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Exertion is the character’s capacity to push beyond ordinary limits. Fatigue, hunger, and thirst all map into this single measure when management fails.

It is primarily player-controlled: when to push, when to rest, and where to spend will. Narrative events (starvation, forced marches, prolonged fighting) can also drain it without a voluntary spend.

Maximum Exertion = Resolve + Constitution + Charisma

  • Spend 1 Exertion to add one extra die to any dice pool.
  • With a matching Echo, you may spend a second Exertion die on that roll (normal limit is one).
  • Dying characters must spend Exertion on every roll; death follows when the pool hits zero while Dying.

The sheet tracks the current pool. After the fiction of a rest is settled, the Storyteller restores Exertion on the desk, separately from Harm recovery — narrative first, then state. The suggestions below are counsel for the number they type.

Suggested awards:

Condition Effect
Short rest +1
Long rest +2
Plentiful meal +1 on top of rest awards
No food or water −1 from the rest award

Inventory food and water days inform whether those awards apply cleanly.


When the pool reaches zero, the character suffers a standing –2 to the size of every dice pool. This penalty never reduces a pool below 1 die. The character can still act; every action simply costs more than it should until they recover.

Exertion can also be depleted by pure narrative events — lack of food or water, or a prolonged skirmish. Do not assume the pool is full when the fiction says otherwise.

Practice from Marks on Skills accrues only when Exertion was spent — win or loss. An opposed loss also adds +2, which stacks with that Marks award. Unopposed struggle (more failures than Marks) still awards +2 without Exertion. Effort is part of learning.

Related: Human Potential, Dice Mechanics, Automation.