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| rules:resting [2025/06/20 11:03] – 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—both physically | + | Adventuring is exhausting—physically, mentally, and spiritually. |
| + | Characters need rest to recover | ||
| - | | + | This system includes |
| - | * **Full Rest** – A longer period | + | |
| - | * **Milestone Rest** – A major recovery and character advancement | + | |
| - | ===== Quick Rest ===== | + | - **Quick Rest** – A short pause between dangers |
| - | A Quick Rest is a **short break** (about 10–15 minutes) in a relatively safe location. | + | - **Full |
| + | - **Milestone Rest** – A major recovery and advancement checkpoint | ||
| - | During a Quick Rest, a character may perform up to 3 of these, in any combination they choose: | + | ## Quick Rest |
| - | * 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. | + | A **Quick Rest** |
| - | ===== Full Rest ===== | + | During a Quick Rest, you may perform **up to 3 of the following**, |
| - | A Full Rest requires | + | |
| + | - 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 | ||
| During a Full Rest: | During a Full Rest: | ||
| - | * A character may perform **3 Quick Rests** | ||
| - | * Remove lingering conditions at GM discretion (roleplay is heavily suggested for this) | ||
| - | * 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 | + | - 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** | ||
| + | - 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 | ||
| - | ===== Milestone | + | The **On Watch** benefit only applies to a Full Rest if its conditions are met for each Quick Rest. |
| - | Milestone | + | |
| - | | + | > If the area is not secure, the GM may limit this to **2 Quick Rests** |
| - | | + | |
| + | ## 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: | 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 met—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. | + | - **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 | ||
| + | |||
| + | ## Rest Summary | ||
| - | ===== Rest Summary ===== | + | | Type | Duration |
| + | |-----------------|--------------|------------------------------------|--------------------------------| | ||
| + | | **Quick | ||
| + | | **Full Rest** | ||
| + | | **Milestone** | ||
| - | ^ Type ^ Duration | + | ## Optional |
| - | | 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/ | + | |
| - | ===== Optional Notes ===== | + | - Some Domains may modify |
| - | * Certain | + | - Downtime scenes |
| - | | + | |
