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Two-State Resource

Two-State Resource Mechanic

AX.C.08.05.06

An Optional Mystic Fatigue Mechanic

4/11/26: Session Note

We decided this mechanic unneccessarily impacted Tradition users. It also requires tracking an additional 'meta-currency'. It will remain as an optional system for settings whose fiction has a need for casting fatigue.

A similar system could be applied to all professions if a Game Master wanted to implement a more universal exhaustion system.

This two-state resource system (Clear/Strained) applies across all four effect categories. Each Genre Catalog may apply its own terminology for these states but the mechanics remain the same.

State Condition
Clear Roll full dice pool; normal success range (5–6 count). Clear State lasts for a number of Turns equal to the Odd Talent's value.
Strained -1D to the Odd Talent for each effect after Clear State is lost. If the total Dice Pool is reduced to only the Governing Attribute, any additional effects roll with Disadvantage.

Multiple Odd Talents: The highest Talent value is used to determine the Clear limit. Once Clear is lost, Strained applies to all Odd Talent effects.

Effect category does not modify resource cost. Each effect created (attack, defense, boon or bane) reduces a practitioner's Clear State regardless of the range, target or duration of the effect.

Mid-scene recovery: Once per scene a practitioner can use a Primary Action to 'Rally'. Roll a Wit Save vs Threshold 3. On success, the practitioner returns to Clear. On failure, the practitioner remains Strained and may not attempt recovery again until their next short rest. This limitation is absolute no second attempt, no matter what.

Recovery: Recovering from Strained normally requires a short rest. If the practitioner had to 'Rally' or the Strain State reached Disadvantage, a long rest may be required to recover fully.