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Exhaustion

When a [Character] performs an Ability with the same name as another Ability already performed this [Turn] they trigger Exhaustion. When Exhaustion is triggered roll a D4 and take the Result as Strain Damage before the Ability resolves. Should this Strain Damage result in the [Character] recieving the Downed Condition or otherwise becoming incapacitated. 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 a Move Action and a 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 any 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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