Rest and Recovery is vital for creatures to heal and recover their faculties and capability to perform actions. Rest itself consists of non-strenuous activities – fighting, prolonged movement/travel, active research and analysis/experimentation, etc. preclude getting rest and regaining Health. There may be many circumstances which interrupt it or inhibit it, preventing rest from being effective. A full night of sleep is almost always considered some degree of rest. Rest cycles are critical to regaining the debilitation suffered from Wounds. If a target of variable Rapid Healing has not rested before it is applied, it will result in average efficacy. If the target has just received a Rest, it will have full efficacy. Most rest cycles assume that they are uninterrupted & unhindered and consist of only casual mild mental or physical activity for 1/3 of a day cycle maximum. Secondary lasting effects may linger, depending on their source.
A Short Rest is a single rest cycle; A brief span of time spent at full rest. Only sleep or a low impact activity may be enjoined in this time, or the rest cycle is reset. A Short Rest of is often considered enough to regain most fatigue damage, some normal Health and partially recharge vital fonts of energy and regain some health and Essence. Generally, 1 Short Rest cycle will alleviate a single Wound.
A Long Rest is seven Short Rest cycles, with unbroken sleep. It is usually enough to heal all normal damage with care and most minor conditions. Generally, 1 Long Rest cycle will alleviate all normal Wounds.
An Extended Rest is four Long Rest, withunbroken sleeps. It is for recovering illness, disease, malaise, and such things as hard damage. At the end of an Extended Rest, normally all Hard Damage will be healed. All Wounds will be healed as well.
The negative pathway of triggering events that leads to this state/condition will likely come with Trepidation; specifically Disorienting Thoughts. It is also possible that Nightmares my also intrude during the hours of sleep/rest. This state would be removed through direct actions such as Atonement or indirect; ex: an Act or Mystic OfferingsOfferings[/su_permalink of appeasement, Many causes have methods proscribed, both mundane and/or mystical.
Note: This is an aspect of i20 that drastically emphasizes Gritty Realism.
A survival challenge is where character(s) must get from one point to another with [typically] a limited set of resources.
Aspect | Affects |
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Sustenance | |
Hydration | |
Warmth (temperature) | |
Dry (shelter) | |