Long Rest
When you spend a few hours taking shelter and resting...
or
When the World skips over a few days of time…
If the World or a Player wants to explore such downtime, then all PCs involved in it perform step 1).
1) Utility Scene
Each PC in turn must play a Utility scene.
Describe where and when it happens within the downtime, then pick one effect from the list and describe what you do to achieve it:
- spend Supplies to apply one HU to one harm effect
- spend Supplies to regenerate one HP
- add +1 WATCH to the group total (max +3)
- do one useful thing: build, repair, or prepare something
After a full round of Utility scenes, individual PCs can spend 1 XP to join a new round. Once no one pays for a new round, everyone moves on to step 2).
2) Bond Scene
Each PC in turn can play a Bond scene.
Describe where and when it happens during the downtime, and how your PC talks to a fellow PC about one topic from the list:
- ask about their Issue or Doubt
- ask about their worries, hopes, desires
- ask about their past
- confront them about a beef you have with them
After a full round of Bond scenes, individual PCs can freely join a new round. Once no one joins a new round, everyone moves on to step 3).
3) Watch
Players perform a single roll+WATCH to jointly imagine and describe some detail (one is enough) about the area where the Utility and Bond scenes took place:
- 10+: a fascinating detail
- 7-9: a worrisome detail
- 1-6: a disquieting detail + World Reaction
Each harm effect can receive only one HU during the same Rest.
Both Utility and Bond scenes are normal scenes, albeit short, where moves can be triggered. If their outcome somehow forces a PC to interrupt the downtime to follow pressing events, then the Long Rest move is cut short for other involved PCs too.
Dis/Advantage does not apply to the Long Rest roll, but scoring a Snag will grant 1 XP to all involved PCs.
No place is truly ever safe. The WATCH roll represents the unexpected, as new details emerge and there's a chance for a World Reaction.