A Path to Steam
Fatigue Points (FP)
±3 points per ±1 FP
Fatigue Points represent your body’s “energy supply.” By default, you have FP equal to your HT. For instance, HT 10 gives 10 FP.
You can increase FP at the cost of 3 points per FP, or reduce FP for -3 points per FP. In a realistic campaign, the GM should not allow FP to vary by more than ±30% of HT; e.g., a HT 10 character could have between 7 and 13 FP. Nonhumans and supers are not
subject to this limit. Also, while HT is usually limited to 20, there is no such limit on FP.
You burn FP gradually during strenuous activity. Disease, heat, hunger, missed sleep, and the like can also sap FP. You can deliberately “spend” FP to fuel extra effort (see
p. 356) and supernatural powers (e.g., magic spells). As well, some attacks cause FP damage instead of or in addition to HP damage. If you lose enough FP, you will slow down or fall unconscious – and if you lose too many, you risk death from overexertion! Lost FP do not reduce HT, despite being based on HT.
Fatigue is often compared to some multiple of your FP; e.g., “2xFP” or “FP/2.” Where this is the case, use your basic FP score in the formula, not your current FP total.
For more on losing and recovering FP, see pp. 426-427.
Machines and Fatigue
Those with the Machine meta-trait (p. 263) should list FP as “N/A,” regardless of HT. They can neither buy extra FP nor reduce FP to save points. This is both an advantage and a disadvantage: machines do not fatigue, but they cannot spend FP to use extra effort or fuel special abilities. When a machine operates beyond its normal limits, it risks lasting structural damage. This takes the form of reduced HT, not lost FP. A character with the Machine meta-trait should buy up HT to be more tolerant of being “redlined.”
Overall, this is a 0-point feature (see Features and Taboo Traits, p. 261).