A Long Rest is a 8-hour rest period during which the party sets up camp, eats and drinks, and each character performs one Rest Activity. Long Rests can only be taken once per 24 hours.

After completing a Long Rest, all “Once per Long Rest” abilities reset.

Quick Reference

Long Rest Procedure:

  1. Set up camp (wilderness only — END + Survival Group Test)
  2. Assign Lookout (at least one recommended)
  3. Eat and drink (1 food + 1 drink, or 1 Energy Cell for Robots)
  4. Choose one Rest Activity (Sleep, Provide Care, Repair, Read, Scavenge, Lookout)
  5. Resolve activities and reset “Once per Long Rest” abilities

Frequency: Once per 24 hours Duration: ~8 hours


Long Rest Procedure

Step 1: Set Up Camp (Wilderness Only)

If the party is not in a town or settlement, they must set up camp before resting. This is a Group Test using 🏊 END + 🏕 Survival.

Camp ResultEffect
Good Camp (Group Test success with Leader CRIT)All party members gain +2 ⏱ Sequence and 5 Temp HP until the next Long Rest
Normal Camp (Group Test success)No bonus, no penalty. Rest proceeds normally.
Failed Camp (Group Test failure)The GM determines a consequence. This may include: alerting nearby hostile groups, increased chance of ambush, environmental hazards, or uncomfortable conditions that reduce rest effectiveness. A failed camp should never completely prevent rest, only make it more difficult.

If the party is in a town or settlement, camp setup is skipped. The party has access to shelter and may proceed directly to activities. Town services (doctor, merchant, etc.) are available as activity options.

Step 2: Assign Lookout

If the party is resting in the wilderness, at least one party member should be assigned as a Lookout. The Lookout keeps watch for threats during the rest.

The Lookout makes a 👁 PER + 🏕 Survival Test to detect approaching threats. The GM sets the Difficulty based on the environment and the approaching threat’s stealth.

Lookout ResultEffect
SuccessThreats detected. The party is woken with time to prepare — they may equip weapons, take positions, and enter combat normally.
FailureThreats not detected. The party is Surprised — enemies get a surprise round. Sleeping characters start combat Prone with nothing in their Weapon Slots or Quick Slots. Armor remains equipped.

If no Lookout is assigned, the party automatically fails to detect any ambush. All sleeping characters start combat Surprised, Prone, and without equipped weapons or quick items.

Important: Lookout is a Rest Activity. The character assigned to Lookout cannot Sleep, Repair, Read, or Scavenge. They sacrifice their rest activity for the party’s safety.

Step 3: Eat and Drink

Each character consumes 1 food item and 1 drink item. Food and drink provide HP restoration and may grant temporary buffs or impose side effects depending on the item consumed.

Characters who do not eat or drink gain a stack of Exhaustion.

Step 4: Choose a Rest Activity

Each character selects one Rest Activity for the Long Rest. You may only perform one activity — choose carefully.


Rest Activities

Sleep

You sleep for the duration of the rest, allowing your body to recover.

HP Recovery: Roll 1d20 + 🏊 END MOD. Restore that many HP. This is in addition to any HP gained from food and drink.

Injury Mending: For each Injury, roll an 🏊 END + 🏕 Survival Test. On success, the injury’s severity is reduced by 1 tier (Incapacitation → Major → Minor → Healed).

Injury SeverityMend Difficulty
Minor InjuryDC 10
Major InjuryDC 15
IncapacitationDC 20

You may attempt to mend each injured limb once during Sleep.

Receive Care

If a party member is performing the Provide Care activity (see below), sleeping characters under their care receive enhanced healing:

  • Bonus HP: Add the caregiver’s ⚕ Medicine skill to your Sleep HP recovery
  • Extra Mend Attempt: You may attempt to mend Injuries one additional time per injured limb (two total attempts per limb instead of one)

Provide Care

You spend the rest tending to your sleeping party members’ wounds.

  • This applies to all sleeping party members — you do not need to choose a single patient
  • Sleeping characters under your care gain bonus HP equal to your ⚕ Medicine skill and may attempt to mend each Injury one additional time
  • You do not Sleep — you do not recover HP from Sleep or mend your own Injuries.
  • You may still eat and drink normally

Repair

You spend the rest maintaining and repairing equipment. This follows normal 🔧 Repair rules and requires resources (Scrap, Repair Kit charges, or Toolkit charges). You can also use this time to convert Scrap to Repair Kit or Toolkit charges.

You may repair up to 5 items during a Long Rest. Items can be any mix of weapons, armor, robots, or other repairable objects.

Repairing Robots: For Robot characters who cannot Sleep, being Repaired during a Long Rest provides the equivalent benefits of Sleep for a biological character:

Read a Book

You spend the rest reading a Book. Upon completing the book, you gain its Book Perk, which can be used once before the next Long Rest (at which point it expires if unused).

  • You do not Sleep — you do not recover HP from Sleep or mend your own Injuries
  • You may still eat and drink normally
  • You may re-read a book you have previously read to regain its Book Perk
  • Characters with the Comprehension perk may assign previously-used Book Perks to their permanent Book Perk Slots during this time

Scavenge

You spend the rest exploring the surrounding area for useful resources.

Lookout

You keep watch over the camp for the duration of the rest. See Step 2 above.

  • You do not Sleep — you do not recover HP from Sleep or mend your own Injuries
  • You may still eat and drink normally

Town Services (Town/Settlement Only)

When resting in a town or settlement, you may use your activity to access local services:

  • Visit a Doctor — Professional medical care, may heal HP and mend injuries more effectively than self-care
  • Shop — Buy and sell goods with local merchants
  • Gather Information — Talk to locals, investigate leads, gather intel
  • Other — The GM may offer additional services based on the settlement

Rest Activities Summary

ActivityHeals HP?Mends Injuries?Other BenefitsAvailable To
SleepYes (1d20 + END mod)Yes (END + Survival Test per limb)Primary recovery methodBiological characters
Receive CareEnhanced SleepExtra mend attemptsRequires caregiverSleeping characters
Provide CareNoNo (self)Heals all sleeping alliesMedicine-focused characters
RepairNo (self)No (self)Fix up to 5 items. Heals Robots.Anyone with Repair skill
Read a BookNoNoGain a Book PerkAnyone with a Book
ScavengeNoNoFind resourcesAnyone
LookoutNoNoDetect ambush threatsAnyone
Town ServicesVariesVariesAccess settlement resourcesTown/Settlement only

Robot Rest Rules

Robots do not sleep, eat food, or drink water. During a Long Rest, Robots have the following considerations:

  • Robots cannot Sleep. They do not benefit from the Sleep activity.
  • Robots can be Repaired. A party member performing the Repair activity can restore a Robot’s HP and mend their injuries. See the Repair activity above.
  • Robots can self-repair if they have sufficient 🔧 Repair skill. This uses their own Rest Activity — they spend the rest fixing themselves instead of doing something else.
  • Robots can perform any other activity: Lookout, Read, Scavenge, Repair (others’ equipment), or Town Services.

Robots make excellent Lookouts since they don’t need Sleep and don’t benefit from it. Assigning a Robot to Lookout duty is efficient because it doesn’t cost the party a “lost” Sleep slot.