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.
Use a Feature or item that refreshes resources on a Quick Rest
Be on Watch
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.