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# Tracks ### Fullness A character's fullness track describes how much they've eaten recently. Progress is gained on this track when eating food, typically in such a way that would decrease supply. Progress is burned on this track any time considerable time passes or when extreme physical effort is spent. Any progress gained is 1 box. Any progress burned is 1 tick. > ##### Discussion: Gaining Progress > - *Partake* when using **Make Camp**. > - *Move at Speed* when using **Undertake a Journey.** > - In fiction, any time food is present that is being eaten. Unless in civilization this likely should cost you supply. > ##### Discussion: Burning Progress > - Consider burning progress when doing almost anything using **Edge** or **Iron** > - Burn progress when an extended period of a day passes, adjust the progress to seem fitting to the activity taken in this timespan. > - In combat, to avoid burning through fullness progress too quickly, consider potentially only burning on a miss. A character is *famished* when the fullness track is empty. A character is *sated* when the fullness track equals their weight. A character is *stuffed* when the fullness track equals double their weight. If you are *famished*, you have -1 to any physical action and any time you would burn progress in fullness, you must *endure stress* or *endure harm*. If you are *stuffed*, you have -1 to any physical action. \columnbreak ### Weight A character's weight track describes how fat they are. Progress is gained on this track as the character sleeps based on the character's fullness.
#### **SLEEP** When you **go to sleep** your body continues to metabolize the food you've eaten. Compare your *fullness* track to your *weight* track, ignoring incomplete boxes: - If your *fullness* is within a full progress box of your *weight*, nothing changes. - If your *fullness* is more than one box above your *weight*, gain progress to *weight* for each box in excess. - If your *fullness* is more than one box below your *weight*, burn progress to *weight* for each box in deficit.
Heavier characters are likely to have issues with physical activity. This is denoted by their stage of fitness which is determined by measuring their *weight* against a threshold. These thresholds use a value called **encumbrance** which is equal to the average of a character's Iron and Edge (round down). Each threshold beyond the first has a penalty that gets applied to any Iron or Edge rolls. | Fitness | Threshold | Penalty | |:-:|:-:|:-:| | Unhindered | Default | None | Hindered | 4 + encumbrance | -1 | Burdened | Hindered + encumbrance | -2 | Obstructed | Burdened + encumbrance | -3 | Immobile | Obstructed + encumbrance | -4