Resting and progression
Between fights two things recharge: your resources, by resting, and your character, by progression. They have nothing to do with one another.
The Short Rest
Ten minutes of pause, during which you can do light activity. You may take at most two between Long RestsRule wordLong RestEight hours of sleep, once per day, that restore all your HP and all your Energy..
At the end you recover:
- half your maximum HPRule wordHPHit Points, what a creature can take. At 0, it falls into Agonie., rounded down;
- half your maximum EnergyRule wordEnergyThe reserve that pays the cost of Skills., rounded down;
- the Skills marked “Once per Short RestRule wordShort RestTen minutes of pause, during which you can do light activity, that restore half your maximum HP and Energy. You can take at most 2 Short Rests per Long Rest.”.
Half the maximum, not half what is missing. A character on 2 HP out of 30 recovers 15 and comes back at 17. You never exceed your maximum.
The Long Rest
Eight hours of sleep. Two Long Rests must be sixteen hours apart, which allows one per daily cycle.
At the end you recover all your HP, all your Energy, and the Skills marked “Once per Short Rest” or “Once per Long Rest”.
What a rest does not restore
- KarmaRule wordKarmaPoints granted by the GM. By default, a point can add an Advantage or a Disadvantage to the Roll of your choice.
- A point you hold stays, and an empty slot stays empty. Neither rest nor the end of a session touches it.
- Temporary HP
- Healing does not restore it, and whatever is left disappears at the end of a rest.
Changing your Memorised Skills
Both rests allow it, except for your two Species Skills, which are fixed at creation. It is the only moment you rearrange what your MemoryRule wordMemoryThe number of Skills you can have Memorised at the same time. holds, which makes the Short Rest the group’s real breathing space: ten minutes is enough to reach the next fight with a different set of Skills.
The expected rhythm
The game is calibrated on five or six significant encounters between Long Rests, with two Short Rests in between. Across a full cycle your available Energy therefore comes to roughly double your maximum.
That is a design benchmark, not a rule. A table that rests less plays thriftier characters, and the GM adjusts what they send.
Progression
A character has no overall level. Nothing goes up a step and drags the rest with it.
The three currencies of character creation are the currencies of progression too, and they keep arriving separately. A fourth reward joins them in play: materials, recipes and equipment, which feed crafting.
The GM announces which one they are granting. They set the pace, and they are not held to the same one from campaign to campaign.
XP
Granted when the group overcomes a significant obstacle, and everyone receives the same amount.
Overcoming does not mean defeating. Going around, convincing, containing, escaping or otherwise resolving the problem all count.
| Achievement | XP per character |
|---|---|
| Minor but significant | 5 |
| Important objective | 10 |
| Major milestone | 25 |
| Conclusion of an arc | 50 |
The same obstacle does not pay twice because it repeats. A trapped door crossed ten times is one reward.
MP and PP
These are milestone rewards, never per-enemy rewards. At the end of a major stage the GM may grant 3 Mastery Points, or 1 Potential Point, or the choice between them when the campaign accepts faster progression.
They say clearly which one before you choose anything.
Material rewards
These take the form of extra Loot Opportunities, specific materials, a recipe, an already finished object, or access to a rare source.
They feed crafting without handing you equipment decided in advance, which keeps the choice of what you carry on the player’s side.
