Downtime

Rest & Recovery

Core Mechanics

Between conflicts, the party can take a rest to recover expended resources and deepen their bonds. During a rest, each PC can make up to two downtime moves.

Rest Types & Rules

Choosing Your Rest

When the party rests, they must choose between a short rest and a long rest.

Important: If a party takes three short rests in a row, their next rest must be a long rest.

Interruption Rules

Short Rest Interrupted

Characters don't gain its benefits.

Long Rest Interrupted

Characters only gain the benefits of a short rest.

Short Rest

Duration & Setup

A short rest lasts enough time for the party to catch its breath, about an hour in-world.

Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):

Tend to Wounds

Clear 1d4+Tier Hit Points for yourself or an ally.

Clear Stress

Clear 1d4+Tier Stress.

Repair Armor

Clear 1d4+Tier Armor Slots from your or an ally's armor.

Prepare

Describe how you prepare yourself for the path ahead, then gain a Hope.

If you choose to Prepare with one or more members of your party, you each gain 2 Hope.

At the End of a Short Rest:

  • Any features or effects with a limited number of uses per rest refresh
  • Any features or effects that last until your next rest expire

Long Rest

Duration & Setup

A long rest is when the characters make camp and relax or sleep for several in-game hours.

Each player can move domain cards between their loadout and vault for free, then choose twice from the following list of downtime moves (players can choose the same move twice):

Tend to All Wounds

Clear all Hit Points for yourself or an ally.

Clear All Stress

Clear all Stress.

Repair All Armor

Clear all Armor Slots from your or an ally's armor.

Prepare

Describe how you prepare for the next day's adventure, then gain a Hope.

Group preparation grants 2 Hope each.

Work on a Project

With GM approval, pursue a long-term project (deciphering texts, crafting weapons, etc.).

First time: assign countdown. Each use: advance automatically or via action roll (GM's choice).

At the End of a Long Rest:

  • Any features or effects with a limited number of uses per rest or per long rest refresh
  • Any features or effects that last until your next rest or until your next long rest expire

Downtime Consequences

Short Rest

The GM gains 1d4 Fear.

Long Rest

The GM gains Fear equal to 1d4 + the number of PCs.

They can also advance a long-term countdown of their choice.