Resting and Limited Abilities

A short rest is up to an hour of calm, non-intensive activities (napping, reading, sitting around, playing videogames). You may spend and roll hit dice (rolling hit dice also assumes any modifiers, such as Constitution, are added), then heal for that many hit points. You also regenerate as many lesser slots as hit dice you spent. You spend an amount of time equal to the hit dice spent in proportion to your total hit dice.

  • Any effects, abilities, resources, or others that rely on a short rest (such as those that recharge on one) only work if the player spends at least P hit dice in one sitting.

At full HP and resources, a player can expect to go through two, three, or more strifes before wanting to think about a short rest. Uncontrollable factors such as a lucky streak on the dice or the sadistic dicebots screwing them over, can influence this, as well as controllable factors such as the player strifing defensively, taking HP-restoring steps, etc.

A long rest is 8 hours or longer. Typically, the player will sleep and be in their dreamself during this time. If this is interrupted by an hour’s interruption or longer, the rest cannot confer any benefit. At the end of a long rest, the player regains all lost hit dice, hit points, and slots. Players can only benefit from one long rest per 24 hours and must have at least 1 hit point to gain the benefits of the rest.

Limited Use Abilities

Certain abilities specify they may only be used per strife, or per short/long rest. A strife-limited ability may only be used so many times that strife, and cannot be used again until the next strife. A rest-limited ability, once used up, cannot be used again until the corresponding rest has been taken.

If a limited use ability relies on a roll (such as an attack roll or skill check) to activate, if the ability is used but the roll fails and the ability fails to activate, it is not considered used.

  • If a player uses a once per short rest ability that requires them to make a skill check against the target’s Will, and the check fails so the ability fails to activate, while the action used to make it is wasted, the ability is not considered used and may be reused.
  • If some part of the ability still activates, however, such as Psi Pulse, it is still considered used.
  • If the ability targets multiple targets or makes multiple attacks, and it fails on most targets/attacks but not all, it is still considered used.

The ability must either specify it is strife or rest limited in its description, or come from a Path or other source (such as alchemy) that uses a rest-dependent resource (regenerates after a rest, is limited in usage, etc).

  • Psi Pulse, as mentioned above, still has an effect even if all (if any) attack rolls miss, so it will always be considered used.
  • The likes of Sanguine: Brave will always be usable, as nothing exists in the system that prevents the player from performing all (or any, really) those actions. Hypothetically, if something did, it would have to prevent all four of those actions (movement, Aim, Avert, Assail) to not be considered spent.
  • Psionic slot usage, whether from powers or PnP, would not fall under this, as they cost slots but are not technically limited by a strife/rest within their descriptions.
  • Abilities that provide their own resources and typically require skill checks, such as Dancer, Infernal, or Thaumaturge, do fall under this, as those Paths grant a resource that regenerates on some rest. However, the ability must fail entirely to not be considered spent; if it still has some effect even on a failure, it is still considered spent.