Downtime represents the space between danger. It is when characters recover, prepare, and change in ways that do not belong in the middle of an adventure. Downtime is not a pause in the story. It is where the consequences of play are processed and where future direction takes shape.
Downtime usually occurs between adventures, after major scenes, or when the pace of the story naturally slows. It does not need to occur between every session.
Purpose of Downtime¶
Downtime exists to: - Resolve logistics without consuming table time. - Allow recovery from wounds, Conditions, and stress. - Support character growth and Background evolution. - Advance personal goals and relationships. - Create new narrative hooks without extensive planning scenes.
Downtime assumes competence.
Characters are capable of handling routine matters without constant oversight.
Downtime Actions¶
During Downtime, each character may take a small number of Downtime Actions.
The exact number may vary by campaign tone, but two actions per character is a common baseline. Some actions are assumed and require no roll. Others may require time, coin, XP, Effort, or narrative positioning.
The GM may allow additional Downtime Actions when the fiction supports it. Players can choose to extend Downtime to get more actions. This will trigger Upkeep as well as the world moving forward; not waiting for the characters.
Recovery¶
Recovery primarily occurs during Downtime. While some harm fades naturally with rest, most serious injuries, trauma, and Burn require time, care, or intervention. Recovery is not intended to erase consequences quickly. Instead, it determines what heals cleanly, what lingers, and what becomes part of the character's story. Each Downtime period allows a character to focus on recovery for the Physical Track, the Mental Track, or both, depending on circumstances and available support.
See also Recovery.
Physical Recovery¶
Without Assistance¶
With sufficient rest and relative safety: - Bruises clear automatically. - Light Wounds improve with time. - Moderate or worse Wounds recover slowly and may worsen or develop complications. Physical recovery without assistance is reliable but inefficient. It assumes shelter, food, and rest, but not skilled care.
Mental Recovery¶
Mental harm recovers more slowly and unevenly than physical harm.
Without Assistance¶
With time, safety, and distance from stressors: - Minor trauma fades relatively quickly. - Light trauma improves gradually. - Moderate or worse trauma may linger or resurface.
Burn Recovery¶
Burn represents the cost of choosing to endure. Trauma represents the cost of being unable to choose.
- Burn does not recover through magic.
- Burn does not recover instantly.
- Burn requires time, reflection, or Counsel.
Recovery Limits¶
A character may meaningfully pursue recovery for one Physical Track issue, and one Mental Track issue per Downtime period, provided they have access to appropriate care and safety. Characters must still choose between recovery and other Downtime actions such as training, Crafting, Intrigue, or advancement.
Scars and Lasting Effects¶
Not all harm disappears. Some wounds and trauma heal into scars: - physical marks - altered behavior - emotional triggers - changed relationships
Scars may be narrative, mechanical, or both. Recovery determines whether harm fades cleanly or leaves a mark, not whether it ever happened.
Loadout and Recovery¶
Loadout State during rest matters. - Light Loadout supports both physical and mental recovery. - Standard Loadout has no special effect. - Heavy Loadout may slow recovery, attract stress, or complicate care. Recovery assumes a period of relative safety. Attempting recovery while visibly armed, vigilant, or burdened may reduce its effectiveness at the GM's discretion.
Logistics and Resupply¶
Downtime is when characters: - Replace or repair damaged gear. - Restock consumables. - Handle lodging, travel arrangements, and routine expenses.
These activities are generally abstracted.
Shopping scenes rarely require detailed roleplay unless something unusual is at stake.
Crafting and Repair¶
Characters may use Downtime to: - Repair weapons, armour, and equipment. - Craft mundane or specialized items. - Improve or customize existing gear.
Crafting typically requires time, materials, and access to tools or facilities.
More complex projects may span multiple Downtime periods.
Training and Advancement¶
Downtime supports character growth.
Characters may: - Justify skill advancement. - Seek mentors or instruction. - Deepen Background Evolutions. - Prepare for Expert or Master-level progression.
Training during Downtime explains how advancement fits into the fiction.
Social and Community Actions¶
Downtime is when characters engage with the world beyond immediate danger.
This may include: - Maintaining relationships. - Calling in favors. - Building or protecting reputation. - Managing Community Gifts or holdings. - Influencing factions or organizations.
These actions often create future opportunities or Complications.
Personal Projects and Ambitions¶
Downtime allows characters to pursue long-term goals.
This may involve: - Investigating unresolved questions. - Advancing personal ambitions. - Working toward legacy or community impact. - Addressing elements of their backstory.
Not all projects resolve quickly.
Some are meant to unfold over time.
Preparation and Planning¶
Downtime may be used to gather information, set contingencies, or prepare for likely challenges. Planning in Downtime is abstracted. It does not require exhaustive discussion or detailed schematics. Preparation typically results in: - Bonus dice. - Reduced uncertainty. - Avoided complications. The goal is confidence, not perfection.
GM Guidance¶
Downtime should move the story forward, not stall it. If an activity does not meaningfully change the situation, it may be assumed or summarized. If an action creates tension, opportunity, or risk, it deserves attention. Downtime is where consequences surface and futures are shaped.
Future Expansion¶
This section will expand to include: - Long-term projects. - Downtime-specific Gifts. - Integration with Renown, Community, and Intrigue systems. - Complications
This page defines the foundation.
The details will grow with the system.