Strain

    Strain refers to the mental weariness inflicted on a character by intellectual activities, intense concentration, social engagement, or neural technology. Many Study Abilities, as well as general rulesets such as searching, require a character to take a certain number of points of strain.

Strain Factor

    Just as physical fatigue is represented by fatigue factor and degrees of encumbrance, mental strain is represented by strain factor and degrees of strain. Whenever you take strain, simply compare your old strain total to your new amount, and see how many multiples of your strain factor the number has met or surpassed. For every multiple, you gain one degree of strain. Likewise, whenever you reduce strain, you remove one degree of strain for every multiple passed below.

    All sentient characters have a strain factor. This number is normally equal to bINT plus 50% of bWILL. Many Attributes can affect strain factor. It cannot be less than 2. Non-sentient characters do not have a strain factor, do not take strain, and cannot perform any Ability or activity that requires taking strain.

Effects of Strain

    As your character gains strain, any mistakes they make during mental tasks have a risk of becoming more severe. This is represented by an increased margin of failure for certain rolls; for example, a successful roll on INT would be unaffected, but one that fails by 4 would be resolved as though it failed by 6 if you have 1 degree of strain. As strain worsens, this effect spreads to WILL and even DEX, and eventually adds actual penalties to those stats in addition to the effect on margin of failure.

In addition to the degrees of strain called for by your strain and strain factor, some other rules may temporarily inflict extra degrees of strain. All are added together, and have the following effects regardless of their source:

    0 degrees: None.
    1 degree: Margin of failure increased by 3 for INT rolls.
    2 degrees: Margin of failure increased by 6 for INT rolls and by 3 for WILL and DEX rolls. You have a penalty of -1 to INT.
    3 degrees: Margin of failure increased by 9 for INT rolls and by 4 for WILL and DEX rolls. You have a penalty to INT equal to 25% of your bINT, or at least 1. You have a penalty of -1 to WILL and DEX.
    4 degrees: Margin of failure increased by 12 for INT rolls and by 6 for WILL and DEX rolls. You have a penalty to INT equal to 50% of your bINT. You have a penalty of -2 to WILL and DEX.
    5 degrees: Margin of failure increased by 20 for INT rolls and by 10 for WILL and DEX rolls. You have a penalty to INT equal to 75% of your bINT. You have a penalty of -3 to WILL and DEX. You cannot voluntarily perform activities that would raise you to 5 degrees of strain, except via costs associated with Arcana Abilities or neural technology.

    There is no 6th degree of strain; instead, any strain called for that would raise you to 6 times your strain factor or higher is converted to an equal amount of trauma. You cannot voluntarily perform activities that would create enough strain to convert to trauma, even if they are related to Arcana or neural technology.

    In combat, degrees of strain are "updated" at the end of your turn, or at the end of the movement phase. That is, when you perform an action that causes enough strain to gain another degree, you may resolve that action and the rest of your turn before adding the effects of the degree. If you gain a degree during another character's turn, your degree's effects arrive at the end of their turn. Degrees gained during a movement phase have their effects arrive at the end of the phase. Outside of combat, strain is updated after the activity that created it.

for highly demanding mental tasks. Besides Abilities, it is also used during certain activities such as searching. Your maximum insight is equal to 3 times your bINT. By default, you regain insight only through lengthy rests; a 4-hour rest replenishes insight equal to your INT. Other means of regaining insight or increasing maximum insight are available through Abilities and Attributes.
Forcing Insight     If you find yourself desperate to do a certain action but you don't have the insight it requires, you can force insight. You instantly gain the amount of insight that you would normally gain from one 4-hour rest, but immediately afterwards (and before whatever action you need the insight for) you receive a penalty to INT equal to 50% of your bINT. Instead of replenishing insight, your next 4-hour rest will remove this INT penalty. Essentially, you "borrow" your next rest's insight, at the cost of INT. While this might be challenging if the action you need insight for itself involves an INT roll, forcing insight can at least allow you to attempt something you otherwise could not.
    Forcing insight is a free action. You cannot force insight again until you rest to remove the INT penalty. Forcing insight does not replenish any form of alternate insight, even if that form is typically regained in a way related to normal insight or 4-hour rests.
Alternate Insight     In addition to the "normal" insight described in this chapter, some Studies grant alternate sources of insight. These amounts are tracked separately once you obtain them, and are restricted in how they can be used:  

Granted by:
Can be used for:
Replenished by:
Melee insight
The Study of Close Combat
Close Combat Abilities
2-minute rests
Ranged insight
The Study of Marksmanship
Marksmanship Abilities
2-minute rests
Arcane insight
The Study of Arcana
Arcana, Sorcerer, and Lich Abilities
4-hour rests (partially, after normal insight is full)
Inspiration
Inspiration (Appeal)
Appeal Abilities
Identically to normal insight
Command insight
Command Prioritization (Vehicles)
Command Prioritization (Vehicles)
4-hour rests
    When using an Ability that is valid for a certain form of alternate insight, you may pay for it with normal insight, alternate insight, or a mix of both. Typically, alternate insight should be used first if applicable, both to save normal insight for other uses and because alternate insight is usually replenished more easily.
    Any Ability rule regarding an insight cost can refer to alternate insight if valid for that Ability. However, any rule regarding maximum insight or the replenishment of insight refers only to normal insight, unless an alternate insight type is specifically stated.