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game_mechanics:rest [2025/04/13 12:30] mentlegame_mechanics:rest [2026/06/30 14:35] (current) ms_wuntch
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 ====== Rest ====== ====== Rest ======
 +Once per [[:Game Mechanics:Scene]], or as it ends, the [[:Game Mechanics:Definitions:Player|Players]] may choose to [[:Game Mechanics:Rest#Rest|Rest]], as [[:Game Mechanics:Definitions:Appropriate]]. Doing so has several restorative benefits to [[:Character|Characters]] who participate.
  
-At any point where it is reasonable to do so, the party may choose to end the scene with rest (pending GM approval)doing so has number of restorative benefits to those who participate and triggers all the same effects as ending scene normally.+A [[:Game Mechanics:Rest#Rest|Rest]] is a break for a [[:Character]], most commonly taking a meal, treating wounds or taking time to relax and process recent events. A [[:Game Mechanics:Rest#Rest|Rest]] can take many formsas long as it's [[:Game Mechanics:Definitions:Appropriate]] within the context of the current [[:Game Mechanics:Scene]], for example quick power nap in the back of a carnodding off in train, eating a synth-dog at a street cart or taking a drink of water at stream.
  
-A rest is substantial break for your character, most commonly sleeping for an evening, but as long as it's appropriate within the context of the current scene a rest can take many forms, for example a quick power nap in the back of a car or nodding off in a train, think of any transition in an action movie where a large fight scene has just happened and the protagonists take a breather to patch their wounds and recuperate before swiftly moving on.+The benefits of [[:Game Mechanics:Rest#Rest|Rest]] are as follows:
  
-When Resting somewhere dangerous or while being a group/persons of interest it may be prudent to set up a watch or hide your group with an appropriate Skill Check as ambushes may interrupt your rest. If your Rest is interrupted you still gain the benefitsbut must still deal with the situation before you. The mechanical benefits of a Long Rest are as follows+  * Restore [[Ratings:Health]] equal to your [[:Stats:Brawn]].  
- +  * Any [[Ratings:Health]] restored beyond your maximum instead reduces the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [[:Game Mechanics:Injury]]. 
-Restore Hit Points equal to your brawn as long as you have no existing injuries, otherwise heal those injuries for the same amount instead +  * Restore your [[:Ratings:Strain]] to full. 
-Restore Your full Mana (unless you are an Elf) +  * Reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [Trauma] by an amount equal to your [[:Stats:Panache]]. 
-Progress any ongoing projects+  * Lose [Priority] and reset [Morale] to [Neutral]. 
 +  * You can spend unspent [[:Game Mechanics:Definitions:Experience|Exp]] to [[:Game Mechanics:Ranking Up|Rank Up]]. 
 +<WRAP round box> 
 +**Example**: If Johnny Tutorial has a [[:Tables:Injury Table#Concussion|Concussion]] [[:Game Mechanics:Injury]], [[:Game Mechanics:Definitions:Ability:Ritual#Severity]]: 30, and has 12 out of 16 [[:Ratings:Health]] remaining. If he has 6 [[:Stats:Brawn]], when he [[:Game Mechanics:Rest|Rests]]he will restore 4 [[Ratings:Health]] and then reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of his [[:Tables:Injury Table#Concussion|Concussion]] by 2. 
 +</WRAP> 
 +==== Changelog ==== 
 +<WRAP changelog center 800px> 
 +Version 0.5c - June 2026 
 +  * Wording clarified 
 +  * Reworked to no longer restore Mana 
 +  * Can now be performed once per Scene, either at during or as it ends. 
 +</WRAP>