Fatigue rules for Rifts...cyborgs especially.

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MurderCityDisciple
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Fatigue rules for Rifts...cyborgs especially.

Unread post by MurderCityDisciple »

I spent half an hour scouring my RUE looking for fatigue rules...are there any?

I needed to figure out how long somebody can run before they tire and if there are any negatives for being tired. My players had to run for their lives which is where I ended the game.

I also looked through the FAQ's and found nada.

If anyone can help...thanks.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by Icefalcon »

I don't recall there being any fatigue rules. I believe it was only a few months ago that I went in search of the same thing. I couldn't find them either.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by sagajr »

MurderCityDisciple wrote:I spent half an hour scouring my RUE looking for fatigue rules...are there any?

I needed to figure out how long somebody can run before they tire and if there are any negatives for being tired. My players had to run for their lives which is where I ended the game.

I also looked through the FAQ's and found nada.

If anyone can help...thanks.

Greetings!

No rules for fatigue rate or similar things (not in RUE and not even in the old rulebook). The pre-RUE rulebook contained a rule for Exertion (on page 9), but that was incomplete and vague (no rates, just the penalties, which was -2 speed/initiative/damage and -1 parry/dodge).

So you need to create your own rules to monitor the fatigue rate.
Spoiler:
I use the following fatigue rates in my games:

Running:
- Running on maximum speed (ie. sprint) is 1 second for every PE point for unskilled people without running skill or two times more for the skilled ones (1 melee per PE for augmented/extraordinary PE or characters in exoskeleton armor or partial cyborgs, 1 minute per PE for superhuman/robotic PE/characters in PAs -, 5 minutes per PE point for SN PE; double for skilled characters).
- Running (up to 60% of maximum speed) is 1 melee/1 minute per PE point for unskilled/skilled people with normal PE. 5 minutes per PE point for characters with augmented PE, 15 minutes per PE point for robotic PE and half an hour per PE point for SNPE. Characters with any running skill are able to run longer (double the listed duration).
- Jogging (up to 30% of maximum speed) is 1 minute/5 minutes per PE point for unskilled/skilled runners with normal PE. 30 minutes per PE point for characters with augmented PE, 1 hour per PE point for robotic PE and two hours per PE point for SNPE. Characters with any running skill are able to run longer (double the listed duration).
- Walking (up to 15% of maximum speed) is 30 minutes per PE point with normal PE, 1.5 hours per every PE point for augmented PE, 3 hours per PE point for robotic PE and 6 hours per PE for SNPE.

Swimming:
- Fast (maximum swimming speed) is 1 melee per PE point for people with normal PE, 1 minute per PE point with augmented PE, 5 minutes for every PE point with superhuman PE (robots/power armors rarely swim) and 15 minutes per every SNPE points.
- Normal (up to 60% of maximum swimming speed) is 1 minute per PE point for people with normal PE, 5 minutes per PE point with augmented PE, 30 minutes for every PE point with superhuman PE and 1 hour per every SNPE points.
- Slow (up to 25% of maximum swimming speed) is 2 minutes per PE point for people with normal PE, 10 minutes per PE point with augmented PE, 1 hour for every PE point with superhuman PE and 2 hours per every SNPE points.

Close Combat:
- People with normal PE can fight for 1 melee per PE point if unskilled. Basic HtH adds 2 extra melee to this time, expert and assassin HtH styles extends combat by 1 minute, while characters skilled in any martial arts HTH may fight 2 minutes longer than an unskilled combatant with the same PE.
- People with augmented/extraordinary/robotic/superhuman PE can fight 1 minute per PE point before the fatigue penalties struck. Basic HtH adds another minute, expert/assassin extends this time by 25%, while martial arts styles increase the above mentioned times by 50%.
- For SNPE, double the times listed under the augmented/robotic description.

Penalties:
Speed is lowered by 25%, PS is lowered by 10%, -20% for all skill rolls, -2 Attack per Melee, -4 initiative, -2 to all combat rolls excluding ranged damage when the charaters exhaused/tired. The character may continue the strenuous activity he/she perform with the penalties applied. Apply the penalties again if the character cannot (or do not want to) slow down/rest, but in this case, the additional penalties come to life within half the usual time (halve the fatigue rate times).

Penalties for fatigue are cumulative. The above listed modifiers lasts 1d4+1 minute, then halve the penalties and these lower ones lasts for an additional 1d4x5 minutes if the character avoid any strenuous activity (the character must avoid sprinting/fast swimming/close combat). After that time, all modifiers negated except the speed and PS ones (-10% for speed and -5% for PS, can be negated by at least an hour of meditation/2 hours of rest).

Special circumstances like slippery or sinking (mud, thick snow) or dangerous/rugged terrain, running uphill or run/combat in high altitude may lower the above listed times to one half or even to one quarter (depends on the GM) as well as the heavy loads.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by jaymz »

There MIGHT be something in The Game Master Guide. If not I think there may be something in Heroes Unlimited if you have it to check.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by ShadowLogan »

MurderCityDisciple wrote:I spent half an hour scouring my RUE looking for fatigue rules...are there any?

I needed to figure out how long somebody can run before they tire and if there are any negatives for being tired. My players had to run for their lives which is where I ended the game.

I also looked through the FAQ's and found nada.

If anyone can help...thanks.

Sometimes rules aren't where you would expect them. "Magic Adrenal Rush" has a fatigue component which might be the only place in RUE. The Crazy OCC might have something applicable w/n the specific disorder section (where w/o certain conditions will not be at peak). Juicer's also need to eat a lot or feel fatigued, but don't list penalties (IIRC).
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by Starmage21 »

Borgs do not get physically fatigued. They are primarily machines. That said, they would still need to sleep, and would be more apt to dealing with the rigors of attempting to stay awake and alert for long periods of time. I would not be surprised if there was some kind of sleep regulator cyber that gets installed with cyborg augmentation.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by Killer Cyborg »

Normal soldiers wear standard issue fatigues.
Combat Borgs wear XXXL fatigues.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by jaymz »

Killer Cyborg wrote:Normal soldiers wear standard issue fatigues.
Combat Borgs wear XXXL fatigues.


:ok:
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by cchopps »

I'm pretty sure there are some rules in some of the PFRPG books. I'll try to remember to look when I'm at home in the next few days.

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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by popscythe »

"Cyborgs don't feel pain, I do. Don't do that again. Listen and understand, that terminator is out there. It can't be bargained with, it can't be reasoned with, it does feel pity, or remorse, or fear and it will absolutely will not stop ever, until you are dead."

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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by jaymz »

popscythe wrote:"Cyborgs don't feel pain, I do. Don't do that again. Listen and understand, that terminator is out there. It can't be bargained with, it can't be reasoned with, it does feel pity, or remorse, or fear and it will absolutely will not stop ever, until you are dead."

-Kyle Reese, 6th Level Merc Soldier in reference to the T-800 Full Conversion Combat Cyborg


Problem with that is while they called it a cyborg it was really an android not a cyborg. Remember he essentially called it a cyborg because it was surrounded by living tissue not because it was an actual cyborg or rather an actual person who became more machine than man.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by say652 »

in the origanol rifts core book fatigue rates are listed, borgs do not suffer from physical fatigue but as the human brain needs sleep so do they, supernatural creatures fatigue at 1/10th the rate of humans i believe. so if you have a pe-18 spd-30 and are being chased by a supernatural creature with a pe-10 and a speed-10 it WILL eventually catch up to you. you can run up to 9 miles then collapse from fatigue the beastie can run 25 miles before collapsing. things like undead and supers with a healing factor never fatigue.
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Re: Fatigue rules for Rifts...cyborgs especially.

Unread post by MurderCityDisciple »

say652 wrote:in the origanol rifts core book fatigue rates are listed, borgs do not suffer from physical fatigue but as the human brain needs sleep so do they, supernatural creatures fatigue at 1/10th the rate of humans i believe. so if you have a pe-18 spd-30 and are being chased by a supernatural creature with a pe-10 and a speed-10 it WILL eventually catch up to you. you can run up to 9 miles then collapse from fatigue the beastie can run 25 miles before collapsing. things like undead and supers with a healing factor never fatigue.


Thanks...
I will have to look in the original book and add the rule to my notes.

Never thought to look there.
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