At the end of each Adventure when the party returns to town or a home base they will have downtime. Downtime follows a basic process

Gain XP

Consider the last adventure, you gain 3 XP for each of your character goals you completed over the course of it, if you completed or expressed them multiple times you main gain 5 XP for that goal.

Your goals should be:

  • A character goal from your class

  • A Party goal, agreed upon together.

  • The generic goal: "Explore your past, flaws and relationships"

After you have gained your XP you may alter your personal goal, or party goal if everyone agrees.

Coin and Reputation

Examine the loot or rewards you have gathered, your DM may pose choices as to how you will sell your loot in order to gain more coin in exchange for other consequences.

With your coin in hand you must distribute it to the party and potentially invest it into wealth.

Your GM will also let you know the changes to your reputation gathered over the adventure. Your Fame will increase but so will your Infamy.

Recovery

You take the recovery downtime action for free as you rest and recover from the adventure you just had.

When you recover you regain all stamina, and regain any class resources that restore on recovery. If wounded you may begin a 6 segment healing clock, you fill this by finding a healer and rolling a skill check with them. When the clock fills you may clear all wounds.

Downtime

You gain temporary coin equal to your wealth for the duration of the downtime phase.

You have 2 downtime actions which can be spend in the following ways. You may gain 1 additional downtime action for each coin spent.

Downtime: Recover

You may recover additional times, rolling again on the healing clock, by spending a downtime action.

Downtime: Short Term Project

When you complete a short term project you accomplish something that takes days at most. The general rules for a short term project are outlined here. Specific examples are outlined below.

Describe how you do the project and roll a skill check, add +1d for each coin you spend.

Critical: You gain 2 resources , and earn enough to cover 1 coin of your costs.
Great: You gain 2 resources.
Mixed: You gain 2 resources.
Fail: You gain 2 resources, but a complication arises that you must resolve before using them.

Resources should have a relatively broad use during sessions.

Downtime: Carouse

When you Carouse, you spend your money making friends and earning favour's. You may get drunk at the bar, invite the local librarians out for a nice dinner or even do some gardening with the local druids. Either way you meet new people and earn Favors.

Describe how you network and roll a skill check, add +1d for each coin you spend to buy good drinks or food

Critical: Earn 2 Favors, and somebody kindly covers 1 coin of your costs.
Great: Earn 2 Favors.
Mixed: Earn 1 Favor.
Fail: Earn 1 Favor, however a complication arises that must be resolved before you can use it.

Favors can be earned to Know a Guy the party needs or Call In a favour from a character the party already knows.

Downtime: Espionage

When you spy you gossip with locals, sneak into hidden areas or lure people into compromising situations.

Describe how you gather your secrets and roll a skill check, add +1d for each coin you spend to grease the wheels

Critical: Learn 2 Secrets, and steal enough to cover 1 coin of your costs.
Great: Learn 2 Secret.
Mixed: Learn 1 Secret.
Fail: Learn 1 Secret, but you get caught and reduce a faction or characters relationship by 1

You can expend a Secret at any point to Blackmail a character, forcing them to help you (but lose -1 relationship) or to Know a Secret relevant to your situation. Agents can also expend secrets to gain XP.

Downtime: Larceny

You gamble with thieves, contact the black market or burgle goods. You obtain a package of goods that may or may not be illicit.

Describe what crime you commit and roll a skill check, add +1d for each coin you exchange with the right people

Critical: You find 2 Unmarked Packages (1 slot each), and steal enough to cover 1 coin of your costs.
Great: You find 2 Unmarked Packages.
Mixed: You find 1 Unmarked Package.
Fail: You find 1 Unmarked Package, but are caught by the law, you must pay a 1 coin fine or lose 1 downtime action in jail.

Unmarked Packages can be opened to reveal legal or illegal items needed by the party worth no more than 1 coin per package.

Downtime: Reasearch

You study by searching libraries, talking to scholars or exploring safe ruins.

Describe where you begin your search and roll a skill check, add +1d for each coin spend on ink and books

Critical: You find 2 Lore and gain access to a rare tome on a subject of your choice.
Great: You discover 2 pieces of Lore.
Mixed: You discover 1 piece of Lore.
Fail: You discover the location of 1 piece of Lore, but it is hidden in an obscure location you do not have access to.

Lore can be expended to Spout Lore that will be helpful at a given moment or to Reason Lies and prove another characters statement false (even if it was previously true).

Downtime: Long Term Project

Long term projects a generic projects that would take months or weeks of time to complete, the general rules are outlines below. Some examples follow of specific types of projects you may undertake.

  • Describe your goal to the GM

  • The GM will create a clock that represents the difficulty of that goal, and give you a required resource.

  • Each downtime you may roll a Check to progress the clock:

Check

Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but you encounter a complication you must overcome before you can progress further.

Downtime: Training

When you train you must find a trainer who can teach you what you want. They will often ask a fee of 1 coin for each 4 segments of the clock.

  • A skill will take a clock with 2 segments for each total skill bonus you already have beyond your starting skills.

  • A Language or dialect will take a clock with 6 segments, 4 if you know a related language.

  • An Ability, Feat or Spell will a clock with 8 segments, plus 4 for each level above 8th you would have to reach to gain it (eg. 1st feat would take 8+4×2=12 to reach a theoretical 10th level, 2nd feat would take 8+4×3=16 ticks).

Roll a skill check, progressing the clock from the results as below.

Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but your trainer falls ill or otherwise is unable to train you further, you must resolve the issue or find a new trainer.

Downtime: Crafting

When crafting you should first decide what you wish to make, such as: a weapon, magical item, scroll or piece of art, and what effect or benefits you wish it to apply. Your GM should give you a blueprint containing what clock the item will take to complete and what Materials and supplies you will have to gather.

  • A Masterwork (+1 tag) weapon: 8 clock, 2 coin in materials.

  • An Uncommon (+0) magical item: 8 clock, 3 coin in materials.

  • A Rare (+1) magical item: 10 clock, 5 coin in materials and at least one Rare material you will have to find.

  • A Legendary (+2) magical item: 12 clock, Expert Craftsmen, Legendary Material and 10 coin in equipment.

Roll a skill check, progressing the clock from the results as below.

Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but your equipment is destroyed, you must spend a coin to replace the lost materials to continue.