Rest & Downtime

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.
Characters require food or lodgins to cover their needs during Downtime. If neither is accessbile make a Vigor Burden Test against Starvation.
During Downtime do the following.
• Spend Deeds to advance
• Restore Hit-points
• Remove Burden
• Regain Strength to Guides
• Take one Downtime 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 Roll up to 12 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 important to 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

For every one rolled there is a Trouble event. Count together all ones and consult the Carouse Trouble table.
For every six rolled something interesting happens. Count together all sixes and consult the Carouse Events table.
At the end of the Carouse Increase Burden Treshold by +1 for every three dice rolled. This lasts until the next Downtime.

Carouse Trouble
1One of you wakes up naked in an unknown place. Their effects are nearby with the exception of their clothes.
2One of you wakes up with an embarrassing tattoo.
3You have made a new enemy. +1 Trouble in the area.
4One of you wakes up with occult markings on their body. They make a Will Burden Test for a Mystical Affliction.
5You wake up in jail. Everybody gains a Deed.
Carouse Event
1You make friends and allies. Reduce Trouble by one and gain one time Advantage to a social Test with a local.
2You gain a Fool Follower with +1D4 Prowess. They will stay with you at least until the next Downtime.
3You have an invitation to meet someone hard to reach.
4You now own a horse with a +1D6 Prowess.
5People recognize you for some reason. Everybody gains a Deed.

Craft

Crafting is only possible when the character has access to tools, a Craft Skill and materials equal to 1/2 the items cost.
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 that improves its effect for each Degree. This can be done once for each item.
Repair does not require materials. 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:
– Add +1 dice to dice based features and +1 to numeric.
– Create an additional item.

Blacksmithing: Create metal tools, traps, common & martial weapons, armor and shields.
Difficulty:
– 10 tools, traps & common weapons.
– 15 Martial weapons.
– 10 + 4 x armor / shield rating for armors and shields.
Options:
– Increase damage / rating by +1.
– Reduce Burden by one.

Sorcerous: Create mystical items & wards.
Difficulty: 10.
Options:
– Add +1 dice to dice based features and +1 to numeric.
– Create an additional item.

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.

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