# Introduction
Reserves are resources available to characters to deplete and refill during gameplay. Both player characters and NPCs utilize them. Some reserves are constant to a character, being a part of the **Statline**. Other reserves are conditional and only available in certain scenarios. If a reserve is ever completely expended, it is considered "**Depleted.**"
# Statline Reserves
Statline Reserves are split into two types, Active and Passive. Active Reserves are frequently depleted and filled during gameplay.
## Active Reserves
- **Stamina** - Physical action reserve.
- Max Stamina is calculated as 12+3*(Vigor)
- **Focus** - Mental action reserve.
- Max Focus is calculated as 12+3*(Concentration)
- **Discipline** - Action reserve.
- May be used in place of either Stamina or Focus.
- Max Discipline is calculated as 3 + Fortitude + Tolerance
- **Vitals** - Physical health reserve.
- When depleted, receive Critical Status.
- Max Vitals is calculated as 12+3*(Essence)
- **Will** - Mental health reserve.
- When depleted, receive Critical Status.
- Max Will is calculated as 12+3*(Intuition)
- **Fortune** - Bonus reserve.
- Can be spent to prevent damage that would result in Critical Status.
- The maximum of Fortune is always 12. After recovery, return Fortune to your Luck value.
## Passive Reserves
- **Capacity** - Determines Inventory Slots
- Max Capacity is calculated as 4+Brawn
- **Speed** - Movement, in meters.
- Max Speed is calculated as 2*(Velocity) (minimum 6m)
- **Vigilance** - Turn Order, Passive Perception, Bonus vs. Dodge Rates
- Max Vigilance is calculated as 12+Acuity
- **Block Rate** - Difficulty for a blow to pierce your defenses
- Max Block Rate is calculated as 4+Resolve
- **Dodge Rate** - Difficulty for a blow to land.
- Max Dodge Rate is calculated as 4+Reflex
## Sight Reserves
Sight Reserves are additional passive reserves only made available to certain entities. They allow for additional detection ranges, but may be limited or obscured during the course of battle.
- **Dusksight** - The ability to see in darkness and low light levels
- **Thermalsight** - The ability to detect heat signatures. Can detect through obstacles that would normally obscure line of sight.
- **Fluxsight** - The ability to accurately detect position solely based on sound
- **Websight** - Full detection to all movement on networked webs that entity touches
- **Preysight** - Cone of vision detects equidistant towards all sides except for directly behind entity.
- **Manasight** - The ability to detect arcane signatures. Can detect through obstacles that would normally obscure line of sight.
- **Soulsight** - The ability to detect spiritual signatures. Can detect through obstacles that would normally obscure line of sight.
# Conditional Reserves
- **Time** is conditional reserve granted during [[Combat Scenes|Combat]]. When your Turn Order arrives, your time is restored to its maximum value (typically 6 seconds). Seconds are spent on [[Actions]], and can be held back to spent on interrupts.
- **Hitpoints** is a conditional reserve used in [[Combat Scenes|Skirmishes]]. Hitpoints are calculated as your Vitality + Sanity. Hitpoints are filled during any restoration scene.
- **Mana Locus** is magical energy found in the environment. This reserve exists as a global pool, and all participants in battle may draw from it to cast spells.
- **Mana Battery** is a magical energy source from within. This reserve is calculated as 12+3*(Invention) (minimum 5)
# Restoration Scenes
There are three types of restoration scenes, providing characters with a chance to refill their reserves naturally: Respite, Rest, and Recovery.
## Respite
**Respite** is a scene during an adventure in which characters can stop for a moment and take a breather for thirty minutes to an hour. Respite is only available at specific points along a journey, usually decided by the Narrator. Typically, however, if the party can ensure that a character can completely relax and does not need to remain alert for any reason, respite is a reasonable point of action.
Respite causes the following to occur in this exact order:
All temporary bonuses are dispelled.
Your Stamina is restored by your Essence value.
Your Focus is restored by your Intuition value.
Your Vitals and Will are restored by your Discipline value.
Vigilance, Capacity, Block Rate, Dodge Rate, and Speed are fully restored.
All status effects that resolve with Respite are dispelled.
Any abilities that refresh with Respite are refresh now.
## Rest
Rest is a scene in which an adventuring party sleeps or takes a similar opportunity for multiple hours, specifically in underprepared circumstances. Rest occurs once a day, but can be used a second time if Recovery is not available when the party retires for the day.
During Rest, the following occurs in this exact order:
All temporary bonuses are dispelled.
Your Vitals and Will are restored by your Discipline value.
Your Stamina and Focus are fully restored.
Discipline is restored by 3 points.
Vigilance, Capacity, Block Rate, Dodge Rate, and Speed are fully restored.
All status effects that resolve with either Rest or Respite are dispelled.
Any abilities that refresh with either Rest or Respite refresh now.
## Recovery
Recovery is a scene that involves an eight hour rest in full comfort. Recovery is only available either in Inns, or with fully equipped [[Routes|camps]]. Recovery is only available when a party retires for the day.
During Recovery, the following occurs in this exact order:
All temporary bonuses are dispelled.
All status effects that resolve with Recovery, Rest, or Respite are dispelled.
Your Vitals and Will are fully restored.
Your Fortune is reset to your Luck value.
Your Stamina, Focus, and Discipline are fully restored.
Vigilance, Capacity, Block Rate, Dodge Rate, and Speed are fully restored.
Any abilities that refresh with Recovery, Rest, or Respite refresh now.