Rest

    Rest is a character's primary means of recovering from fatigue, exhaustion, and trauma, and is referred to by many other rules. Rest implies a low level of activity, during which a character can recuperate. Sleep always counts as rest. Rest is ruined by too much physical activity, such as anything more intense than an occasional slow walk or idle tinkering with equipment. Rest also involves mental recovery; resting characters can have conversations and make plans or observations, but searching, taming animals, or any other long mental activity involving an INT roll precludes rest. The exception is a roll for any Ability which describes itself as part of a rest.

    For the sake of simplicity, Legends handles rest in 4-hour "chunks," as well as shorter 2-minute rests. For longer rests, simply chain together several 4-hour rests - for example, two 4-hour rests for overnight sleep, or six 4-hour rests for an entire day off.

2-Minute Rests    Upon resting for at least 2 minutes (regardless of rest quality), you naturally reduce your fatigue to 0, transforming it into a lesser amount of exhaustion according to the rules in Encumbrance, Fatigue, & Exhaustion. 2-minute rests are often used right after combat or another fatiguing activity, and may have other effects depending on your character's Studies (for example, the restoration of melee or ranged insight).

4-Hour Rests    Upon resting for 4 hours, your character gains several recuperative benefits. Long rests are the only way for your character to recover from exhaustion, and an important part of recovering from trauma.

Exhaustion Recovery     Upon completing a 4-hour rest, you remove an amount of exhaustion equal to 50% of your CON. If you have an odd number of CON and are taking multiple consecutive rests, you may remove an extra 1 exhaustion every 2 rests (in other words, your entire CON for an 8-hour rest).
Insight Recovery     As mentioned in Insight, a 4-hour rest restores an amount of insight equal to your INT.

Willpower Use and Other Effects     As detailed in Stats & Rolling, a 4-hour rest restores your ability to use Willpower to gain a reactive +TN.
    4-hour rests may also have other effects and interactions with your character's Abilities or Attributes.

Quality of Rest

    Resting is, fortunately, not too hard. A particularly poor rest - for example, trying to rest in a cold rainstorm without shelter - may subject you to the environmental hazard rules, but still counts as a rest for the purposes of all rules in this chapter. Similarly, your sleep may be disturbed by the Sleep rules, but the time spent trying to sleep still counts as a rest.

    If your rest is of unusually good quality, however, you receive positive benefits. This is normally only the result of purchasing luxurious accommodations in a city, which typically costs around 8 coins per person per day. For each 4-hour rest you take in such a setting, you remove 1 additional exhaustion and regain 1 additional insight. Safe rest days spent within luxurious accommodations also remove 2 additional trauma. Luxurious rest has no effect if you have 3 or more degrees of trauma, in which case you are unable to relax enough to gain any extra benefit from the restful environment.

    Some Abilities, Attributes, or elixirs also add other effects to a 4-hour rest. Unless otherwise stated, such effects can occur simultaneously with each other or with luxurious rest, and are not prohibited by trauma.

    Characters who can fly cannot rest while flying (even if their method of flight has no fatigue or exhaustion cost). Only amphibious or aquatic characters, characters rendered able to breathe underwater (via a device or some other means), and non-organic characters can count as resting while underwater.

    4-hour rests are typically limited to five per day in the field, as some time is required for making camp, maintaining equipment, and so on. In cities or bases, six rests per day are possible.

Interrupted Rests     A 4-hour rest can be interrupted and continued later, within reason - for example, you might rest for 2 hours, spend 1 hour helping another character with something that arose during the rest, then finish your rest with 2 more hours. But if an interruption continues for more than 4 hours, you must start over with a new 4-hour rest.
Trauma Recovery    On any day that you take at least five 4-hour rests (including sleep) in a safe location, it may qualify as a safe rest day for the purposes of removing trauma. See Trauma.