In any 24-hour period you will usually take 6-8 hours of rest, after which you will begin a new day revived and possibly healed of some Wounds.
However, there may be times when you will not, or cannot, choose to rest. You might burn the midnight promethium trying to hack a stolen cogitator before its owners track you down.
Or you may not be given the opportunity to rest, after all sleep deprivation is a common tactic for breaking down the will of prisoners before further interrogation.
If you have not taken at least 6 hours of rest in the last 24 hours, then you must make a Challenging (+0) Fortitude (Endurance) Test or gain a Fatigued Condition.
For every further six hours you do not rest, the Test becomes increasingly difficult, with a cumulative -10 on each additional Test.
Depending on the circumstances of the previous activity, the GM may change the severity of the Test and whether the Fatigued Condition applies a Minor or Major Effect.
Example: Tallasar is preparing for an all-night guard shift watching over the Characters’ base while the rest of the party sleep. He is well stocked with cups of recaff; he has a vox-caster to keep him entertained and he has been promised a payment of 200 Solars as a reward!
The GM rules that this should be a Routine (+20) Fortitude Test, and that if he fails, he will gain a Minor Fatigued condition.
When the guard shift ends and the rest of the Characters awake, Tallasar must Test to see how he is feeling. He has a Fortitude (Endurance) Skill of 32, and with the +20 Difficulty he now has an effective Skill of 52.
He rolls 17, which is a success with +4 SL! The GM tells Tallasar that he is feeling great and didn’t suffer from the lack of sleep at all.
Feeling enthused by the Solars in his pocket, and perhaps one recaff too many, he decides to forgo sleep and head out immediately to spend his payment. He spends the next six hours in the Hive’s commercial quarters looking for new equipment and celebrating with a few early beverages.
At midday the GM decides that Tallasar needs to make another Fortitude Test. Given his busy morning, this will be a Challenging (+0) Fortitude (Endurance) Test. As it is his second test it will have a further -10 applied to it.
Tallasar’s effective Skill is now only 22, and he rolls a 50. This is a -3SL Impressive Failure. The GM decides that Tallasar immediately gains a Major Fatigued Condition.
This means all Tests are made at a Disadvantage, and as it a Major condition, all Tests will have their difficulty increased to Very Hard (-30)!
Tallasar blearily stares into his Amasec and realises that if he attempts to stay awake any further, he will push himself beyond his limits and fall Unconscious. He unsteadily stands up and stumbles back to his base to rest…