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Resting

Adventuring is exhausting—both physically and mentally. Characters need rest to recover resources, regain stress, and prepare for new challenges. This system includes three types of rest:

  • Quick Rest – A brief pause between dangers
  • Full Rest – A longer period of downtime
  • Milestone Rest – A major recovery and character advancement

===== Quick Rest ===== A Quick Rest is a short break (about 10–15 minutes) in a relatively safe location.

During a Quick Rest, a character may perform up to 3 of these, in any combination they choose:

  • Recover 1 point of Stress
  • Recover 1 HP (if they do not have a harmful condition that persists)
  • Use features or items that recharge on a Quick Rest

A Quick Rest may be taken once per scene or after combat if no immediate danger follows.

===== Full Rest ===== A Full Rest requires several hours of safety and downtime (typically overnight). It can only be taken when the group has time and security.

During a Full Rest:

  • A character may perform 3 Quick Rests
  • Remove lingering conditions at GM discretion
  • Spend downtime actions or use camp-related features
  • Possibly recover more HP if in a very comfortable setting (GM’s call)

If the environment is not fully secure (e.g., a dangerous dungeon), the GM may allow only 2 Quick Rests instead of 3.

===== Milestone Rest ===== Milestone Rests represent a significant pause in the campaign:

  • Time passes—days, weeks, or even months
  • The party reaches a place of safety, sanctuary, or cultural importance

During a Milestone Rest:

  • All HP and Stress are fully restored
  • All conditions and afflictions are cleared
  • Domain progression may occur if the Domain challenges are net—characters may unlock new cards, powers, or make changes
  • New story arcs or campaign phases often begin after a Milestone Rest

The GM decides when a Milestone Rest is appropriate. These often occur between major story chapters or when returning to a home base.

Rest Summary

Type Duration Recovers Notes Quick Rest 10–15 mins Up to 3 small effects (Stress, HP, features) 1 per scene, limited healing Full Rest Several hrs 3 Quick Rests Needs safety and shelter Milestone Rest Days/weeks Everything Triggers advancement

Optional Notes

  • Certain Domains may alter what’s recovered during a rest.
  • Downtime scenes can be used for roleplay, crafting, spell prep, or strategic choices.