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| game_mechanics:rest [2026/06/24 18:50] – ms_wuntch | game_mechanics:rest [2026/06/30 14:35] (current) – ms_wuntch |
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| ====== Rest ====== | ====== Rest ====== |
| <WRAP warning centeralign> | 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. |
| **UNDER CONSTRUCTION\\ | |
| \\ | |
| This page is currently being updated. The rules here may not be representative of the current intended game. if you are currently testing the game, check with your GM for clarification**. | |
| </WRAP> | |
| \\ | |
| When ending a [Scene] the [Players] may choose to [Rest] as [Appropriate]. Doing so has several restorative benefits to [Characters] who participate. | |
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| A rest is a substantial break for a [Character], most commonly sleeping for an evening, but as long as it's [[:Game_Mechanics:Definitions: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. | 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 forms, as long as it's [[:Game Mechanics:Definitions:Appropriate]] within the context of the current [[:Game Mechanics:Scene]], for example a quick power nap in the back of a car, nodding off in a train, eating a synth-dog at a street cart or taking a drink of water at a stream. |
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| 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 [[:Game_Mechanics:Definitions:Appropriate]] Skill Check as ambushes may interrupt your rest. If your Rest is interrupted you still gain the benefits, but must still deal with the situation before you. The mechanical benefits of a Rest are as follows: | The benefits of a [[:Game Mechanics:Rest#Rest|Rest]] are as follows: |
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| * Restore [Health] equal to your [Brawn] as long as you have no existing [Injuries], otherwise reduce the [Severity] of 1 [Injury] by an amount equal to your [Brawn] instead. | * Restore [[Ratings:Health]] equal to your [[:Stats:Brawn]]. |
| * Restore [Mana] equal to your [Current] [Hokum]. | * Any [[Ratings:Health]] restored beyond your maximum instead reduces the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [[:Game Mechanics:Injury]]. |
| * Restore 1 [Grit Point]. | * Restore your [[:Ratings:Strain]] to full. |
| * Restore any lost [Strain]. | * Reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [Trauma] by an amount equal to your [[:Stats:Panache]]. |
| * Lose [Priority]. | * 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> |