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rules:resting [2025/06/18 19:55] – created Ron Helwigrules:resting [2025/07/12 22:57] (current) Ron Helwig
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-<< rules:spell_cards:start ^ rules:start ^ rules:progression >>+<< 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. 
 + 
 +<WRAP></WRAP> 
 + 
 +> 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 
 + 
 +<WRAP></WRAP> 
 + 
 +> 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.
  
-====== Resting ======