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COWBOYS & VIKINGSCompendium of the Wild Wastes

Rules / Exploration / Resting, Food & Water

Resting, Food & Water

Resting

Take a Break

Exploration, Ritual (10 minutes). You catch your breath, adjust your gear, sort your supplies and get ready for what's next, recovering Strain by the die for your level. Once used, you can't benefit from it again for 1 hour (the 10 minutes count toward that hour, so one break in every six exploration "scratches" of 10 minutes).

LevelStrain recovered
1–41d4
5–81d6
9–121d8
13–161d10
17+1d12

Short Rest

Exploration, Ritual (1 hour). Requires access to food and water. You rest for an hour, eating, drinking and tending wounds. When it ends you remove 1 level of Exhaustion (if any), regain ¼ of your maximum HP (your Dazed threshold), and recover Strain equal to half your Strain limit (rounded down). With 2 or more levels of Exhaustion your Strain limit is reduced, and that reduced limit is the one used here.

Long Rest

Exploration, Ritual (8 hours). Requires access to food and water. Everyone needs about 8 hours of sleep a day; resting usually happens at night, but the benefits are the same in daytime. After finishing a Long Rest you must wait at least 16 hours before starting another. If you go more than 16 hours without sleep, you take 1 Strain per hour until you complete a Long Rest. You need at least 1 HP to start one. When it ends:

  • You regain all lost HP, or half as much if you rested with no shelter or comfort (GM's call).
  • You recover all Strain.
  • All ability damage is removed.
  • Your Exhaustion drops by 2 levels (if any), or by 1 if you rested with no shelter or comfort.
  • Talents that recharge on a Long Rest recharge as their own text says.

Interrupting the rest. A Long Rest is stopped by rolling Initiative, casting a spell other than a cantrip, taking any damage, or an hour of walking or other physical exertion. If you had rested at least 1 hour before the interruption, you gain the benefits of a Short Rest. You can resume right away; the rest then takes 1 more hour for each interruption.

Food & Water

Characters who don't eat or drink take Strain, and Strain caused by hunger or thirst can't be removed until the character eats and drinks the full amount they need. Spending a long time in extreme heat or cold doubles these needs.

  • Food: 1 lb a day. Half rations stretch food further: eating half a pound in a day counts as half a day without food. You can go without food for 3 + Fortitude days (minimum 1). At the end of each day beyond that, you take 2 Strain for each day past your limit; a Fortitude save (DC 10, with 1 level of Disadvantage for each check made since you hit your limit) halves it. A normal day of eating resets the count to zero.
  • Water: 1 gallon a day, or 2 in extreme heat or cold. Drinking only half that means a DC 15 Fortitude save at the end of the day or 2 Strain; with even less, you take 3 Strain automatically.