Resting
All days must end, and all things must rest. Every day, a character must Rest or gain one Fatigue. Resting requires the use of a ration and clears all Fatigue. If a ration is not consumed, you may still take a rest action, but you gain one Fatigue and cannot clear any. During a Rest, your character can perform one of a few actions:
- Drink a potion: allows you to use a potion. This also includes poisons, draughts, salves, and a myriad of other alchemical creations. The effects last as listed on the potion, or until after another full day passes. You may only consume one potion per rest.
- Triage a wound: allows you to use Medicine to tend to a wound, yours or another’s. The medicine must be of an appropriate variety. You may only tend to one Wound per rest.
- Guard the group: allows you a roll if there would be a Challenge Clock to rest. If successful, you may either ward off the threat entirely or rouse the group before being assailed.
- Delve the arcane: allows you to swap Thaumaturgy spells out equal to your Equivalency (I-V), or to sacrifice the appropriate goods to gain Favor with an Entity you have a means of contacting.
Once you have performed your selected action, you may choose to either complete the rest, or forgo it (and clearing Fatigue) to take an additional rest action. Once all rest actions are concluded and the Challenge Clock (typically 0 segments and 0 DC) is resolved, then the party may clear their Fatigue.