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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) 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 you may recover 1 level of Exhaustion.
- If you have no stress you may recover 2 levels of Exhaustion instead.
- Use a feature or item that refreshes resources on a Quick Rest
>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 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
>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.