Healing in Bright‑Dark is physical and emotional. This section explains how characters rest, recover, and regain strength after danger or hardship.
REST & RECOVERY
Rest is the moment where hope returns. There are short rests and full rests. There are also rules for when either of these rests are unsafe or magical.
Short Rest (about 10 minutes)
Conscious characters who take a breather after a scene of exertion, such as combat or a chase, may recover 1 Stamina. They may only recover Stamina spent in the most recent scene of exertion, not from earlier scenes.
A short rest may allow any character to recover 1 Ether only if the moment is peaceful, meaningful, or emotionally resonant.
Full Rest (Night’s Sleep)
A full rest is a night of sleep in a safe place. During a full rest, characters recover all Stamina, all Ether, and 1 Health. They remove dizzy, shaken, fatigue, and most minor conditions. Severe conditions (poison, curse, corruption) remain untreated. If you choose a full day of bedrest, recover 2 health instead of 1.
Any Unsafe Rest
If characters attempt to rest in a wounded place, cursed site, or dangerous environment, they recover Stamina but not Ether or Health. Conditions may linger.
The GM may call for an Endurance roll if the environment’s wound presses on them during an unsafe rest.
Magical or Ritual Rest
Some sacred or meaningful places such as shrines, lanterns, sacred groves, forgotten altars, may offer special rest that provides its own benefits in addition to any other rest taken.
As narratively suitable and at the GM’s discretion, these places may restore Ether, restore Health, remove conditions, grant clarity or visions, or soothe wounds.