A Long Rest is a period of extended downtime— at least 8 hours long—available to any creature. During a Long Rest, you Slumberwave for at least 6 hours and perform no more than 2 hours of light activity, such as reading, talking, eating, or standing watch, for a total of 8 hours.
You cannot Long Rest while Starving.
Benefits:
→ You regain Mana equal to your Spirit.
→ Lose one stack of Maimed.
→ Lose the status effect Exhausted.
Drawbacks:
→ Lose any Temporary Vitality.
→ Luck resets to zero.
If Resting in an Inn, or a place of safety, typically an Urban environment, where no one is taking watch. The GM can award Temporary Vitality, or allow all Vitality to reset to maximum.
If Resting in a dungeon, wilderness, or hostile zone, you regain up to 2 times your total level.
After Resting, you gain the Fully Rested status. You can only do one Long Rest in a 16 hour period, after the Resting start timer began.
You can choose to spend your Long Rest performing Light Activity, however if you do, you must make a DC 10 Fortitude Contesting Roll. Failure: You become Exhausted.
Another player can tend to your wounds if you are Maimed, and can attempt to remove 1 additional stack. The player must use their 2 hours tending to your wounds, and cannot keep watch. The DC to achieve this is a Medicine Skill Roll, with a Healer's Kit vs a DC10 + Level of Maimed.
If you try to complete a Long Rest wearing medium or heavy armor, you automatically become Exhausted.
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