Downtime
A party may choose to rest before they continue forward on their journey, and when they do, each PC has the chance to make a few downtime moves. Though downtime this is their time to recover from the dangers they’ve faced, it’s also an ideal opportunity for characters to have important, emotional scenes with each other—to learn more about one another, and have character-centric conversations that may not be as easy to find time for in big battles or high intensity moments. This is a chance for players to lean on their Connections to the party and explore the story that happens between them in their quiet moments together.
When the party decides they want to begin downtime, they will need to make a choice between a Short Rest and a Long Rest. They can take up to three Short Rests before their next rest has to be a Long Rest. If a Short Rest is interrupted (such as by an enemy attack), characters don’t gain its benefits. If a Long Rest is interrupted, characters instead gain the benefits of a Short Rest (even if they’ve already had three Short Rests).
The GM also takes actions during downtime. On a short rest, they take Fear and advance a long-term countdown. On a Long Rest, they take 2 Fear, and they can advance a long-term countdown twice, or advance two long-term countdowns once.
Short Rest
A short rest is when player characters are only able to stop and catch their breath, taking a break for about an hour. Each player can swap any domain cards in their loadout for any in their vault and then choose two moves below (or choose the same move twice).
Tend to Wounds
Describe how you temporarily patch yourself up and clear 1d4 Hit Points. You may do this on an ally instead.
Clear Stress
Describe how you blow off steam or pull yourself together, and clear 1d4 Stress.
Repair Armor
Describe how you spend time quickly repairing your armor and clear 1d4 Armor Slots. You may do this to an ally’s armor instead.
Prepare
Describe how you are preparing yourself for the path ahead and gain a Hope. If you choose to Prepare with one or more members of your party, you each gain two Hope.
Long Rest
A long rest is when player characters are able to make camp, relax for a few hours, and get some sleep. Each player may swap any domain cards in their loadout for any in their vault, then choose two moves below (or choose the same move twice).
Tend to All Wounds
Describe how you patch yourself up and remove all marked Hit Points. You may do this on an ally instead.
Clear All Stress
Describe how you blow off steam or pull yourself together, and clear all marked Stress.
Repair All Armor
Describe how you spend time repairing your armor and clear all of its Armor Slots. You may do this to an ally’s armor instead.
Prepare
Describe how you are preparing for the next day’s adventure, then gain a Hope. If you choose to Prepare with one or more members of your party, you each gain two Hope.
Work on a Project
Establish or continue work on a project (see “Working on a Project in Downtime”).
Working on a Project in Downtime
If a PC wants to pursue a project that would take a substantial amount of time but progress can be made during a long rest, they should first discuss it with the GM. This could involve deciphering an ancient text, crafting a new weapon, or something else. Projects will usually involve a Progress Countdown (see “Countdown” in chapter 3). Each time a PC takes the Work on a Project downtime move during a long rest, they might automatically tick down the countdown, or the GM might will tell them how much or ask them to make an action roll to gauge their progress.
For more information on projects, see “Using Downtime” in chapter 3.
Refreshing Features During Downtime
When you take a short or long rest, this can refresh your ability to use some of your features, and it can end some temporary effects:
- At the end of a short rest, you end any effects that last until a short rest, and you regain the use of any features that can be used a number of times per short rest.
- At the end of a long rest, you end any effects that last until a long rest, and you regain the use of any features that can be used a number of times per long rest. Additionally, a long rest counts as a short rest for these effects, so if a move lets you use it once per short rest, you can refresh it after a long rest.
“Once Per Session” Features
Some features might also say you can use them “once per session.” These do not refresh during rests, but instead are available again at the start of the next session. If your table decides to play a long session, the GM might decide that all “once per session” abilities are refreshed during a break instead.
Downtime Consequences
Downtime allows for quiet scenes between PCs, encouraging personal moments in the story—but the world doesn’t stop when you rest! As a reminder, be cautious of how many rests your party decides to take, since downtime also allows the GM to take Fear and progress events in the background.