Downtime Mode is utilized when the player characters have long-term objectives to accomplish, or when they have one or more days to spend in between other adventures. However, this mode of play can have adventures of its own. Players and GMs are encouraged to explore roleplay opportunities and inter-character interactions during downtime.
A character's Downtime Mode day is usually broken into three chunks of time—roughly 4-8 hours each—during which they can use three different ✦ activities. Taking a Rest is considered an activity, but this doesn't require the GM to shift the game fully into Downtime Mode if the day is otherwise filled with exploration. The GM may also allow the players to gain a partial Downtime Day. For example, if the group spends roughly 5 hours exploring the woods before returning to town, the GM might allow them to each use two activities instead of three for that day.
Player characters can leverage their Downtime Mode days to earn Money, gain Luck, remove Damage, forge relationships, spend Experience, and more. See the Basic Downtime Mode activities below for a complete list of options.
Characters can also perform other things during a Downtime day besides activities. Conversations and other roleplaying, buying and selling goods, small breaks and meals, and more can all be accomplished in addition to the three activities.
Each character in Downtime Mode can use three ✦ activities over the course of the Downtime day. Typically, the third activity is used to Rest, effectively limiting the number of usable activities to two. Neglecting to Rest causes a character to take 1 Fatigue at the end of the day.
When the GM shifts the game into Downtime Mode—usually as a result of the players indicating that's their intention—, they typically allow each player to take turns using one activity at a time. Once every player character has performed a single activity, another round of activities begins, until everyone's Downtime Day is completed. If multiple PCs are performing the same activity simultaneously, such as Resting or Traveling as a group, the GM can simply resolve these turns at the same time.
The turn order is simply an abstraction; in the fiction, each activity in a single round is taking place simultaneously. The GM can either use "popcorn" turn order, allowing each player to act in an order of their choosing, or resolve each turn in clockwise order beginning with the player to the GM's left.
Non-player characters also have lives and things they do during the day. However, they don't usually participate in Downtime days with activities of their own. As needed, the GM can optionally track the locations and activities of certain NPCS, especially if their choices impact the player characters and their own objectives. For example, if the group is being pursued by a bandit gang through the jungle, the GM might track the distance the gang is able to move each day and whether they are able to pick up the PCs' trail.
If two or more different groups might make different activity choices depending on what the others choose, a turn order can be established by having each group make a roll. The group with the highest roll can choose to act first, or wait to enter the turn order until after one of the other groups acts. Then the group with the next highest roll makes this same decision, and so on. After a group acts, the group with the highest roll who hasn't acted yet decides first whether to take their turn, and proceeding in descending order. The group with the lowest roll cannot choose not to act when it comes to their turn.
If one group is trying to act in secret, they might roll Stealth or Manipulation. A group trying to spy on another in order to decide what to do would roll Discipline or Awareness. The GM may allow a single leader from each group to make the roll, or call for each other participating character to aid their leader's roll, per the aiding rules.
Although the basic activities provided in this section cover a wide variety of situations, there are many tasks that might take 4-8 hours that don't fit well into any of them. For such scenarios, the GM determines whether a roll is appropriate as part of the activity, and determines what happens on a success or failure, or whether there are incremental effects depending on the result.
One good tool to use is the progress track. If, for example, a character wished to spend their day spreading rumors and gossip to try to influence public opinion about something, a progress track would be appropriate to measure the ongoing success or failure of the task. The GM might call for a Manipulation roll with a Difficulty Die based on the audience to be convinced. On a success, the player could add a point to their progress track.
The GM may use a map to represent an entire region in Downtime Mode. A region map is usually divided into "Zones" much likes Spaces in Tactical Mode. And just like Tactical Mode, the GM can utilize a square or hexagonal grid, or use the open terrain or theater of the mind methods. Each Zone represents an area approximately 4-8 miles or 6-12 kilometers across. Under normal conditions, a character can easily traverse 2 Zones with a single activity using Travel.
Difficult Terrain (Zones). Every second Zone of difficult terrain you enter using Move activities during a Downtime day costs 2 Zones worth of movement instead of 1.
Impossible Terrain. Zones of impossible terrain normally cannot be traversed by characters. These include vast chasms, oceans, sheer cliffs, and pools of lava. Such Zones usually require the characters to have access to some other means of travel, such as vehicles or magical transit.
On the Move. Whenever you use an activity that doesn't have the Rooted or Move trait, you can move up to 1 Zone immediately before, during, or after the activity resolves. If you do, that activity gains the Move trait.
Visible Features. In general, a character can use their visual senses to discern major features within their own Zone and each adjacent Zone. For example, a character walking through grasslands can view crumbling ruins so long as they are within 1 Zone of their location at any point. In poor visibility conditions (traveling at moonlit night, in fog, etc.) reduces this visibility to the character's current Zone, and nothing more. A blinded character can't perceive features visually at all. High visibility conditions (standing on a hill or mountain) instead expand the range of visibility by 1 or even 2 Zones. The Scout activity can also expand the range of visibility, and also enable the character to find obscured features that might otherwise go unnoticed.
⛊ Discern (15-20): Learn something interesting or significant about your environment.
⛊ Patronize (18-20): Make a new acquaintance/friend or improve your relationship with one.
⛊ Refresh (20; daily): Remove 1 Fatigue.
Basic Daily Rooted
Remove 1 Damage. If you have no Damage, instead remove 1 Blight (if any). Remove an amount of Fatigue based on the quality of your Rest (GM discretion):
Fine Rest (quality food, fine lodging, etc.): Remove 2 Fatigue.
Decent Rest (sturdy shelter, hot meal, etc.): Remove 1 Fatigue.
Poor Rest (shoddy shelter, trail rations, etc.): Remove no Fatigue.
Special: If you end a day without finishing a Rest, take 1 Fatigue.
Basic Move
Choose a Travel pace:
Standard: Move up to 2 Zones.
Hustle (Taxing): Move up to 3 Zones and roll Endurance with a Difficulty Die equal to twice your current Burden (minimum d4). On a failure, take 1 Fatigue.
Double Time (Taxing): Take 1 Fatigue and move up to 4 Zones. Roll Endurance with a Difficulty Die equal to twice your current Burden (minimum d4). On a failure, take 1 additional Fatigue.
Basic
Requirement: You must have 5 or more Experience.
Choose a skill you'd like to increase and roll Discipline against a Difficulty Die equal to your current die size in the chosen skill.
Success: Spend 5 Experience. You gain a permanent boost to the chosen skill and increase your class level by 1.
Failure: Gain 1 Luck.
⛊ Tutor (17-20): Aid another character attempting to Train the same skill. This is potent aid by default (see the Influencing rules).
The Train ability not only grants you a skill boost, but also increases your class level by 1 (if you succeed). This is indicative of current design intentions, but is not yet represented in the game rules, as there are no class levels at this time. For now, simply ignore this aspect of the ability.
Basic
Gain 1 Luck. Gain 1 additional Luck if you also do one or more of the following:
Spend 5+ Money on fine food and drink, hobbies, or personal vices.
Spend quality time with another character (you must succeed at an Empathy roll against a Difficulty Die of d8).
Damage a personal relationship with another character, causing their disposition to decrease toward you (if applicable). You can choose this option after failing an Empathy roll for the previous option.
Basic
Target a willing NPC with whom you'd like to improve your relationship, and with whom you can spend the majority of this activity.
Roll Empathy or Manipulation, depending on your approach. The Difficulty Die is based on the skill used and the NPC's existing biases.
Success: The NPC's disposition increases toward you.
Note: Rolling with Empathy typically involves forging an earnest connection and being authentic, while rolling with Manipulation relies more on coercion, flattery, or deceit. Different NPCs respond differently to each approach.
Basic
Roll Medicine to treat a creature's injuries against a Difficulty Die of d8.
Roll with -2 Edge if you are untrained (d4) in the Medicine trade skill or lack a Medical Toolkit.
If you are expert (d10) in Medicine, the target removes 1 Damage.
The target must also spend one of their activities at the same time in order to receive this treatment. A creature cannot benefit from this activity more than once per Downtime day.
Success: The target removes 1 Damage.
⛊ Nurse (17-20): Choose an Injury or Disease affliction the target has and add 1 Point to their recovery progress track for it.
Basic
Requirement: You must have access to a toolkit or workshop for the duration.
Choose an item or item upgrade for which you know the formula and roll with a trade skill appropriate to the task (Alchemy, Arcana, Clockwork, Demolitions, etc.). The Difficulty Die is based on the complexity of the item or upgrade.
Roll with -2 Edge if you are untrained (d4) in the requisite skill.
Roll with +1 Edge if you have access to a workshop for the duration.
Success: Add 1 Point to the Crafting progress track for the item or upgrade. When the progress track is completed, the crafting materials are consumed.
⛊ Expedite (17-20): Add 1 Point to the progress track.
Basic
Choose a willing creature and specify a task you expect them to make before the end of the Downtime day. Then, describe how you attempt to aid or hinder them in the chosen task. If you're aiding the creature, they must be willing.
The GM sets the aid/hinder roll's Difficulty Die and level of effectiveness, using the rules for Influencing a Roll. Roll as directed by the GM.
The target creature's primary roll is adjusted accordingly the next time the target makes that roll before the end of the Downtime day.
Basic
Roll Engineering to repair a damaged structure, or Clockwork to repair a damaged gadget.
Roll with -1 Edge if you are untrained (d4) in the requisite skill or lack proper tools.
Remove an amount of Damage from the target up to half your result. Spend materials worth 5% of the structure's Money value for each Damage removed in this way.
⛊ Diagnostic (17-20): You learn what material or component is best-suited to the repair. If you acquire it, your next Repair attempt on this target is made with +2 Edge.
An ability with the Daily trait cannot be used more than once per Downtime day by the same character. For example, a character cannot Rest more than once per day.
An activity with the Move trait allows the character to traverse one or more Zones as part of the ability. This movement replaces the On the Move rule for Downtime Mode for this ability.
A character cannot take advantage of the On the Move rule for Downtime Mode while using an ability with the Rooted trait. Rooted ✦ activities require the character to stay in one place for the duration.
Abilities with the Wilderness trait can typically only be used in natural environments such as deserts, forests, and grasslands.
Abilities with the Urban trait can typically only be used in urban areas such as outposts, towns, and cities.
Basic Wilderness
Roll Botany, Fishing, Hunting, or Zoology, with a Difficulty Die based on the harshness of your environment and the availability of the chosen bounty.
Bountiful: Difficulty d6
Average: Difficulty d8
Desolate: Difficulty d12
Success: You gather enough food and water to nourish up to 2 creatures. The meal is sufficient for a poor Rest.
⛊ Yield Bounty (18-20): You gather enough water and food to nourish 1d6 creatures.
⛊ Find Shelter (19-20): On a success, you find food, water, and shelter sufficient for a decent Rest for up to 8 creatures.
Basic Wilderness Veiled
Roll Navigation against any and all obscured features in your Zone and each adjacent Zone. Increase your visible range of major features by 1 Zone for the duration of this activity.
Success: You discover the obscured feature.
⛊ Distant Scout (17-20): Increase your visible range by 2 Zones for the duration of this activity instead of 1.
Basic Veiled Wilderness
Roll Tracking to gather information in your current Zone about the recent movement of creatures. The Difficulty Die is based on the weather, number of creatures being tracked, etc.
Success: You learn the movements and directions of ground-moving creatures or vehicles within your Zone from the past 2-3 days.
⛊ Hidden Trace (17-20): You find a piece of evidence such as a scrap of cloth, a patch of fur, or a fallen trinket that indicates the passage of a particular creature.
Basic Urban
Requirement: You must have access to books, archives, or lore relevant to your research for the duration.
Roll using a trade skill relevant to your research. The Difficulty Die is based on the obscurity of the information you seek, as well as the resources available to you.
Success: You acquire the knowledge you seek, gain a lead on where to look next for it, or learn that it cannot be learned in this way (GM discretion).
⛊ Sidetrack (17-20): You discover something only partially related to your research, but interesting nonetheless.
⛊ Breakthrough (19-20): You discover lost secrets or forgotten lore.
Basic Urban
Roll a relevant Trade skill, or Discipline for general labor. You gain Money equal to your result if you are able to find work in the chosen area.
If you manage to attract the attention of a wealthy client for your labor, you instead gain money equal to twice the result, or three times for an extremely wealthy employer.
⛊ Earn (17-20): Gain Money equal to half the roll's result.
⛊ Impress (19-20): Word of your excellent work begins to spread in the local community.
Basic Urban
Choose a merchant and a transaction and roll Commerce or Manipulation, or a trade skill specific to the goods being transacted.
The Difficulty Die is based on the rarity of the goods, and modified by the disposition of the merchant toward you.
Success: The price adjusts by 10% in your favor. If you rolled with Manipulation, the merchant is likely to later realize they were given a bad deal.
Failure: Choose one of the following:
The price adjusts by 10% in the merchant's favor.
The merchant's disposition toward you degrades.
The merchant loses interest in the transaction.
⛊ Haggle (17-20): The price adjusts by 5% in your favor.
⛊ Swindle (18-20): If you rolled with Manipulation, the merchant doesn't suspect they were given a bad deal.
Note: You do not have to use this activity to buy and sell goods normally.
Basic Urban
Choose a Person or location to steal from and roll Stealth or another robbery-related trade skill. The Difficulty Die is based on the security or Awareness value of the target.
Success: You steal Money equal to twice the Difficulty Die of the roll. The local community grows more suspicious.
Failure: You are discovered. Choose one of the following:
You escape, but you take 1d4 Damage and your identity is discovered.
You are captured by the target's security or local authorities.
Basic Urban
Requirement: You must be in a gambling den, tavern, casino, horse track, fighting arena, or other place of betting.
Spend (wager) an amount of Money within a range acceptable by the place of betting and choose low stakes (Difficulty d8), medium stakes (Difficulty d10), or high stakes (Difficulty d12).
Roll Manipulation for bluffing games, Zoology for races, Warfare for fighting bets, or 1d8 for games of pure chance. This roll cannot be improved with Luck.
Roll with +2 Edge if you find a way to successfully cheat.
Success: You gain Money based on the stakes and wagered amount:
Low Stakes: 2x wagered Money
Medium Stakes: 3x wagered Money
High Stakes: 4x wagered Money
⛊ Side Bet (17-20): Gain Money equal to half your wager.
⛊ Double Down (17-20): On a success, flip a coin. If you lose, spend Money equal to your wager again and gain no Money. If you win, double your Money winnings.
⛉ Suspected: On a success, the other gamblers begin to suspect you of cheating. If they are already suspicious, they accuse you.
⛉ Caught Red-Handed: If you cheated this roll, you are caught in the act and punished accordingly.
Basic Urban
Target a town, city district, building, or building complex that you can observe—even indirectly—for the duration. Roll Streetwise or a relevant culture skill. The Difficulty Die is based on the tightness of the target's security.
Success: You learn specific details about the target including recent or upcoming events, the identities of important figures, potential weak points in security, etc.
Failure: You learn the general status of the target and you can choose one detail to learn that you would have gleaned on a success.
⛊ Obtain Disguise (19-20): You acquire 1d6 uniforms or outfits suitable for infiltration on the target.