9 - Resting

What is Resting 



In Nether, resting allows characters to take time to recover their health and even make use of their resources in passive projects. Characters will need to watch where they try to rest, and make use of what little time they have - as threats still lurk around every corner.


Short Rests vs Long Rests



Mechanically, there are two kinds of rests in Nether; Short and Long. A Short Rest can last for 1 - 4 hours, while a Long Rest must be at least 8 hours. Each allows the player to make different actions to help recover or work toward something. 


Choosing Carefully



Your party can choose to rest at any point during the adventure, but it's important to know that the world does not remain still while your character rests. Time pushes forward, monsters prowl, misfortune spreads. Where you choose to rest, when, and how long must always be taken into consideration beforehand. Here are some factors that can affect your rest. 


High Risk - Resting in a particularly dangerous place, such as a monster's lair, or a collapsing building, poses a greater risk to you. Your game master may have a variation on the consequences of this rule, but in general you lose a rest action when doing so. 
Squalid Grounds - Resting somewhere particularly filthy or uncomfortable, such as a grimy dungeon floor, or out in the open during a storm, is considered resting on ‘squalid grounds’. Here, it becomes more difficult to take certain rest actions, as any checks made during said gain 1 stack of disadvantage.  
Proper Shelter - When resting near an established campground, with a tent, or within a building - you’re considered ‘sheltered’ and gain an extra rest action. 

Rest Actions 



As part of your character's rest, you get a number of rest actions that your character can perform as part of said rest. Below is a full list, broken up by the type of rest your character is doing.  


Short Rests 

When you take a short rest, you can take one of the following actions: 

Quick Stitches - Make an Action Roll, recovering health equal to the number you rolled. 
Quick Repair - Recover up to half of your Armour's durability. 
Apply Remedy - You use medicine to clear a single condition afflicting your character. The check made to do so is given 1 advantage. 
Prepare - Gain 1 Fortune Point (See Fortune and Folly)
Pursue Project - You make one roll towards the progress of a personal craft project (See Crafting) 
Keep Watch - Threats could be at every corner, and while you sleep - your enemies could easily be waiting for the chance to strike. Your game master may have a variation to what this action does, but nevertheless, keeping watch should help ensure you and your party remain safe.



Long Rests

When you take a long rest, you can select up to two of the following actions.  


Tend to Wounds - You fully recover any lost Hit-Points, clear any Necrosis condition and up to half of your current Wounds (rounded up). 
Repair Equipment - Fully repair any damaged equipment you have.
Apply Remedies - You use medicine to clear any conditions currently afflicting your character. Any Action Roll made to do so has 1 advantage.
Prepare - You gain 2 Fortune Points. 
Pursue Project - You make up to two rolls towards the progress of a personal crafting project, or one towards two separate crafting projects.  
Study - You take a moment to study materials on hand or something in your surrounding environment, learning more about it and potentially gaining something in turn. Your game master may ask that you make some sort of Action Roll, determining the results. 
Hone Abilities - You make an affinity roll, potentially honing your abilities as you train. 
Keep Watch - Threats could be at every corner, and while you sleep - your enemies could easily be waiting for the chance to strike. Your game master may have a variation to what this action does, but nevertheless, keeping watch should help ensure you and your party remain safe.