Players must rest to regain Spell Slots, Terror Points, and Hit Points.
- Hit points are determined by your class type base stat + your strength modifier.
- Spell slots are determined by your Arcanum modifier.
- Everyone has 10 terror points.
Short Rest
This is like taking an hour long breather in a relatively safe place.
- Short Rests recover half of all your hit points.
- Short Rests recover one spell slot.
- Short Rests cleanse one terror point +terror modifier
Long Rest
This is like taking a 2-3 hour nap in a secure place. Letting your guard down.
- Long Rests recover all of your hit points.
- Long Rests recover four of your spell slot.
- Long Rests cleanse half of your terror point +terror modifier
So why not just Long Rest after every encounter?
- You can’t rest all the time, and definitely not Long Rest all the time because you increase chances of being ambushed, especially without guards set up.
- Also, there are 6 Stages to every campaign, with details only the DM knows, which move forward as the game progresses, and automatically jump forward every time you Long Rest.
What happens in these 6 Stages?
- Each stage progresses the Plot of the story. This is what would happen if your group wasn’t there at all for the most part. Characters die, towns crumble, monsters gain power.
- If you can’t defeat the boss monster by the time all 6 stages have finished, you lose the game.
A practical example:
You are trying to rid a Victorian Mansion of a Ghost.
Stage 1: Ghost traps the occupants in the house.
Stage 2: Ghost scares them, trying to push them to the cellar.
Stage 3: Father is killed while trying to attack the ghost.
Stage 4: Ghost tries to get the little daughter, brother digs up her remains, but they don’t understand the significance and kills them all in a rage.
Stage 5: A little later teenager looking for a scare are killed in the house overnight.
Stage 6: The ghost moves beyond the house into the town, haunting everything.
YOU LOSE IF THIS FINAL STAGE IS COMPLETED