The life of an adventurer is chaotic and dangerous but everyone needs some time to relax and recover. Downtime occurs between sessions where the characters can rest, recover and spend their time on other projects. You cannot push yourself when taking downtime.
When you take downtime you get 2 activities you may do during the downtime. You may spend 1 coin to gain an additional downtime by hiring helpers, spending exorbitantly or extending your time without work. When you rest overnight you can take the recover action as a sole downtime action.
You also gain a number of coin equal to your wealth that can only be spent during downtime. This wealth coin does not carry over between downtimes.
Recover: Free once per downtime, if in the wilds you must consume 1 ration. 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.
As a general rule a session will likely start with a recovery ending. This means that stamina recovers each session while wounds take multiple sessions or a full downtime to recover from.
Network/Carouse: You can network to find new friends and favors. Roll a skill check, gaining +1d for each coin you spend. On a Success you earn 2 Favors; on a Pass you earn 1 Favor; on a Failure you earn 1 Favor but a complication arises that you must resolve to use it. You can expend a Favor to Know a Guy that the party needs or Call in a Favor from a character you know.
Train: To learn a new skill or advance an old one you must complete a clock, this clock has 2 segments plus two for each previous training you’ve completed. Each time you take this downtime you can make a skill check to fill the clock. Gaining the skill when you complete the clock.
Project: Other projects function by making a clock of a length appropriate to the project and making skill checks to complete the clock.
Relationships of NPC’s with the party can be characterized by the relationship level system. The system defines how a character will help or hinder the party. When attempting to persuade, barter or otherwise negotiate with the NPC the characters roll a number of dice modified by their relationship level with them.
These relationships also apply to Factions the larger groups that interact with characters.
Level | Name | Effect |
|---|---|---|
-3 | Rival | Will actively seek out the party to obstruct them |
-2 | Enemy | Will obstruct the party if they come across them, even it it inconveniences them |
-1 | Opponent | Will deny the party help unless they have a strong motivation, will obstruct the party if it requires little effort. |
0 | Neutral | Will not help or hinder the party without reason |
+1 | Acquaintance | Will help the party in easy ways unless they have a reason not to |
+2 | Friend | Will help the party unless it heavily disadvantages them |
+3 | Ally | Will actively help the party in whatever way they reasonably can |
A Coin is about a weeks wages for a craftsman, small purchases such as meals and board do not meaningfully deplete your coin. A character can hold 8 coin before it becomes to carry. Any extra coin must be invested, spent or stored.
Wealth is a measure of a characters property, investments and high quality gear. You can increase your wealth by 1 for 4 coin. This can be done in reverse in an emergency however only 1 coin is gained back for each wealth. Each downtime you can leverage your investments for 1 coin worth of supplies or good for each wealth.
0 Wealth is modest and poor living in back alley taverns and scrounging for food.
1-2 Wealth is comfortable living, with decent rooms and well cooked food.
3-4 Wealth is rich living, with a few servants and fine lodgings.
>5 Wealth is noble living with attendants and your own estates.