Strain is a weaker form of [Fatigue]. Many [Talent]s require the use of [Strain]. On every turn on which a character takes Strain, it must make a roll vs HT-FT-Strain. If this roll is failed, the character gains a point of FT and sets his amount of [Strain] to zero. Thus, the more [Strain] you take, the more quickly you tire out.
2002/03/15 13:50 EST (via web):
New Change to the above: On every turn on which a character takes Strain, it must make a roll vs HT-FT-Strain. For every ten points by which this roll is failed, the character gains a point of FT and sets his Strain to zero. If the roll succeeds, nothing happens and the Strain carries over to next turn. If the character should be losing more FT than he has FT remaining, the spillover goes into HP. --bts [Strain (hacking)] If you rest for long enough to regain Fatigue, you lose all of your Strain points.