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Condition

Condition relays the exhaustion level of the elohim. An elohim that becomes overtaxed will reflect this through their Condition changing from Normal to Weary.

Exertion & Stamina

As elohim engage in strenuous activity, their spiritual body will experience the consequences of Exertion. Stamina measures how much Exertion it takes before an elohim becomes Weary and will start taking damage to their Endurance.

Tracking Exertion

The effect of different activities on Exertion are as follows:

  • Strikes add an amount of Exertion equal to their normal Action Point cost. This is not increased by Defensive Stance even though the Strikes cost more AP while in Defensive Stance. 
  • Initiating Spiritual Effects adds 2 Exertion.
    • Adding an additional Target to a Spiritual Effect adds 1 Exertion.
  • Each Turn a Ministering Spirit maintains Spiritual Effects adds 1 Exertion for up to 3 Spiritual Effects maintained.
    • A 2nd Exertion is added if up to 3 more (4-6) Spiritual Effects are maintained.
    • A 3rd Exertion is added if up to 3 more (7-9) Spiritual Effects are maintained.
    • A 4th Exertion is added if up to 3 more (10-12) Spiritual Effects are maintained.
  • Exertion from Songs is added at the end of the Minstrel's first Turn during each Song window, the same time that most Songs take effect.
    • Singing an Immediate Song adds 3 Exertion at the end of the Turn it is first sung.
    • Singing an Ongoing Song adds 2 Exertion at the end of the Minstrel's Turn in Segment 1 and Segment A.
      • Ongoing Songs that Manifest Weapons add only 1 Exertion at the end of each Turn they are sung or continued.
  • Resting for 1 Action Point reduces Exertion by 1. Resting is possible while Manifesting/Shifting a weapon.

Exertion is tracked from the beginning of a character's Turn until the beginning of their next Turn. During this window, the first 3 Exertion a character would generate from their own actions is ignored. Exertion transferred from another elohim by means of a Spiritual Effect counts in this category and might be ignored. Exertion from using Action Points that are borrowed ahead count in the current window, even though the AP are technically borrowed from the next Turn.

Weary 

If an elohim’s Exertion equals their Stamina, the elohim is Weary. Exertion that would exceed a character's Stamina is technically taken or received, but does not raise Exertion above the character's Stamina. Each Exertion that is accumulated while an elohim is Weary also adds Endurance damage equal to the character's Tier (Tier:0 still suffer 1 Endurance damage for each Exertion converted). If a Tier:1 elohim would gain 3 Exertion, they take 3 Endurance damage. If the elohim were Tier:3, they would have taken 9 Endurance damage. Endurance damage received this way is not decreased by Strength in Struggle or Resolute Stability, even if the Exertion was applied as the effect of a Strike, like with the Hammer's Passion Effect.

Changes in Current Endurance 

Changes to an elohim’s Current Endurance will affect Stamina accordingly. If a character takes Endurance damage that reduces their Stamina below their Exertion, their Exertion is lowered to the match their current Stamina. Elohim do not take damage for Exertion removed this way. If the elohim's Endurance is Restored or Increased, their Exertion will not increase again, but will remain at the reduced amount.