Reference Pages
Downtime
Rest & Recovery
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.