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Cost: ±3 points for ±1 FP

Fatigue Points or FP is a Secondary Attribute, measuring a character's overall stamina and resistance to exhaustion.[1] In short, it's a character's "energy supply".[2] By default, it is equal to a character's Health (HT).[3]

Use[]

Fatigue is used up in strenuous activities, such as hiking, running, and (after) combat, although its most dramatic use is when fatigue points are combined with fatigue-burning moves via Extra Effort. Dramatic defenses, powerful attacks, daring jumps, and generally going Plus Ultra.

Genre Use[]

In many Supers, Psi, and Supernatural settings, FP are also used for special moves or attacks. By default, magic in GURPS uses FP--mages will often use a specialized energy reserve, or recharge through powerstones or drinking some paut. Power-based FP costs aren't discounted from having Very Fit, but FP still recovers better with it!

After Combat[]

Tracking FP[]

These four stages could probably be called something colloquially, like "Fresh, Tired, Exhausted, and Unconscious".

FP Description
Full to 1/3 You're (probably) fine!
Less than 1/3 FP You are very tired. Halve your Move, Dodge, and ST (round up). This does not affect ST-based quantities, such as HP and damage--mainly this means you're unable to carry as much.
0 FP or less You are on the verge of collapse! If you suffer further fatigue, each FP you lose also causes 1 HP of injury. Thus, fatigue from starvation, dehydration, etc. will eventually kill you – and you can work yourself to death! To do anything besides talk or rest, you must make a Will roll; in combat, roll before each maneuver other than Do Nothing. On a success, you can act normally. You can use FP to cast spells, etc., and if you are drowning, you can continue to struggle, but you suffer the usual 1 HP per FP lost. On a failure, you collapse, incapacitated, and can do nothing until you recover to positive FP. On a critical failure, make an immediate HT roll. If you fail, you suffer a heart attack!
-1 x FP You fall unconscious. While unconscious, you recover lost FP at the same rate as for normal rest.[4] You awaken when you reach positive FP. Your FP can never fall below this level. After this stage, any FP cost comes off your HP instead!

Recovering FP[]

  • to be added
  • remember to mention Fit

Not Applicable[]

An NPC to whom FP are not applicable is C-31 on B309, which would make him immune to stuff like Fatigue Attack.

This is due to him having the Machine meta-trait on B263 which includes this feature:

Toolkit 2 pg 9 calls this Not Subject to Fatigue

Alternatives[]

Fatigue Points that are tied to a particular power source are called Energy Reserve and while they cost the same they are not the same. Power Items have their own set of FP that function like a Manastone.

Perceiving FP Damage[]

GURPS Psionic Powers 11:

Lost FP require a Per-2 roll to notice, at +1 for every 2 FP lost

Quotes[]

Kromm[]

2007 http://forums.sjgames.com/showpost.php?p=366464&postcount=9

. If you want an "All Archmage, All the Time" campaign, simply lift the normal human cap on FP for those with lots of Magery. Instead of "FP can be no more than 1.3×HT," the limit might be "FP can be no more than (1.3 + Magery)×HT." So a HT 10, Magery 10 archmage can have 113 FP if he wants

2009[]

http://forums.sjgames.com/showpost.php?p=723786&postcount=13

Extra effort in combat isn't inherently cinematic. What sets its realism level is how many FP the GM lets you spend . . . which is a judgment call akin to the decision to allow the "Godlike Extra Effort" rule (Powers, p. 161). That said, I'm not sure that it's entirely cinematic to go from "fine" to "knocked out" in a second or two without being badly injured. People do in fact panic and faint in combat, and the simplest way to simulate a faint in GURPS is to say, "You're out of FP." I don't see this becoming much of a problem in actual play. Dramatically speaking, it's unbecoming for heroic PCs to panic and faint, but players won't have their PCs do that because they know that means losing the fight.

http://forums.sjgames.com/showpost.php?p=723879&postcount=16

Lots of rules already interpret FP loss as minor harm – bruises, poisoning, sprains, sunburn, whatever. There's nothing especially weird about reading extra-effort FP the same way. Truth be told, as a GM, I often use FP loss as a form of very temporary, "stun" injury.

Modifiers[]

Classic Note[]

In Classic FP was figured off of ST.

See Also[]

References[]

  1. Basic Set: Characters, p.7
  2. Basic Set: Characters, p.16
  3. Basic Set: Characters, p.15
  4. Assuming you're not underwater or otherwise in danger!
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