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 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:

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:

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:

During a Milestone Rest:

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