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| game_mechanics:rest [2026/06/29 10:09] – [Changelog] ms_ash | game_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]], as [[:Game_Mechanics:Definitions:Appropriate]]. Doing so has several restorative benefits to [[:Character|Characters]] who participate. | 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. |
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| A rest is a break for a [[:Character]], most commonly taking a meal, treating wounds or taking time to relax and process recent events. A [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. | 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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| The benefits of a Rest are as follows: | The benefits of a [[:Game Mechanics:Rest#Rest|Rest]] are as follows: |
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| * Restore [[Ratings:Health]] equal to your [[:Stats:Brawn]]. | * Restore [[Ratings:Health]] equal to your [[:Stats:Brawn]]. |
| * Any [[Ratings:Health]] restored beyond your maximum instead reduces the [[:Game Mechanics:Ritual:Severity]] of your oldest [[:Game Mechanics:Injury]]. | * Any [[Ratings:Health]] restored beyond your maximum instead reduces the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [[:Game Mechanics:Injury]]. |
| * Restore your [[:Ratings:Strain]] to full. | * Restore your [[:Ratings:Strain]] to full. |
| * Reduce the [[:Game Mechanics:Ritual:Severity]] of your oldest [Trauma] by an amount equal to your [[:Stats:Panache]]. | * Reduce the [[:Game Mechanics:Definitions:Ability:Ritual#Severity]] of your oldest [Trauma] by an amount equal to your [[:Stats:Panache]]. |
| * Lose [Priority] and reset [Morale] to [Neutral]. | * Lose [Priority] and reset [Morale] to [Neutral]. |
| * You can spend unspent [[:Game Mechanics:Definitions:Experience|Exp]] to [[:Game Mechanics:Ranking Up|Rank Up]]. | * 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:Ritual:Severity]]: 30, and has 12 out of 16 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:Ritual:Severity]] of his [[:Tables:Injury Table#Concussion|Concussion]] by 2. | **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 ==== | ==== Changelog ==== |
| <WRAP changelog center 800px> | <WRAP changelog center 800px> |