Resting (no ontology)
From Mazeworld
Resting is one of the abilities of a contestant. Resting primarily serves to heal Fatigue and drain undesirable Secondary effects away, as it allows for a large amount of time to pass at once.
Resting is not the same as Sleeping ; resting is the willing action of finding rest, while sleeping is no more than the resulting effect of resting, but also certain extraneous factors which can induce sleep.
Being asleep
When a creature is asleep, the following effects applies:
Active effects:
- Fatigue: -0.4% per turn slept
Other parameters:
- Other stats and effects are still active and may still tick down. Life-threatening effects may kill a creature in their sleep.
- Unconscious - the creature cannot act while asleep, they are also blind and deaf to their surroundings.
- An asleep creature is not helpless ; sustaining any form of damage will interrupt sleep and jolt them back alive, unless they are afflicted with Forced sleep, in which case nothing can wake up the creature until the effect dissipates.
- The only way to wake up from forced sleep is to be afflicted with something that causes Forced wakefulness ; it will override and cancel out forced sleep immediately, though not without its own costs.
Methods
Resting can only be attempted if certain conditions are met. The Contestant must be in a room with a bed (a futon is considered to be a bed as well), and that bed must be valid (allowed for use).
- By default, any bed located in the Uncivilized Area is valid, as they are unowned and abandoned.
- All beds located in a Town are considered to be invalid, except in the following situations:
- A hospital bedroom is unlocked and granted for use to the Contestant ; in which case the bed located there becomes valid, until access is no longer granted.
- A hotel room is purchased by the Contestant ; the bed corresponding to that hotel room is valid and unlocked for as many uses as the Contestant has access to.
- Certain conditions may allow a Contestant to have free and sometimes permanent access to a bed outside of the UA, generally as part of Quests.
When a valid bed is present and accessible, the Contestant may choose how they wish to rest, which in turn determines how many turns they are likely to remain asleep.
Each turn spent resting advances the ingame clock by 6 minutes.
- Short rest / Napping: Roll 1d6, multiply the result by 5. (Min: 5 - Max: 30) The result is the amount of turns the Contestant will sleep. (In-game clock effects: Between +30 minutes and +3 hours / 2.0% and 12.0% Fatigue healed)
- If napping is attempted in the UA, then after each resting session, the GM will make an event type check (1d400 checked against the current traveling style event table) specifically for the purpose of checking whether an encounter enters the room or not (any result not related to an encounter is treated as nothing happening).
- If the check does result in an encounter entering the room, it will appear on a random Side of the room, and it will spot the Contestant, and may even have the opportunity to make a stealth check in order to engage the Contestant in combat with an advantage (provided the creature is intelligent enough), just as the Contestant can.
- Long rest: As above, but the 1d6 result is instead multiplied by 20 (Min: 20 - Max: 120). (In-game clock effects: Between +2 hours and +12 hours / 8.0% and 96.0% Fatigue healed)
Long rest is normally unavailable in beds located in the UA ; thus it can only be attempted in a Town.