<< rules:spells:nature:start ^ rules:start ^ rules:progression >> # 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.