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Exhaustion

When performing an Ability with the same name more than once before the start of your next [Turn] you roll a D4 and take the Result as Strain Damage before the Ability resolves. Should this Strain Damage result in you recieving the Downed Condition or otherwise incapacitate you the Ability does not resolve and any Action or Quick Action Points spent are lost.

Should you perform the same [Action] more than once as a result of Abilities with different names. You do not take Exhaustion.

Each time Exhaustion is triggered after the first occurrence each [Turn], the Strain Damage [Determination] [Die] is Upgraded until the start of your next [Turn].

Example: Trombone Tony has performed the Move Action and the Combat Action this [Turn]. Tony decides he needs a little more cover and performs a second Move Action. As this is his second Move Action this [Turn] it causes him to take Exhaustion. He rolls a D4 getting a Result of 3. Tony takes 3 Strain Damage, subtracting from his total of 11, leaving 8 remaining. Since this doesn't cause him to become Downed, Panicked, or other effect he resolves his Move Action as normal.

Tony feels a bit safer behind cover, so opens fire. He performs his second Combat Action this [Turn]. This once again causes him to take Exhaustion. But this time the Strain [Determination] [Die] is Upgraded to a D6 due to his previous Exhaustion this [Turn]. Tony rolls the D6 getting a Result of 5. He takes 5 Strain Damage subtracting from his total of 8, leaving 3 remaining. Since this doesn't cause him to become Downed, Panicked, or any other effect he resolves his Combat Action as normal.

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