diff --git a/combat.tex b/combat.tex index be6dfb07741e8bf31ac1988e5b4a2e7853124511..efe29f4e0943af43e24013b9d756abdd28267764 100644 --- a/combat.tex +++ b/combat.tex @@ -500,16 +500,16 @@ Daggers and shortswords often have an easier time in these locations. When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's \gls{ap} cost minus 1. -\subsubsection[Holding Breath: 1 \glsentrytext{fatigue} per negative \glsentrytext{ap} at the end of the round, plus 1~per round]{Holding Breath} +\subsubsection[Holding Breath: 1 \glsentrytext{ep} per negative \glsentrytext{ap} at the end of the round, plus 1~per round]{Holding Breath} \label{holdingBreath} \index{Combat!Staying Silent} -Anyone holding their breath takes a number of \glspl{fatigue} equal to their negative \glspl{ap} at the end of the round, plus one. -So someone ending a round on -3 \glspl{ap} would take 4~\glspl{fatigue}. +Anyone holding their breath takes a number of \glspl{ep} equal to their negative \glspl{ap} at the end of the round, plus one. +So someone ending a round on -3 \glspl{ap} would take 4~\glspl{ep}. Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}. -These \glspl{fatigue} points disappear at a rate of 1 per round as soon as the character can breathe again. +These \glspl{ep} points disappear at a rate of 1 per round as soon as the character can breathe again. \makeAutoRule{entangled}{Trapped, Entangled, or Prone}{the character loses their Dexterity Bonus, and takes -2 Attack penalty} \label{trapped} @@ -529,7 +529,7 @@ Gaining the higher ground grants +1 to the Attack Bonus, as you target the enemy These additional actions cover different ways to engage with enemies. Anyone can use them at any point, if they use the right weapons. -\subsubsection[Brawling: Make a normal attack roll, but any attack with a Margin less than 5 only inflicts \glspl{fatigue} rather than Damage]{Brawling} +\subsubsection[Brawling: Make a normal attack roll, but any attack with a Margin less than 5 only inflicts \glspl{ep} rather than Damage]{Brawling} \index{Combat!Brawling} \index{Brawling} @@ -538,7 +538,7 @@ Swinging an axe can place one in a vulnerable position -- on negative \glspl{ap} But since these attacks cost only 1 \gls{ap}, they won't deplete \glspl{ap} too fast. Punches and kicks all use the Combat bonus. -Such attacks inflict \glspl{fatigue}. +Such attacks inflict \glspl{ep}. Everyone gains a \gls{dr} against Brawling Damage equal to their Strength Bonus, which stacks with armour (\gls{dr} cannot be negative). This counts as Complete armour, so hitting someone in Partial chainmail with a \gls{tn} of 8 and a Strength of +1 would mean they have a total \gls{dr} of 6. However, an attack score of 11 would mean that the Partial armour's \gls{dr} could be ignored, leaving only a \gls{dr} of 1. @@ -672,8 +672,8 @@ Characters running through forests might encounter a marshy area, a stream, dens Those crossing plains might find a random encounter in their path, then a copse of trees. Those running up a mountain could find an area of loose rocks where the ground slides away from under their feet, a narrowing path upwards as rocky walls envelop them and then a misty lake covered in low-lying cloud. -Each area covered also inflicts 1 \gls{fatigue} in addition to any for wearing armour or for Encumbrance Points. -These \glspl{fatigue} are applied after every roll rather than waiting until the end of the interval. +Each area covered also inflicts 1 \gls{ep} in addition to any for wearing armour or for Encumbrance Points. +These \glspl{ep} are applied after every roll rather than waiting until the end of the interval. Players are encouraged to suggest Skills which might help. While running away from a band of guards, a character could use the Stealth Skill, quickly dipping into an alleyway to hide. diff --git a/commands.tex b/commands.tex index 3ad0d5a263605082b9936611186d3fd3e1cd2fed..904115a555953ce6d01219d33f74a2f7b6b31adf 100644 --- a/commands.tex +++ b/commands.tex @@ -303,12 +303,12 @@ 11 & 10+ & Food for one, +1 per margin. \\ 10 & 9 & Nothing found. \\ 8-9 & 8 & Lost: make a navigation roll (below), or wander in the wrong direction. \\ - 7 & 6-7 & Accidental foxglove: gain 3 \glspl{fatigue} due to vomiting. \\ + 7 & 6-7 & Accidental foxglove: gain 3 \glspl{ep} due to vomiting. \\ 6 & 5 & Creature encounter -- the \gls{gm} rolls $2D6 + 6$ on the local encounter table. \\ - 5 & & Snake bite: gain $1D6+4$ \glspl{fatigue}. \\ - 4 & 4 & Wrong mushroom: gain 3 \glspl{fatigue} at the end of the interval. \\ - & 3 & Snake bite: gain $1D6+2$ \glspl{fatigue}. \\ - < 4 & < 3 & Slowburn ivy: gain 2 \glspl{fatigue} each interval until you find a cure (Intelligence + Medicine, \tn[8]). \\ + 5 & & Snake bite: gain $1D6+4$ \glspl{ep}. \\ + 4 & 4 & Wrong mushroom: gain 3 \glspl{ep} at the end of the interval. \\ + & 3 & Snake bite: gain $1D6+2$ \glspl{ep}. \\ + < 4 & < 3 & Slowburn ivy: gain 2 \glspl{ep} each interval until you find a cure (Intelligence + Medicine, \tn[8]). \\ \end{nametable} } @@ -316,7 +316,7 @@ \sidebox{ \begin{boxtable}[YYY] - \textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{fatigue}} \\\hline + \textbf{Miles} & \textbf{\glsentrytext{tn}} & \textbf{\Glsfmtplural{ep}} \\\hline 0 & 8 & 0/ 3 \\ diff --git a/knacks.tex b/knacks.tex index 357180768245104ec0bf8bffb9cd11d3c3a136b3..da28d1ba89a9467b6f6d05b8711702f3540185af 100644 --- a/knacks.tex +++ b/knacks.tex @@ -132,11 +132,11 @@ They gain +1 to their Attack Bonus when using that weapon. \subsubsection{Autophage} The caster can draw magic from their own blood, even when they have \gls{mp} available to draw from. -Every \gls{mp} stolen in this way inflicts \pgls{fatigue}. +Every \gls{mp} stolen in this way inflicts \pgls{ep}. These spells always look obvious, as they make the caster's nose bleed, or eyes turn pale. -The \glspl{fatigue} heal at the normal rate, allowing the caster to regenerate their magical potential in two ways at once. +The \glspl{ep} heal at the normal rate, allowing the caster to regenerate their magical potential in two ways at once. \subsubsection{Ritual Caster} \label{ritualCaster} @@ -200,7 +200,7 @@ Chosen enemies never `stack', so an undead forest creature only counts as one ch \subsubsection{Fast Healer} The character regenerates unusually fast. -Any \gls{interval} which they spend resting allows them to heal 2 additional \glspl{fatigue} and 1~\gls{mp}. +Any \gls{interval} which they spend resting allows them to heal 2 additional \glspl{ep} and 1~\gls{mp}. Armour blocks the \gls{mp} regeneration, as usual. diff --git a/play.tex b/play.tex index fcdfe2a14be2145604ddeb98c02a1b924aa42c74..e4cd68754cc8d33467ffe5fae0c4ab79198b8824 100644 --- a/play.tex +++ b/play.tex @@ -219,18 +219,18 @@ This never entirely succeeds, so \glspl{pc} will often find themselves trying to I want to meet that hag. Can we walk ten miles in an afternoon? \item[\gls{gm}:] - Sure, that's just 5 \glspl{fatigue} along the road. - Sootfilch and Grogfen are human, so they can ignore the first \gls{fatigue}. + Sure, that's just 5 \glspl{ep} along the road. + Sootfilch and Grogfen are human, so they can ignore the first \gls{ep}. \item[Player 1:] And Laiquon's an elf, so he can ignore the cold. \item[\gls{gm}:] - Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2 \glspl{fatigue} from the freezing weather. + Oh yea\ldots the \gls{jotter} will have warm clothes for everyone else, but you humans two will have to take 2 \glspl{ep} from the freezing weather. \end{description} }{ Travelling times are easy to work out. - Players can decide their characters travel any number of miles, but every two miles along a road adds \pgls{fatigue}. + Players can decide their characters travel any number of miles, but every two miles along a road adds \pgls{ep}. - If they want to hard-march 20 miles in an afternoon, they can do so, but they'll receive 10~\glspl{fatigue}, which means serious penalties. + If they want to hard-march 20 miles in an afternoon, they can do so, but they'll receive 10~\glspl{ep}, which means serious penalties. } \sideBySide{ diff --git a/spells.tex b/spells.tex index b8f5d2dabf75854216fd4cd69ceb1e248c03a4d6..7620a2c6b60b77a171454986e4f0085dc80d15a0 100644 --- a/spells.tex +++ b/spells.tex @@ -211,7 +211,7 @@ A good witch leaves no part of her prey unused. {Wax}% Action {Fate, Air}% Spheres {\roll{Strength}{Athletics}}% Resist with - {As the caster roars, a deathly feeling flows over the targets, who gain \arabic{spellCost} \glspl{fatigue}}% Description + {As the caster roars, a deathly feeling flows over the targets, who gain \arabic{spellCost} \glspl{ep}}% Description {} \spell{Preservation}% Name diff --git a/systems.tex b/systems.tex index 3b2b1cd8d99b3ffed6949f3ec7c3dd58810b144f..523345308720c7272ef78d085ce7c66ff2e2efa1 100644 --- a/systems.tex +++ b/systems.tex @@ -18,9 +18,9 @@ A tie could indicate that the door has a massive hole in the middle, allowing a \makeRule{poison}{Brewing a poison}{Intelligence}{Medicine}{4} \index{Poisons} -Basic poisons inflict 2 \glspl{fatigue} over the course of \pgls{interval}, then stop. +Basic poisons inflict 2 \glspl{ep} over the course of \pgls{interval}, then stop. People can notice a poison by smell or taste before they drink it, by rolling \roll{Wits}{Vigilance} (\tn[7]). -Poisons lose their potence over time -- the \gls{fatigue} loss suffered reduces by to half of what it was each week. +Poisons lose their potence over time -- the \gls{ep} loss suffered reduces by to half of what it was each week. The standard roll begins at \tn[7]. The caster can add any of the following boons to the poison. @@ -28,7 +28,7 @@ However, each boon increases the \gls{tn} by 1. \begin{itemize} \item - Inflict 1 more \gls{fatigue} on the target over \pgls{interval}. + Inflict 1 more \gls{ep} on the target over \pgls{interval}. \item Increase the number of \glspl{interval} the poison will work for. \item @@ -37,7 +37,7 @@ However, each boon increases the \gls{tn} by 1. Increase the shelf-life of the poison by a week. \end{itemize} -A poison might inflict 4 \glspl{fatigue} each \gls{interval}, for 3 \glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14. +A poison might inflict 4 \glspl{ep} each \gls{interval}, for 3 \glspl{interval}, and require a \roll{Wits}{Vigilance} roll at \tn[10] but this would raise the \gls{tn} from 7 to 14. \makeRule{sword_crafting}{Crafting a sword}{Strength}{Crafts}{13} @@ -99,11 +99,11 @@ Those who know their environment have a knack for crawling efficiently, feeling Each point on the Margin allows an additional person to sleep inside the shelter. A tie indicates that the shelter holds for a few hours, then collapses. -\makeRule{cure_poison}{Curing a poison}{Wits}{Medicine}{10, each margin cures 1 \glsfmttext{fatigue}} -Each Margin cures 1 \glspl{fatigue} caused by poison by the end of the \gls{interval}. -Of course if the roll fails, each Failure Margin \emph{inflicts} \pgls{fatigue}. +\makeRule{cure_poison}{Curing a poison}{Wits}{Medicine}{10, each margin cures 1 \glsfmttext{ep}} +Each Margin cures 1 \glspl{ep} caused by poison by the end of the \gls{interval}. +Of course if the roll fails, each Failure Margin \emph{inflicts} \pgls{ep}. -\makeRule{hypoxia}{Hypoxia}{Intelligence}{Caving}{10 to notice problem, gain \glsfmtplural{fatigue} on failure} +\makeRule{hypoxia}{Hypoxia}{Intelligence}{Caving}{10 to notice problem, gain \glsfmtplural{ep} on failure} Long, underground tunnels don't have a lot of oxygen. Taking a torch down one, or even staying down too long, and sucking up all the oxygen, can cause hypoxia. \index{Hypoxia} @@ -114,7 +114,7 @@ If any \gls{pc} succeeds in the roll, they understand that hypoxia has settled i If the \glspl{pc} fail the roll, the \gls{gm} should increase the \gls{tn} for all rolls, without explaining why the \gls{tn} for various actions is so high, and continue increasing the \gls{tn} until the party find themselves weak, and confused, or manage to get out the other side. -Once out, all penalties vanish, except for a single \gls{fatigue}. +Once out, all penalties vanish, except for a single \gls{ep}. \subsection{Town Activities} @@ -231,10 +231,10 @@ Of course, these fast excursions from the path, to check out anything that happe \gatheringChart -\makeRule{keep_watch}{Keeping watch over night}{Strength}{Vigilance}{7. 3 \glsfmtplural{fatigue} between watchers} -Success inflicts 3 \glspl{fatigue} on those staying up at night. -They may divide these \glspl{fatigue} in any way, so one person could keep watch all night and gain all 3, or the first watcher might gain 2~\glspl{fatigue}, and the second only 1.% -\footnote{\Glspl{gm} NB: you should take out three coins, each representing \pgls{fatigue}, and have the players take them.} +\makeRule{keep_watch}{Keeping watch over night}{Strength}{Vigilance}{7. 3 \glsfmtplural{ep} between watchers} +Success inflicts 3 \glspl{ep} on those staying up at night. +They may divide these \glspl{ep} in any way, so one person could keep watch all night and gain all 3, or the first watcher might gain 2~\glspl{ep}, and the second only 1.% +\footnote{\Glspl{gm} NB: you should take out three coins, each representing \pgls{ep}, and have the players take them.} \makeRule{climbing}{Climbing}{Speed}{Athletics}{varies greatly} @@ -255,24 +255,24 @@ Nobody survives long underground unless they can tell if the ceiling might colla \makeRule{mend_sail}{Mending a sail}{Dexterity}{Seafaring}{10} -\makeAutoRule{march}{Marching}{gain 1~\glsfmtplural{fatigue} each mile of rough terrain, and 1~\glsfmtplural{fatigue} for every 2~miles of road, each \glsfmttext{interval}} +\makeAutoRule{march}{Marching}{gain 1~\glsfmtplural{ep} each mile of rough terrain, and 1~\glsfmtplural{ep} for every 2~miles of road, each \glsfmttext{interval}} \index{Walking} \index{Marching} \index{Travel} -Marching characters gain 1~\glspl{fatigue} each mile of rough terrain, and 1~\glsfmtplural{fatigue} for every 2~miles of road, each \gls{interval}. -If \pgls{pc} has 5 \glspl{hp}, they can march for 3 miles in the morning, then rest and recuperate 3 \glspl{fatigue} over midday, then do the same over evening and night. +Marching characters gain 1~\glspl{ep} each mile of rough terrain, and 1~\glsfmtplural{ep} for every 2~miles of road, each \gls{interval}. +If \pgls{pc} has 5 \glspl{hp}, they can march for 3 miles in the morning, then rest and recuperate 3 \glspl{ep} over midday, then do the same over evening and night. Of course, if the rest of the troupe have more stamina, they might have to march further to keep up. -A smaller person, marching 8 miles in the morning would gain 4 \glspl{fatigue}, then heal only 3 over the next rest. -Each day they would accumulate 2 more \glspl{fatigue} in total. +A smaller person, marching 8 miles in the morning would gain 4 \glspl{ep}, then heal only 3 over the next rest. +Each day they would accumulate 2 more \glspl{ep} in total. Travelling by road means the troupe can usually sleep in \pgls{village}, \pgls{broch} or at least \pgls{bothy}, so it affords more opportunity for rest. -\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtplural{fatigue} each \glsfmttext{interval} and need fire to rest} +\makeAutoRule{cold}{Cold Seasons}{gain 2~\glsfmtplural{ep} each \glsfmttext{interval} and need fire to rest} \index{Winter} \index{Cold Seasons} \index{Snow} -During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{fatigue} each \gls{interval}, or 2~\glspl{fatigue} for characters wearing warm clothing. +During the colder seasons of \gls{Alassea} and \gls{Minquesta}, the frigid air inflicts 4~\glspl{ep} each \gls{interval}, or 2~\glspl{ep} for characters wearing warm clothing. Characters can only rest with a fire, which may attract monsters (usually a 1 in 6 chance). @@ -304,17 +304,17 @@ A tie means the character comes to a sudden halt, without Damage. Failure means $1D6$ Damage, plus the character's Speed (running faster means more Damage). \index{Darkness!Running} -\makeRule{place_fire}{Placing Fire Undergound}{Intelligence}{Caving}{11 to avoid filling the cavern with smoke, and receiving 2~\glsfmtplural{fatigue} per \glsentrytext{interval}} +\makeRule{place_fire}{Placing Fire Undergound}{Intelligence}{Caving}{11 to avoid filling the cavern with smoke, and receiving 2~\glsfmtplural{ep} per \glsentrytext{interval}} A fire in the wrong place underground can easily choke everyone around to death, or at least until they can't think properly. Of course, this provides an excellent weapon of war if one can do it properly. Light the wrong type of fire, and heavy smoke will fall down a tunnel instead of rising. \index{Spelunking!Placing Fire} -Failure indicates nearby characters suffer 2~\glspl{fatigue}, and everyone in the area suffers \pgls{fatigue} each round after that. +Failure indicates nearby characters suffer 2~\glspl{ep}, and everyone in the area suffers \pgls{ep} each round after that. \makeRule{start_fire}{Starting a Fire}{Intelligence}{Wyldcrafting}{10} A little tinder-box will grant a +2 Bonus, and heavier boxes will allow reuse. -During the cold seasons, fire is a necessity to remove \glspl{fatigue} (mentioned \vpageref[above]{cold}). +During the cold seasons, fire is a necessity to remove \glspl{ep} (mentioned \vpageref[above]{cold}). \makeRule{swimming}{Swimming}{Speed}{Seafaring}{set by water speed} @@ -335,12 +335,12 @@ The hunter continues making roll until they catch their quarry or lose them. Caverns offer all manner of impediments, from sudden drops to falling debris, and passages full of water. \caveTravelChart -Each mile covered inflicts 2 \glspl{fatigue} -- double the usual. +Each mile covered inflicts 2 \glspl{ep} -- double the usual. Each \gls{interval}, the \glspl{pc} decide how many miles they wish to cover, and make a roll. Proper equipment, such as ropes, good shoes, and a map, can add up to a +3 Bonus. -Failure results in an additional 3~\glspl{fatigue}, as the characters bang their head, twist an ankle, or bruise their arse on slippery fall. -A tie means they can see the danger coming, and choose to rest instead of taking the \glspl{fatigue}, then carrying on with a plan for the route. +Failure results in an additional 3~\glspl{ep}, as the characters bang their head, twist an ankle, or bruise their arse on slippery fall. +A tie means they can see the danger coming, and choose to rest instead of taking the \glspl{ep}, then carrying on with a plan for the route. \subsection{War \& Battery} diff --git a/traits.tex b/traits.tex index cbfc093a6f326139a32a96bd28f2848a765dfaa5..b1cda6e59a0fa58493442ec4894cf293d539f593 100644 --- a/traits.tex +++ b/traits.tex @@ -518,7 +518,7 @@ Medicine is a primitive but effective art, regrettably full of nonsense and supe \begin{description} \item[\roll{Strength}{Medicine}] lets someone fix a twisted bone or nose. - If someone has only 1 \gls{hp} of Damage, the medicus can heal it, leaving them with only 1 \gls{fatigue} instead. + If someone has only 1 \gls{hp} of Damage, the medicus can heal it, leaving them with only 1 \gls{ep} instead. A failed roll inflicts an additional \gls{hp} instead. \item[\roll{Intelligence}{Medicine}] covers making poisons, and figuring out which poison has affected someone. @@ -747,7 +747,7 @@ It is practised by guards or the eternally paranoid. \item[\roll{Strength}{Vigilance}] lets one keep watch over a camp, despite a long day's march and a quiet fire. - Staying up all night inflicts 3 \glspl{fatigue}, so a troupe can divide this into the first watch receiving 2 \glspl{fatigue} and the second receiving 1, or any other combination. + Staying up all night inflicts 3 \glspl{ep}, so a troupe can divide this into the first watch receiving 2 \glspl{ep} and the second receiving 1, or any other combination. Travelling troupes make a single group roll to keep watch. @@ -860,25 +860,25 @@ Losing \glspl{fp} can mean any number of things. However, everyone (including \glspl{npc} present in the scene) regains $1D6$ \glspl{fp} at the end of each \gls{interval}.% \footnote{See \autopageref{intervals} for more on \glspl{interval}.} -\Glsentrylongpl{fp} never stop \glspl{fatigue}. +\Glsentrylongpl{fp} never stop \glspl{ep}. Character who can survive a dozen archers through luck can still become exhausted, or punched in the gut and dragged away. \end{multicols} -\section{\Glsfmtplural{fatigue}} +\section{\Glsfmtplural{ep}} \begin{multicols}{2} -\label{fatigue} +\label{ep} \noindent Fighting, running and swimming can really take it out of you, especially when wearing heavy armour. -Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. +Characters gain \glspl{ep} for exerting themselves, and if they accrue too many then they will quickly start to become ineffective. -\input{config/rules/fatigue.tex} +\input{config/rules/exhaustion.tex} \noindent -\Glspl{fatigue} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{fatigue}, which results in a -2 penalty to all actions. +\Glspl{ep} might inflict penalties because the character has 6 \glspl{hp} but gains a total of 8 \glspl{ep}, which results in a -2 penalty to all actions. \begin{boxtable}[lllllllllX] @@ -887,13 +887,13 @@ Characters gain \glspl{fatigue} for exerting themselves, and if they accrue too \\ \Repeat{9}{\Square &} \Square \\ - \multicolumn{10}{l}{\glspl{fatigue}} \\ + \multicolumn{10}{l}{\glspl{ep}} \\ \Repeat{8}{\XBox &} \Square & \Square \\ \multicolumn{10}{l}{Penalty: 2} \\ \end{boxtable} -But it might also occur because the character has 4 \glspl{fatigue} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. +But it might also occur because the character has 4 \glspl{ep} and then Damage reduces them to only 2 \glspl{hp}, leaving them with a -2 penalty to all actions yet again. \begin{boxtable}[lllllllllX] @@ -902,36 +902,36 @@ But it might also occur because the character has 4 \glspl{fatigue} and then Dam \\ \Repeat{2}{\Square &} \Repeat{4}{\XBox &} \Repeat{3}{\Square &} \Square \\ - \multicolumn{10}{l}{\glspl{fatigue}} \\ + \multicolumn{10}{l}{\glspl{ep}} \\ \Repeat{4}{\XBox &} \Repeat{5}{\Square &} \Square \\ \multicolumn{10}{l}{Penalty: 2} \\ \end{boxtable} -Characters may reach a maximum penalty of -5 due to \glspl{fatigue}, after which they fall unconscious. -If the character is accruing \glspl{fatigue} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{fatigue} swimming or climbing a cliff, the character will almost certainly just die. +Characters may reach a maximum penalty of -5 due to \glspl{ep}, after which they fall unconscious. +If the character is accruing \glspl{ep} from running or wrestling, they would normally simply pass out at this point, but if they are gaining \glspl{ep} swimming or climbing a cliff, the character will almost certainly just die. -\Glspl{fatigue} cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run. +\Glspl{ep} cannot be mitigated with \gls{fp}. Characters who can luck their way out of being shot by arrows and roasted by dragons can quite easily be punched and dragged away, or collapse after a long run. \subsubsection{Special Categories} -\Glspl{fatigue} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. +\Glspl{ep} can represent all manner of problems a character has -- not just tiredness -- and some remain for longer than others. -\paragraph{Marching} inflicts \pglspl{fatigue} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1 \gls{fatigue} every 2 miles). -Since characters recover half their \glspl{fatigue} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{fatigue} over an afternoon's rest, and repeat that over the evening and night. -That leaves characters marching a number of miles equal to their \glspl{hp} each day, without accruing \glspl{fatigue}, or double their \glspl{hp} when walking on a road. +\paragraph{Marching} inflicts \pglspl{ep} each mile of rough terrain, such as wild forest, or mountains, and half that when walking on a road (meaning 1 \gls{ep} every 2 miles). +Since characters recover half their \glspl{ep} over \pgls{interval} of rest, a character with 8 \glspl{hp} could march 4 miles in the morning, recover 4 \glspl{ep} over an afternoon's rest, and repeat that over the evening and night. +That leaves characters marching a number of miles equal to their \glspl{hp} each day, without accruing \glspl{ep}, or double their \glspl{hp} when walking on a road. -Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{fatigue} penalties stop them walking. +Of course, characters can push themselves as much as they want, and cover as much ground as they want, until the \gls{ep} penalties stop them walking. \paragraph{Poison} can become a nasty drag on a character, and a serious poisoning can prompt even the strongest fighter to go find a cure, before he vomits any more blood. \paragraph{Starvation} is another special case. -\glspl{fatigue} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. +\glspl{ep} inflicted from starvation are marked with an `$S$', and each of these points only heal once the character has had a full meal. -\makeAutoRule{npcFatigue}{\Glsfmtplural{npc} \Glsfmtplural{fatigue}}{assume \glsfmtplural{npc} start with half \glsfmtplural{fatigue} filled} +\makeAutoRule{npcFatigue}{\Glsfmtplural{npc} \Glsfmtplural{ep}}{assume \glsfmtplural{npc} start with half \glsfmtplural{ep} filled} -\Glspl{npc} should acrue \glspl{fatigue}, just like the \glspl{pc} do. -The \gls{gm} might assume \glspl{npc} have a number of \glspl{fatigue} equal to half their \glspl{hp} at any time, unless the situation suggests otherwise. +\Glspl{npc} should acrue \glspl{ep}, just like the \glspl{pc} do. +The \gls{gm} might assume \glspl{npc} have a number of \glspl{ep} equal to half their \glspl{hp} at any time, unless the situation suggests otherwise. Players should be able to use this to their advantage, just as their \glspl{pc}' tired bodies work to their disadvantage.