The Madness of Wunderland
Characters can perform extraordinary actions through power moves or feat abilities. A character has as many fatigue points as they have Constitution + Con Modifier. Once they exceed their Point of Exhaustion (usually half of total fatigue rounded down) the character becomes Exhausted and suffers a -2 to attacks and skills.
Characters can regain Fatigue by “Catching their Breath”. A Standard Action will restore 1 FP. A Standard + Move + Minor will restore d3 FP. A Second Wind will restore d6 FP.
Catching your Breath
Standard Action = 1 FP
Std + Mv +Mnr = d3 FP
Second Wind = d6 FP
The first time a character goes Bloodied during combat, drop their total Fatigue Pool by 2 points. This does not lower the Exhausted point. For each time a character drops to zero or below, drop their total Fatigue Pool by 1 point.
When a character reaches ZERO Fatigue, they immediately becomes Stunned at the end of their turn. Next turn they MUST burn their Standard, Move, and Minor Action to regain d3 Fatigue.
If a character is trained in Endurance, they get + 1 Fatigue any time they get to recover a d3 or more Fatigue points. If a character is Skill Focused in Endurance, they get + 2 (instead of + 1) when recovering d6 Fatigue points. Skill Focused re-rolls may be used to re-roll Fatigue recovered.
Example: Ramma the Llama has a Con score of 16 (+ 3 bonus). His Fatigue is 19 (16 + 3). His Point of Exhaustion is 9 (19/2 = 9.5 round down). So Ramma the Llamma can burn 10 Fatigue points and not be Exhausted. Once he burns 11 points he will only have 8 Fatigue points left and he becomes Exhausted.
Example: Ramma has burned 3 Fatigue during combat (16/19). He becomes Bloodied so loses 2pts from his total pool of 19 to 17. Ramma takes a full turn to regain d3 Fatigue. He rolls a 3. However since his pool has been reduced to 17, he only gains 1 and now has 17/17 Fatigue.
After a Short Rest characters will regain all their Fatigue, and gain all their Fatigue pool back unless otherwise noted.
Added Notes: Once Characters have become truly powerful (lv10) they gain the following ability:
Energy builds around the character as vital power is regenerated.
Standard Action, 1 Healing Surge
At the cost of a Healing Surge, you regain d6 Fatigue.
The following powers and abilities may be purchased starting at lv10.
Through a critical strike, your morale and energy is renewed!
When you successfully crit (hit target) you regain d3 Fatigue.
Brimming with vitality, you relentlessly renew your strength.
Encounter, Minor Action, 2 Healing Surge
Using a Minor Action, you expend 1 Healing Surge. Until you are knocked unconscious, at the beginning of each turn roll a d6. On a 5 or 6 you regain 1 Fatigue.