Rest
Moment of respite allows character to do the following.
• Fully recover Hit-points to pools that are not Wounded
• Reduce Burden by 1 + Mastery
• If a character shares an ambition, fear, hope, idea or a secret they remove one additional Burden
Rest takes Significant Time. During Rest Bearer will make a Trouble Check. If there is Trouble the Rest is interrupted and there is no restoration.
Downtime
Extended period of time gives the character a change to reflect on their experiences and recover from their adventures.
During Downtime do the following.
• Spend Deeds to advance
• Restore Hit-points
• Remove Burden
• Regain Strength to Guides
• Take one Downtime Action or an additional Survival Action
During Downtime Characters can go about their business and find each other whenever, unless they specifically wish to not be found.
Downtime Actions:
• Carouse
• Craft
• Earn
• Heal
• Seek
Downtime takes a Long Time. Bearer will make a Trouble Check for unforeseen events.
If there is Trouble party will have to overcome an Arduous Challenge with Steps equal to Trouble rating.
• On success they get to take their Downtime
• On failure they only have a chance to spend Deeds for advancement and restore Hit-points
Downtime Actions
Carouse
Carousing is only possible in a settlement. Spend a night on the town, living it up and getting into Trouble.
Characters participating in Carousing can roll Trouble dice by taking Carousing actions. Dice can be rolled at any time until Carousing ends.
• Once per Carouse roll a die by sharing something new about the character
• Once per Carouse roll a die by putting on a show
• Once per Carouse roll a die by engaging in shenanigans
• Once per Carouse roll a die by looking for love
• Roll a die by spending Coin. Roll the die and spend result times ten Coin
Every roll equal or under Trouble rating means the character gets into some Trouble. Roll 2D6 and consult the Carouse Trouble table.
Every six rolled creates a beneficial event. Roll 2D6 and consult the Carouse Events table.
At the end of Carousing Party gains 1 Deed for every 3 dice that came up as an event or Trouble.
| 2D6 | Carouse Trouble |
|---|---|
| 2-3 | New Enemy. Increase Trouble rating by +1. |
| 4-5 | A fight or a night in jail. Gain Bruised Affliction reducing Burden treshold by one. |
| 6-8 | End up at the mercy of gods and elements. Make a Burden Test for a mystical, physical or survival Affliction. |
| 9-10 | Banned. You end up banned from an establishment. |
| 11-12 | Minor embarrasment. Wake up with a bad tattoo or without your clothes. |
| 2D6 | Carouse Event |
|---|---|
| 2-3 | You gain a Fool Follower with 1D6 Prowess. They will stay with you at least until the next Downtime. |
| 4-5 | Strange goods. You wake up with a rare item. An alchemical or a mystical item. |
| 6-8 | You make friends and allies. Reduce Trouble by one and gain one time Advantage to a social Test with a local. |
| 9-10 | You have an invitation to meet someone hard to reach. |
| 11-12 | You now own a horse or another beast follower with a 1D4 Prowess. |
Craft
Crafting is only possible when the character has access to tools, a Craft Skill and material supplies.
To create items of your craft make an Intellect + Craft Test against the items Difficulty. On a success create the item. Higher Degree allows choosing additional options. One option / Degree.
To improve existing items of your Craft make a Craft Test against items Difficulty. On a success give item an option improving its effect. One option / Degree. Item can be improved only once.
To repair an item of your Craft make a Craft Test against Difficulty 10. On a success restore item to its full functionality.
Proper workshop gives an Advantage on the Craft Test.
Alchemy: Create poisons, cures & alchemicals.
Difficulty: 10.
Options:
– Create an additional item.
– Add +1 dice to dice based features and +1 to numeric.
Blacksmithing: Create metal tools, traps, cunning, common & martial weapons, armor and shields.
Difficulty:
10 tools, traps, Common weapons and shields.
15 Cunning & Martial weapons.
10 + 2 x armor rating for armors.
Options:
– Increase damage / rating by +1.
– Reduce Burden by one.
Sorcerous: Create mystical items & wards.
Difficulty: 10.
Options:
– Create an additional item.
– Add +1 die to die based features and +1 to numeric.
Earn
Earn coin by working odd jobs.
Make a Test with a Prowess appropriate to the job. On success gain the jobs reward.
Honest work?: Work the docks, assist in a tavern or perform small time thievery.
Difficulty 10. Gain 1D6 Coin. +1 die for each Degree.
Risky business: Fight for money, fulfill a speedy commission, put on a show, run a scam.
Difficulty 20. On failure increase Trouble by +1. 3D6 x 5 Coin. +1 die for each Degree.
Shadowy deeds: Spy, assasinate or perform a minor heist.
Difficulty 30. On success increase Trouble by +1. On failure increase Trouble by +2. 5D6 x 10 Coin. +1 die for each Degree.
Heal
When a character Heals they can make a Healing Test on self or another being taking Heal action.
Healing Test is an Intellect Test against Difficulty 10. On success remove one Wound or Affliction. Higher Degree allows removing an additional Wound or Affliction.
Seek
Scour through tomes, follow rumours, throw bones to predict future or seek coucil of witches.
Make a Test with Prowess appropriate to the approach and gain one piece of important information on a subject of your choosing. Difficulty of the Test is based on how esoteric the knowledge is. Higher Degree grants an additional piece of information.
You can Seek knowledge on multiple subjects. Use the highest Difficulty and split Degree between subjects.