Rest and Recovery

Rest and Recovery are the two restoration mechanics in Untold Epoch — and they are not interchangeable. A Rest is a night’s sleep that partially restores Hit Points and Mana Points and resets profession features. A Recovery is a week spent somewhere safe enough for the body and mind to properly mend, granting full restoration and the chance to pursue downtime activities. Wounds that stop short of killing still demand time to heal, and time spent recovering is time not spent on the road.

Rest

A Rest is a period of sleep (6–8 hours) taken each night, requiring basic shelter and no combat interruptions. Hit Points and Mana Points restore partially. A character trained in Heal (Spirit) can attempt a Trial to improve HP recovery for the party.

Rest Rules

Hit Points (HP)

  • Characters heal HP equal to their character level plus their Vitality modifier, reflecting natural healing and endurance.
  • A character trained in Heal (Spirit) can attempt a DR 13 Trial to enhance healing, adding 1d8 HP on a success.

Example: A level 3 character with a Vitality of 15 heals 5 HP. With a successful Heal (Spirit) Trial, they heal 5 + 1d8 HP.

Mana Points

  • Spellcasters restore Mana Points equal to their character level plus their Spirit modifier, representing mental refocusing through rest.

Example: A level 6 character with a Spirit of 16 regains 9 Mana Points.

Profession Features

  • All profession features with limited uses reset their uses after a Rest, reflecting renewed focus or preparation.

Status Effects

  • Minor status effects (e.g., Bleeding) can be treated during a Rest with a Heal (Spirit) Trial.
  • Lasting injuries persist until a number of Recovery periods has fully completed as outlined by the injury.
  • The Fatigue status effect, marking the body’s exhaustion, has 1 level removed during a Rest, easing the burden of weariness.

Rest Requirements

  • Duration: 6–8 hours of uninterrupted sleep.
  • Environment: Basic shelter (e.g., tent, cave, or inn) to avoid exposure penalties (e.g., halve HP and MP restoration in open weather).
  • Safety: No combat or significant exertion during the Rest. Interruptions (e.g., an ambush) cancel the Rest, granting no benefits.
  • Resources: Access to food and water. Lack of either imposes penalties (e.g., halve HP and MP healing for hunger).

Recovery

A Recovery is a week-long period spent in a safe haven (e.g., a village, fortified camp) with adequate food, shelter, and minimal exertion. It represents deep healing, mental restoration, and the chance to pursue downtime activities. All resources are fully restored, and most lasting injuries are cleared, though severe conditions may require multiple weeks.

Recovery Rules

Characters heal all lost HP and spellcasters restore all Mana Points, returning to their maximum. All profession feature uses reset, including any specified in their descriptions.

Status Effects

  • Lasting injuries from a Dire Choice (e.g., Broken Limb, Severe Maiming) are cleared once the Recovery is completed. Specific injuries and durations will be detailed separately.
  • A character trained in Heal (Spirit) can attempt a DR 18 Trial during the Recovery period to reduce the required time by 1 week (e.g., from 2 weeks to 1). Success shortens the duration; failure has no effect.
  • Other status effects (e.g., curses, diseases) may require specific actions (e.g., a Tradition ritual) or additional weeks.
  • All levels of the Fatigue status effect are removed during a Recovery, fully restoring the body’s vigor.

Downtime Activities

  • Characters without lasting injuries can engage in downtime activities during a Recovery, such as crafting items or tools, networking to build alliances or secure patrons, researching lore in a library or through scrolls and tomes collected while adventuring, or aiding an ally in recovery from a lasting injury.
  • Characters with lasting injuries cannot participate in downtime activities, as their time is spent healing.

Recovery Requirements

  • Duration: One week
  • Environment: A safe haven (e.g., village, fortified camp) with reliable food, water, and shelter.
  • Restrictions: No combat, travel, or strenuous tasks. Minor activities (e.g., light socializing) are allowed, but significant exertion cancels the Recovery.
  • Injury Limitation: Characters with lasting injuries cannot engage in downtime activities until the injury is cleared.

Last reviewed 2026-07-08