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rules:resting [2025/06/18 19:55] – created Ron Helwig | rules:resting [2025/07/12 22:57] (current) – Ron Helwig | ||
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- | << rules:spell_cards:start ^ rules:start ^ rules: | + | << rules:spells: |
+ | |||
+ | # Resting | ||
+ | |||
+ | Adventuring is exhausting—physically, | ||
+ | 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**, | ||
+ | |||
+ | - 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 | ||
+ | |-----------------|--------------|------------------------------------|--------------------------------| | ||
+ | | **Quick Rest** | ||
+ | | **Full Rest** | ||
+ | | **Milestone** | ||
+ | |||
+ | ## Optional Notes | ||
+ | |||
+ | - Some Domains may modify what you recover during a rest. | ||
+ | - Downtime scenes offer opportunities for roleplay, crafting, spell prep, or strategy. | ||
- | ====== Resting ====== |