
Exertion
Exertion
Section titled “Exertion”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.
Pool size
Section titled “Pool size”Maximum Exertion = Resolve + Constitution + Charisma
Spending
Section titled “Spending”- 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.
Replenishment
Section titled “Replenishment”Automation tracks the current pool and restores points when the Storyteller instructs it after the fiction is settled. Exertion reclaim and Harm recovery are separate updates — narrative first, then state.
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.
Depletion
Section titled “Depletion”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 link
Section titled “Practice link”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.
