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.