A Long Rest is a 6-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 β€œOnce per Long Rest” abilities reset.

Quick Reference

Long Rest Procedure:

  1. Set up camp (wilderness only β€” 🏊 END + πŸ• Survival Group Test)
  2. Assign Lookout (at least one recommended)
  3. Eat and drink (1 food + 1 drink)
  4. Choose one Rest Activity (Sleep, Provide Care, Repair/Craft, Read, Scavenge, Lookout, Scout, Town Services)
  5. Roll πŸ€’ Illness progression Tests, if anyone is sick
  6. Roll Recovery β€” 1d8 + 🏊 END MOD, upgraded to 1d20 + END MOD if you Slept
  7. Resolve activities and reset β€œOnce per Long Rest” abilities

Frequency: Once per 24 hours Duration: ~6 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 + πŸ• 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 πŸ‘ PER + πŸ• Survival Test to detect approaching threats. The GM sets the πŸ“Š Difficulty based on the environment and the approaching threat’s stealth.

Lookout ResultEffect
SuccessThreats detected. The party is woken with time to prepare β€” they may equip weapons, take positions, and enter combat normally.
FailureThreats not detected. The party is 😲 Surprised β€” 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.

Lookout is a Rest Activity.

The character assigned to Lookout cannot Sleep, Repair/Craft, 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.

One food and one drink per rest period is the maximum, not just the minimum. Additional food or drink consumed during the same rest provides no HP and no buffs.

Super Mutants are enormous and eat accordingly β€” they may consume 2 food items and 2 drink items per rest period. This doubles their carried food weight and foraging demand.

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 β€” choose carefully.

Step 5: Illness Progression (If Sick)

Any character carrying an πŸ€’ Illness rolls a progression Test for each Illness at the end of the rest, regardless of which Rest Activity they chose. As with mending πŸ€• Injuries, a success reduces its severity by one step (Major β†’ Minor β†’ cured) and a failure escalates it. A character receiving Provide Care rolls with Advantage.

See πŸ€’ Illness for the full progression rules.

Step 6: Recovery

Resting restores HP. Sleeping restores more.

Every biological character who completes a Long Rest rolls Recovery, regardless of which Rest Activity they chose:

Recovery = 1d8 + 🏊 END MOD

If you chose the Sleep activity, the Recovery die is upgraded to 1d20 β€” and only then may you mend injuries.

Recovery rollMend injuries?
Slept1d20 + END MODYes β€” see Sleep below
Any other activity1d8 + END MODNo

Passive healing also restores πŸ’” Cripple Threshold

All passive healing β€” food, drink, and Recovery (including the Sleep upgrade) β€” is divided evenly among all 6 limbs, rounded down, and applied to each limb’s πŸ’” Cripple Threshold.

Crippled limbs are ignored and receive nothing; the divisor stays 6. A crippled limb only comes back through injury mending or a πŸ“‹ Medical Treatment.

See πŸ’” Cripple Threshold for full details and examples.

Choosing a Rest Activity other than Sleep is a real cost, but never a total loss. You still recover; you simply recover less, and your injuries do not mend.


Rest Activities

Sleep

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

Recovery Upgrade: Your Recovery die is upgraded from 1d8 to 1d20 β€” restore 1d20 + 🏊 END MOD HP instead of 1d8 + END MOD.

The πŸŽ– Faster Healing perk adds 1d8 HP per rank to this roll.

Injury Mending: Sleep is the only way to mend your own injuries. For each Crippled limb, roll an 🏊 END + πŸ• Survival Test. On success, the injury’s severity is reduced by 1 tier (Incapacitation β†’ Major β†’ Minor β†’ Healed).

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 βš• Medicine skill to your upgraded (Sleep) Recovery roll
  • Item-Based Treatment: The caregiver may use medical items to treat your injuries using the item-based βš• Medicine system. The caregiver rolls the βš• Medicine Tests, not you.

Provide Care

You spend the rest tending to your sleeping party members’ wounds, using medical items from your inventory to treat injuries more effectively than self-mending.

  • This applies to all sleeping party members β€” you do not need to choose a single patient
  • Sleeping characters under your care receive the following benefits:
    • Bonus HP: Add the caregiver’s βš• Medicine skill to their Sleep HP recovery
    • Item-Based Treatment: You may use medical items from your inventory to treat injuries on sleeping characters. Each treatment uses the item-based βš• Medicine system β€” the appropriate medical items are consumed and you roll 🧠 INT + βš• Medicine vs the injury’s πŸ“Š Difficulty. Treatment quality (Proper/Adequate/Improvised) applies based on items available. You may only attempt to treat each πŸ€• Injury once.
  • A First Aid Kit (+2) or Doctor’s Bag (+5) contributes its πŸ’š Heal Bonus to each successful treatment, as normal
  • You do not Sleep β€” your Recovery roll is not upgraded, and you do not mend your own injuries
  • You may still eat and drink normally

The πŸ“– Minnesota Journal of Medicine Book Perk allows you to provide medical attention AND read the book at the same time β€” this is the only way to perform two rest activities simultaneously.

Repair / Craft

You spend the rest maintaining equipment, crafting items, or performing modifications at an available workstation. This follows normal πŸ”§ Repair and πŸ”¨ Crafting rules and requires appropriate resources.

The Repair/Craft activity gives you 6 hours of πŸ”¨ Crafting Time, free β€” the rest is already happening. Spend it however you like.

Every recipe and operation has a Crafting Time. Notably, one Repair Kit or 🧰 Toolkit charge spent = 1 hour, so a Long Rest is roughly six charges’ worth of work.

You may perform any combination of the following, within the 6 hours:

You do not have to use a rest to craft. Crafting is available at a πŸ• Short Rest or any other safe moment β€” it simply costs game time instead of being free. See πŸ”¨ Crafting for the full time tables, workstation requirements, and perk prerequisites.

Repairing Robots: Robot healing is not a special rest rule β€” it is the Fix and πŸ”© Fix Malfunction actions, performed out of combat at 1 hour of Crafting Time per charge instead of an ⚑ AP cost. See πŸ• Robot Rest Rules below.

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 β€” your Recovery roll is not upgraded, and you do not 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 πŸŽ– 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 β€” your Recovery roll is not upgraded, and you do not mend your own πŸ€• Injuries
  • You may still eat and drink normally

Scout (World Map Travel Only)

You spend the rest exploring the adjacent tiles and gathering information about the surrounding area.

  • Benefit: For the next 24 hours, the party’s πŸ‘ PER + πŸ• Survival Group Tests for encounter detection gain -2 DC β€” encounters are easier to detect
  • The GM may also describe adjacent tiles: terrain type, signs of faction activity, approximate danger level
  • You do not Sleep β€” your Recovery roll is not upgraded, and you do not mend your own injuries
  • You may still eat and drink normally
  • See πŸ—Ί World Map Travel for full details

Scouting is most valuable before entering unknown or hostile territory.

Town Services (Town/Settlement Only)

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

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

Rest Activities Summary

All biological characters roll Recovery regardless of activity. Sleep upgrades the die and unlocks injury mending.

ActivityRecoveryMends Injuries?Other BenefitsAvailable To
Sleep1d20 + 🏊 END MODYes (🏊 END + πŸ• Survival Test per limb)Primary recovery methodBiological characters
Receive Care1d20 + END MOD + caregiver’s βš• MedicineMedical item-based treatmentRequires caregiverSleeping characters
Provide Care1d8 + END MODNo (self)Treat all sleeping allies with medical itemsMedicine-focused characters
Repair / Craft1d8 + END MODNo (self)6 hours of πŸ”¨ Crafting Time. Repairs Robots.Anyone with Repair skill
Read a Book1d8 + END MODNoGain a Book PerkAnyone with a Book
Scavenge1d8 + END MODNoFind resourcesAnyone
Lookout1d8 + END MODNoDetect ambush threatsAnyone
Scout1d8 + END MODNo-2 DC to party encounter detection for 24 hoursAnyone (world map travel)
Town Services1d8 + END MODVariesAccess settlement resourcesTown/Settlement only
(Robots)NoneVia πŸ”© Fix Malfunction onlyMust be Repaired β€” see belowRobots

Robot Rest Rules

Robots do not sleep, eat food, or drink water β€” and they do not heal on their own. A Robot has no regenerative capability. Every point of HP it gets back has to be put there by somebody with tools.

  • Robots do not eat or drink. They are immune to 😫 Exhaustion.
  • Robots cannot Sleep, and do not roll Recovery. Resting restores nothing.
  • Robots are healed only by being Repaired β€” see below.
  • Robots can perform any other activity: Lookout, Read, Scavenge, Repair/Craft, or Town Services.

Robots make excellent Lookouts, since they gain nothing from Sleep and lose nothing by standing watch.

Repairing a Robot

Robot healing is not a special rest rule. It is the Fix and πŸ”© Fix Malfunction actions, performed out of combat β€” they cost 1 hour of πŸ”¨ Crafting Time per charge instead of an ⚑ AP cost. Nothing else about the actions changes.

Item requiredEffect
Fix β€” standard repair1 Repair Kit charge (or 5 βšͺ Common Scrap, +6 DC)Restore 5 + πŸ”§ Repair HP, and the same to one limb’s πŸ’” Cripple Threshold. Mends a Minor Malfunction on that limb. No Test unless mending.
πŸ”© Fix Malfunction β€” serious damage1 🧰 Toolkit charge (or 5 🟒 Uncommon Scrap / 3 πŸ”΅ Rare Scrap, +6 DC)Restore one limb’s Cripple Threshold by πŸ”§ Repair + πŸ›  Repair Bonus, half of that to HP. Mends a Major Malfunction or System Failure. 🧠 INT + πŸ”§ Repair vs DC 10 / 15 / 20 by severity.
  • One limb per charge, exactly as in combat.
  • No per-rest limit. Charges, βšͺ Scrap, Crafting Time, and workstation access are the only constraints.
  • Requires a Workbench, or the 🎯 Field Repairs milestone (Repair +3) to do it rough in the field.
  • A Robot may self-repair, at the same Disadvantage the actions already impose for repairing yourself.

Repair is to Robots what Medicine is to biologicals

Repairing a Robot is structurally the Provide Care activity, not the Sleep activity β€” a skilled character spending resources and time to service someone else’s body. The two systems mirror each other:

Biological (βš• Medicine)Robot (πŸ”§ Repair)
Free passive recoveryRecovery 1d8 + END MOD, upgraded to 1d20 by SleepNone
Skilled caregiver restores HPProvide Care β€” adds caregiver’s Medicine skill Fix β€” 5 + Repair, per charge
Skilled caregiver mends damageπŸ“‹ Medical Treatment β€” consumes items, mends outrightπŸ”© Fix Malfunction β€” consumes a charge, mends outright
Free self-recovery mends damageSleep β€” steps down one tier per restNone
Quality tiersProper / Adequate / Improvised, by itemsProper (kit) / Improvised (Scrap, +6 DC)
Treating yourselfDisadvantageDisadvantage
Difficulty by severity10 / 15 / 2010 / 15 / 20

The trade for playing a Robot: you carry no food or water and are immune to 😫 Exhaustion, but you never heal for free.