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# Resting
Adventuring is exhausting—physically, mentally, and spiritually.
Characters need rest to recover Stress, regain Hit Points, and prepare for new challenges.
This system includes **three types of rest**:
- **Quick Rest** – A short pause between dangers
- **Full Rest** – An extended period of downtime
- **Milestone Rest** – A major recovery and advancement checkpoint
## Quick Rest
A **Quick Rest** is a short break (around **10–15 minutes** or more) in a relatively safe place.
During a Quick Rest, you may perform **up to 3 of the following**, in any combination:
- Recover **1 point of Stress**
- Recover **1 HP**
*(only if you do not have a harmful lingering condition)*
- If you are **at full HP** and this is **part of a Full Rest** you may recover **1 level of Exhaustion**.
- If you also have **no stress** you may recover **2 levels of Exhaustion** instead.
- Use a Feature or item that **refreshes resources on a Quick Rest**
- Be on Watch
- If at least two party members choose to be on watch, the party cannot be surprised by threats.
> You can take **one Quick Rest per scene** or after combat, if no immediate threat follows.
## Full Rest
A **Full Rest** takes **several hours**, usually overnight, and requires relative safety and downtime.
During a Full Rest:
- You may perform **3 Quick Rests**
- You may use any Features or items that **refresh resources on a Full Rest**
- You may **remove lingering conditions** (GM discretion; roleplay encouraged)
- You may **spend downtime actions**, use camp abilities, or prepare spells
- If resting in a **truly comfortable location**, the GM may allow extra HP recovery
The **On Watch** benefit only applies to a Full Rest if its conditions are met for each Quick Rest.
> If the area is not secure, the GM may limit this to **2 Quick Rests** instead of 3.
## Milestone Rest
A **Milestone Rest** marks a major pause in the campaign:
- Time passes: **days, weeks, or longer**
- The party reaches safety, sanctuary, or a place of significance
During a Milestone Rest:
- **All HP and Stress are fully restored**
- **All conditions and afflictions are cleared**
- **Domain Progression** may occur if checklist goals are met
*(unlocking new Tier cards, powers, or even a third Domain)*
- Story arcs may conclude or new ones may begin
> The GM decides when a Milestone Rest is appropriate. These typically happen between major chapters or after long journeys.
## Rest Summary
| Type | Duration | Recovers | Notes |
|-----------------|--------------|------------------------------------|--------------------------------|
| **Quick Rest** | 10–15 mins | Up to 3 effects (Stress, HP, etc.) | 1 per scene, no lingering healing |
| **Full Rest** | Several hrs | Up to 3 Quick Rests | Requires safety and shelter |
| **Milestone** | Days/weeks | Everything | Triggers advancement |
## Optional Notes
- Some Domains may modify what you recover during a rest.
- Downtime scenes offer opportunities for roleplay, crafting, spell prep, or strategy.