Rest & Recovery

It takes downtime to recover. There are two major forms of Rest & Recovery; Slumber & Repose.

Logic IndexApex CombatActions RoutineRest & Recovery


Slumber

Getting a full night’s sleep is definitely a priority when you’re hurting or low on resources.

Celerity: 6 Hours
Requirements

Usually, a dry and hopefully comfortable place to lay down or sit still.
Slumber cannot be activated during a Combat Engagement or Social Encounter.

Effect: Gain all of the following benefits;

  1. Complete Natural Healing,

  2. Stress Reset,

  3. Remove 1 Stack of Sleep Deprivation,

  4. Gain and spend 2 Routine Paths.

Detriments: Every Day without Slumber applies a stack of Sleep Deprivation.


Repose

Repose is a moment of peace, a deep breath, a light nap or anything between.

Celerity: Variable
Requirements

Repose cannot be activated during a Combat Engagement or Social Encounter.

Effect

  1. All Non-Hard Damage is removed from all Injury Cards.

    • Injury Cards are not removed.

  2. During Repose, reduce all Stress Levels by 1.

Limits: Repose stacks with regular relax but may only be initiated once between any Combat Engagement or Social Encounter. Repose may only be activated at the judgement of the Story Guide.


Relax

Relax is a passive stress recovery mechanic. Each hour you do not accumulate Stress of a specific type, reduces the Stress of that type by 1.


Sleep Deprivation

This stacking condition begins to accumulate 24 hours after your last Slumber.

  1. Beginning at 1 Stack of Sleep Deprivation, Relax is disabled.

  2. Each additional stack of Sleep Deprivation increases Stress by one for each category of Stress Endurance.

  3. Stress Collapse applies as normal but cannot be recovered from until all stacks of Sleep Deprivation have been removed.

  4. The maximum number of Sleep Deprivation Stacks you may accumulate is 10, at which point, you Activate Slumber. This is a potentially fatal event depending on the circumstances. You will remain in Slumber for 60 Hours, the point which Sleep Deprivation is fully removed by Slumber.

Deep Rest: You may start a Deep Rest. You will remain in Slumber for 6 Hours times the number of stacks of Sleep Deprivation you have. Slumber will not end until this time has fully passed.


Story Guide’s Notes

In instances where I am going to intentionally have my party work with Sleep Deprivation and damage carried over from the previous day with stress levels kept high, well, if it suits the situation before Slumber is even mentioned then I feel I have done good plot work. Springing these problems on a party leaves a bad taste in my mouth.

In my long years as a Story Guide, I find nurturing my player’s sense of security about their characters when it comes to certain mechanics is among the best ways to maintain keeping long term campaigns rolling right along. I suppose this is especially important as a note for professional Story Guides.

It’s a firm decision we don’t have a direct mechanical definition of how long Repose takes to complete. My rule of the moment is at least five minutes. On occasion only a minute, or even a deep breath the party takes between two combat engagements to keep things moving. The caveat is along the lines of there should be no active engagement, no social engagement, and the party isn’t running. The party in the moment is in no danger and really is at rest, so there is no reason to play with time. On the other hand, I have made it two hours, the time it took to travel from the village to the town.

Creating a mechanical lock on repose does make it a tactical decision, but we have Hard Damage breathing down our necks when we push too much as it is. If you are ignoring Hard Damage as a table rule, I would definitely increase the duration required to get a Repose. A minimum of a half hour or so goes a long way towards breaking the engagement chains, and leaves getting attacked, ruining the rest, a possibility in some situations.

 
The Developer

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