Ok, here's the new updated Fatigue list. With luck, it will be up on the victoriousrpg.com site by the weekend. Please let me know if there are any (more) problems!
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Power Fatigue List
An insightful gamer asked me about how the Fatigue rules in Victorious work when broken down to specific powers and abilities. To provide examples, I threw together the list below.
Please note: There are 3 types of answers here. “Yes” means the Fatigue rules (use of ability = Control attribute as per rulebook), “No” (does not cause fatigue), and “Special” (may or may not depending on power).
‘Control Attribute’ provides the pertinent attribute that is generally applied to a given power. This is subject to GM approval, as your Genteel Magistrate might have different ideas as to what control attributes are in her chronicle.
Power / Fatigue / Special Notes / Control Attribute
Armor / No / - / Constitution
Absorption / Yes / - / Constitution
Appendage / No / - / Strength
Attribute / Special / As per use of attributes as normal / -
Blast / Yes / - / Constitution
Climate Resistance / No / - / Constitution
Elasticity / Yes / - / Dexterity
Entrap / Yes / - / As per Entrapment chosen (see rules)
Etherialness / No / - / Constitution
Force Screen / Yes / - / Wisdom
Gigantism / Special / Only when first activated / Constitution
Healing / Yes / - / Charisma
Intuition / No / - / Wisdom
Invisibility / Special / Only when first activated / Dexterity
Invulnerability / No / - / Constitution
keen Senses / No / - / Wisdom
Knack / No / - / Intelligence
Lightning Speed / Yes / - / Dexterity
Luck / No / - / Charisma
Mass Variation / Yes / - / Constitution
Might / No / - / Strength
Mesmerism / Special / Only when first activated; not continuous / Charisma
Phantasms / Yes / - / Wisdom
Potence / No / Constitution
Probability Manipulation / Yes / - / Intelligence
Psycho-Kinesis / Yes / - / Wisdom
Reflection / Yes / - / Constitution
Replication / Yes / - / Constitution
Robust / No / - / Constitution
Shapeshift / Special / Only when first activated / Constitution
Shrink / Special / Only when first activated / Constitution
Spider Climb / Special / Only when first activated / Dexterity
Super-Movement / Yes / - / Constitution
Suppression / Yes / - / Depends on power or attribute suppressed
Telepathy / Yes / - / Intelligence
Translocation / Yes / - / Constitution
There are 2 ways for heroes to avoid the problems of Fatigue beyond simply buying up your pertinent attribute score. If your GM permits, a hero can purchase the limitation of a set number of uses for the power. That way, it has its own Fatigue battery and is isolated from the heroine’s attribute score. This is good for powers dependent on a gadget or some contraption that has its own battery.
The other variant to Fatigue is putting a rank of a given power towards Fatigue resistance. With that, the power’s use does not take away control attribute points as normal Fatigue.
For example: White Frost has bought 3 ranks of Blast. Normally this means his blast would do either 3d6, 2d8, or 1d10 damage chosen at character generation. However, he can limit that power to 2 ranks (2d6 or 1d8) and put the third rank to no Fatigue so the blast doesn’t affect his Constitution (control attribute for blast) score for Fatigue.
Naturally it depends on what kind of chronicle your Genteel Magistrate is running but hopefully this will clear up some of the confusion in the use of Fatigue to supernatural powers.
Ever You’re Servant,
Genteel Magistrate Michael