Long rests can only be taken while the players are safe enough that no one needs to take a watch.
All other situations are considered a short rest.
A creature may help another creature use a potion as an action.
A creature may use a potion themself as a bonus action.
If a creature uses a bonus action to drink their potion, they must roll like normal.
If a creature takes an action to drink their potion, they may take the maximum healing from that potion.
Whenever a creature is frightened, they may choose one of the following options: Fight, Flight, or Freeze.
Fight: The creature must run toward the source of fear and attack it with disadvantage.
Flight: The creature must use its full movement to run away from the source of fear.
Freeze: The creature is Stunned while they can see the source of fear.
Whenever a player misses or is unable to attend a game, they gain 1 Player Point.
Player points can be exchanged to gain skills or upgrades for the homebase or ship.
Skill/Weapon Proficiency - 4 Points
Skill/Weapon Expertise - 9 Points
Tool Proficiency - 2 Points
Tool Expertise - 6 Points
New Feat - 12 Points
New Spell Scroll - 2/Level
New Magical Weapon - 3/Rarity
Level Up - 10/Player present at session
If a creature uses their entire turn (bonus action, action, reaction, movement) they may move up to 150 ft in a straight line.
Whenever rolling a Death Saving Throw, keep the results private to yourself and mark your sheet properly.
Creatures may spend a point of exhaustion to gain an action while unconscious and/or cast a spell when out of spell slots.