Rest

Every adventurer needs a break now and then. Many character abilities have a limited number of uses, and those uses can only be restored with Rest. Here are the two types of Rest.

Breather
A Breather takes about ten minutes. During a Breather characters relax, catch their breath, and participate in no strenuous activities. Maintaining Mental States is not considered a strenuous activity. At the end of the Breather, characters may Heal up to $$3 \times Brawn + Willpower$$HP. Once a character uses this healing, they may not do so again until they have completed a Full Rest. If a Breather is interrupted for any reason, the Breather does not complete and must be started again.

Full Rest
A Full Rest requires 8 hours of resting, at least 6 of which must be sleeping. Once a Full Rest is complete, a character Heals up to their maximum HP, loses any Exhausted or Fatigued conditions, and regains any used Spell Slots. A Full Rest might be interrupted, but with no more than 1 hour of strenuous activity. If more than 1 hour of strenuous activity interrupts the Full Rest, the Full Rest's duration must be extended by the amount of time interrupted. As an example, if a party awakes in the middle of their Full Rest and realize their current encampment is no longer safe and spend 3 hours tearing down and moving to a new location, they must now rest for an additional 3 hours to complete the Full Rest.

Missing Rest
Characters that do not complete Full Rests on a regular basis will begin to suffer the consequences of missing out on recuperation. A character that has gone 24 hours without completing a Full Rest becomes Fatigued. A character that has gone 48 hours without completing a Full Rest becomes Exhausted. An Exhausted character that has gone a total of 96 hours without a Full Rest becomes Unconscious.