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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