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Endurance
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Doing stuff makes you tired. If you get tired enough, you start operating at less than peak efficiency. How tired you can get is a function of your Con. Various things (see below for partial list) cost you endurance points. A night's sleep gets you Con/5 endurance points back. A day of not-doing-anything-that-could-possibly-be-tiring also gets you Con/5 endurance back. Endurance is generally hard to recover with magic. You can calculate Con/5 with fractional values or by rounding in the normal mathy way, but choose one method and stick with it. <h2> Effects of being tired</h2> As you get tired, the following effects kick in (cumulative): (Number of End gathered in multiples of Con) * 0.5 roll one less die on any stat that's higher than your Con (DI excepted, resistance rolls excepted) * 1.0 All rolls are at +1 difficulty * 1.5 Number of successes maxes out at your Con (DI excepted, resistance rolls excepted) * 2.0 All rolls are at +2 (total) difficulty * 2.5 Number of successes maxes out at your successes on a Con check (DI excepted, resistance rolls excepted) * 3.0 All rolls are at +3 (total) difficulty * 3.5 Start making Con checks to stay conscious: hourly, and one each time you spend End. * 4.0 All rolls are at +4 (total) difficulty * 4.5 Pass out. For example, Con 5 or 6 means you are not tired at 2 End gathered, and you are slightly tired at 3 End gathered. <h2>Things that make you tired</h2> * <b>Activity (END cost)</b> * A day's travel (1) * A day's hard travel (2) * Combat (1) (up to CON of speed rolls in a short burst) * A night without sleep (1) (more time without sleep will cost more) * Magic (see [[Colors of Magic|the Magic rules]]) * A day without food (1) * A day without water (4) * A day's politicking (1)
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