Breaks, Resting, & Downtime
Heroic though they might be, our characters can’t spend every hour of the day in the chaotic bliss of deep space exploration, high-stakes social interactions, and thrilling life-or-death combat. They need rest—time to sleep & eat, tend their wounds, commune with one another, refresh their minds & spirits, and brace themselves for further adventure.
- A character can’t benefit from more than one Standard or longer rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Short Rest
1 - 2 hours. You may spend one Hit Die per hour spent resting.
- You may spend Hit Die to recover the rolled result + your Constitution modifier, per roll, in Hit Points. You may spend Hit Die to recover Force Points or Force Power Points.
- You may spend Hit Die to relieve a point of Strain per Hit Die spent.
- You may spend Hit Die to recover a use of a daily Technique.
Standard Rest
3 - 5 hours. You heal for (1/4 of your Hit Die + Constitution modifier) or (move up a number of steps up the Condition Track equal to Hours Rested), and you may spend one Hit Die per hour spent resting.
- You may spend Hit Die to recover the rolled result + your Constitution modifier +1, per roll, in Hit Points. Die results that land on 1 may be rerolled.
- You may spend Hit Die to recover Force Points or Force Power Points. Your first Point doesn't count toward your total.
- You may spend Hit Die to relieve a point of Strain per Hit Die spent.
- You may move up +1 on the Condition Track for a non-Strain or non-Persistent condition.
- You may spend Hit Die to recover a single use of a daily Technique & grant yourself a Take 10 on your next check with it.
Long Rest
6+ hours. You heal for 1/2 your Hit Die + Constitution modifier) or (move up 1 + a number of steps up the Condition Track equal to Hours Rested you may spend one Hit Die per hour spent resting; you recover half of your spent Hit Die pool; 3 Force Points; and a number equal to your Wisdom Modifier in Force Power Points.
- You may spend Hit Die to recover the rolled result + your Constitution modifier +3, per roll, in Hit Points. Die results that land on 1 or 2 may be rerolled.
- You may spend Hit Die to recover Force Points or Force Power Points. Your first three Points recovered don't count toward your total.
- You may spend Hit Die to relieve two points of Strain per Hit Die spent.
- You may move up +3 on the Condition Track for a non-Strain or non-Persistent condition.
- You may spend Hit Die to recover a use of a daily Technique & grant yourself a Take 10 & Take 20 on your next check with it.
Full Rest
8+ hours spent in secure sleeping arrangements. You heal for all your Hit Points or move to the top Condition Track; you may spend two Hit Die per hour spent resting; you recover all of your spent Hit Die pool; 6 Force Points; and all your Force Power Points.
- You may spend Hit Die to recover the rolled result + your Constitution modifier +3, per roll, in Hit Points. Die results that land on 1 or 2 may be rerolled.
- You may spend Hit Die to recover Force Points or Force Power Points. Your first three Points recovered don't count toward your total.
- You may spend Hit Die to relieve two points of Strain per Hit Die spent.
- You may move up +3 on the Condition Track for a non-Strain or non-Persistent condition.
- You may spend Hit Die to recover a use of a daily Technique & grant yourself a Take 10 & Take 20 on your next check with it.
Special: All Hit Die you spend on these extra effects are taken from the current day's total.
Total Rest
10+ hours in secure sleeping arrangements, a natural wake up, full wash up & a filling meal.
You heal for all your Hit Points and move to the top Condition Track; you may spend two Hit Die per hour spent resting; you recover all of your spent Hit Die pool; All Force Points; and all your Force Power Points. You gain Advantage on Saves until the end of the day. And, finally, you may choose one of the benefits below to affect you until the end of the Day.
- You gain Temporary Hit Points equal to the result of a Hit Die roll. You may spend Hit Die to add an extra die to the roll. Each Die roll adds + your Constitution modifier, per roll, in Temporary Hit Points.
- You gain a number of Temporary Force Points or Force Power Points, equal to the number of Hit Die you spend.
- You gain a number of bonus steps to your Condition Track, the number of which depends on the number of Hit Die spent.
- You may ignore a number of steps taken down the Condition Track equal to the number of Hit Die spent.
- You may spend Hit Die to gain an additional use of a daily Technique per Hit Die Spent.
Special: All Hit Die you spend on these extra effects are taken from the current day's total.
Between Adventures
Between trips among the stars and battles against evil empires or ancient darkness, adventurers need time to rest, recuperate, and prepare for their next interstellar journey. Many adventurers also use this time to perform other tasks, such as crafting armor, equipment, or weapons; maintaining their ship or their droids; performing research; martial training; or spending their hard-earned credits. Whatever the case may be, this passage of time is something that may occur with little fanfare or description.
When starting a new adventure, the GM might simply declare that a certain amount of time has passed and allow you to describe in general terms what your character has been doing. At other times, the GM might want to keep track of just how much time is passing as events beyond your perception stay in motion.
Lifestyle Expenses
Between adventures, you may choose a particular quality of life and pay the cost of maintaining that lifestyle.
Living a particular lifestyle doesn’t have a huge effect on your character, but your lifestyle can affect the way other individuals and groups react to you. For example, when you lead an aristocratic lifestyle, it might be easier for you to influence the nobles of the galactic society than if you live in poverty or associate with the underclasses.
Downtime Activities
Between adventures, the GM might ask you what your character is doing during their downtime. Periods of downtime can vary in duration, but each downtime activity requires a certain number of days to complete before you gain any benefit, and at least 8 hours of each day must be spent on the downtime activity for the day to count. The days do not need to be consecutive. If you have more than the minimum amount of days to spend, you can keep doing the same thing for a longer period of time, or switch to a new downtime activity.
- Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your GM.
Practicing a Profession
You can work odd jobs between adventures, allowing you to maintain a modest lifestyle without having to pay 100 credits per day. This benefit lasts as long as you continue to keep up working.
- If you are a member of an organization that can provide gainful employment, you earn enough to support a comfortable lifestyle instead or earn 50 credits per day.
- If you have training in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead.
Researching
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign.
- Research can include poring over dusty tomes and crumbling scrolls in a library, scouring the Holonet, or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as a Gather Information check to find clues pointing toward the information you seek. Once those conditions are met, you learn the information if it is available.
- For each day of research, you must spend 100 credits to cover your expenses. This cost is in addition to your normal lifestyle expenses.
Training
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
- First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
- The cost of the training depends on the trainer and the ability, skill, or weapon proficiency you are being trained in.
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