Fatigue

Type: Attack

Action: Standard (active)

Range: Touch

Duration: Instant

Saving Throw: Fortitude (staged)

Cost: 2 points per rank

You can inflict fatigue on a target. Make a melee attack roll. The target makes a Fortitude save (DC 10 + Fatigue rank). A failed save means the target is fatigued: –2 to Str and Dex, –1 to attack and defense, and cannot move all out. If the save fails by 5 or more, the target is exhausted: –6 to Str and Dex, –3 to attack and defense, and unable to move faster than normal pace. If the save fails by 10 or more, the target is unconscious. Targets immune to fatigue are unaffected. Already fatigued characters suffering another fatigue result become exhausted, while exhausted characters suffering another fatigue result become unconscious. The target recovers from the fatigue normally (see Fatigue, M&M, page 167, for details).

POWER FEATS

• Incurable: A Fatigue effect with this feat causes fatigue that an Energizing Healing effect cannot restore (see Healing later in this chapter). The victim must recover from the fatigue normally. Persistent Energizing Healing can restore Incurable Fatigue.

• Reversible: You can remove fatigue conditions caused by your Fatigue effect at will as a free action (even if your effect is normally Incurable).

• Sedation: You can keep targets rendered unconscious by your Fatigue effect from regaining consciousness (see the Sedation power feat description for details.

EXTRAS

• Alternate Save: A Fatigue effect can be resisted by a Will save rather than a Fortitude save (as a +0 modifier). The effect still doesn’t work on targets immune to fatigue and also doesn’t work on targets immune to Will effects.

FLAWS

• Limited to Fatigue: Your Fatigue effect cannot exhaust a target or render them unconscious regardless of the saving throw result or number of uses. The only condition it can cause is fatigue.