Any harm, such as physical injury, or hindrance, such as exhaustion, generates strain.

Types of Strain

There are three grades of strain. These grades don’t define what they do (they all work exactly the same way) but the time needed to recover from them. The grade is based upon the activity, with a few exceptions based on special cases, during which the strain was incurred:

Activity Strain Grade
Battle Battle Strain
Exploration actions Exploration Strain
Magic incantations Exploration Strain
Expedition actions Travel Strain
Magic ritual-casting Travel Strain
Resisting effects (such as poisons) Variable (see below)

Strain from resisting effects

When a Character may suffer an effect, such as from a spell or a Creature’s power, the Player may choose for them to suffer strain instead. The amount of strain will depend upon the intensity of the effect. The grade of the strain depends upon the type of effect:

Effect Type Strain Grade
Lethal Travel Strain
Immediate Exploration Strain
Permanent Travel Strain
Temporary Exploration Strain

Dealing with Strain

When a Character takes strain, they must invest enough of their HD to counter it. These HD are locked until the strain is resolved. If they take more strain than they have free HD, the Character becomes Weakened.

Becoming Weakened

When a Character is weakened, all HD are lost; the strain infects the Body or Mind (player’s choice).

With a strained body…
A Character must divide their dice pool in half, rounding down, when attempting any physical challenges; normal physical tasks, at the discretion of the Referee, may become a challenge.
With a strained mind…
A Character must divide their dice pool in half, rounding down, when attempting any mental challenges; normal mental tasks, at the discretion of the Referee, may become a challenge.

If a weakened Character becomes strained in both body & mind, any more strain causes Dying.

Dying

When a Character is dying, strain infects their Spirit and causes the onset of death. How quickly a Character succumbs depends upon the amount of strain affecting the Spirit, from days to hours to minutes to seconds to instant. While dying, a Character can still be healed.

Relieving Strain

Characters must recuperate to relieve strain by resting. There are three different types of rest. Any positive effects only occur when the rest is undisturbed and fully completed.

Rest Type Time Effect Uses
Breather 1 exchange1 or 1 exploration turn relieves all battle strain, 1 exploration strain2 once per 6 exchanges/turns
Slumber 2 expedition turns relieves all battle & exploration strain, 1 expedition strain once per 6 expedition turns
Respite 1 day relieves all battle, exploration, & expedition strain, 1 travel strain, recover 1 weakened condition or spirit strain on a successful challenge n/a
Breather
A quick rest; recovers from all battle strain; lasts 1 exchange or exploration turn; if taken for an exploration turn, also relieves 1 exploration strain.
Slumber
A long rest; relieves all battle & exploration strain, 1 expedition strain; lasts 2 expedition turns.
Respite
An extended rest; relieves all battle, exploration, & expedition strain, 1 travel strain; may recover 1 weakened condition or lasts 1 day.

Healing

First-aid
Anyone can attempt to provide first-aid during a breather; success adds the number of boons to the strain recovered for the subject but the aid-giver loses the benefits of the rest.
Surgery
Anyone trained (see DAD6 Skills) in medicine can attempt surgery during a respite; it’s a specialized challenge (see DAD6 Skills, “Assessing challenge difficulty”); success adds the number of boons to the strain recovered for the subject but the aid-giver loses the benefits of the rest.

  1. Must not be targeted or struck by any type of effect or be in melee with any Creature. 

  2. If the breather is taken during battle, only recovers from battle strain