copies of any modifications be sent to me for possible incorporation in
my master version along with acknowledgement of the modification's author(s).
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