⏳ Rest & Recovery

Between adventures, characters mend, regroup, and grow. These activities are descriptive and sort into three tracks. In RPGAnywhere they line up with recovering Wounds and Stability and with advancement — but no numbers are assumed, so they work in any system.

🩹 Physical Recovery

Wounds, exhaustion, and lasting injury

ActivityTimeEffect
Bed Rest & CareDaysSteady healing in safety; faster with a healer or proper medicine.
Field TreatmentMinutesStabilize the worst of a wound on the move — buys time, not a cure.
A Healer's HandsDays–weeksSkilled or charmed care for grievous harm; sometimes the only road back.
ConvalescenceWeeksLong recovery from a serious injury; rushing it reopens the wound.

🕯️ Mental Recovery

Nerve, morale, and the weight of what they've seen

ActivityEffect
Safety & RestA stretch of real security settles frayed nerves — the baseline of recovery.
Good CompanyTime with friends, a warm hearth, a shared meal; belonging mends much.
RevelryDrink, song, and celebration burn off fear — with the odd morning-after cost.
Faith & ReflectionPrayer, ritual, or quiet contemplation restores resolve and meaning.
Resolving What Haunts ThemFacing the source of the fear does more than any rest.

📈 Self-Improvement

Traits, skills, and specialities

ActivityTimeEffect
Training & PracticeWeeksSharpen a skill or hone a trait; a teacher speeds it.
Study & ResearchDays–weeksBooks, archives, and experts turn ignorance into a new speciality or vital lore.
ApprenticeshipLong-termLearn a craft or discipline from a master.
Building TiesVariableCultivate contacts, favors, and reputation — resources for the next adventure.
Crafting & AcquisitionVariableMake or secure gear, a base, or a hard-to-find tool for the work ahead.

GM note: tie growth to the fiction. The skill a character trains in downtime is often the one the last adventure proved they lacked.