Downtime Actions
Characters don’t have infinite or ambiguous time to accomplish tasks during the day. When the party has free time, it is expressed in a number of Downtime Actions. There are 2 Downtime actions in an entire day, and another Dowtime Action at night, while most people are sleeping. The Judge may allow 1 downtime action at a time or give you a set number of days to get your character's personal goals accomplished.
The following actions are common uses for downtime actions:
- Rest and Healing
- Commerce (Buying and Selling)
- Travel
- Crafting
- Memorizing spells
- Using Connections
- Miscellaneous
Each character is allotted 2 downtime actions during a single day.
Midnight Oil - A character can forego a restful night to gain an additional downtime action. However, depending on the time of day (or night) certain things might be easier or more difficult to accomplish at the Judge’s discretion. Forgoing sleep to be active yields a Fatigue Hazard at the end of the Dowtime Action.
Rest and Healing
Healing is neither guaranteed nor automatic. In all cases, time for rest is required before recovery from wounds can happen.
- Healing - By spending a Downtime Action, characters can make an Apprentice Mettle Roll to Heal.
- Failure - The Character gains back 1 Health.
- Success - The Character gains back Health equal to the Size of the Set.
- Edge - Additional Sets spent heal an amount equal to the Size of the Set.
- This can be attempted for each Dowtime Action spent.
- A full night's sleep is considered a Rest and Healing Action.
Commerce
Buying and Selling requires a downtime Action per item bought or sold. See Acquisition for more details.
Travel
Characters will often travel seeking adventure and treasure. You can spend a Downtime Action to move a set distance, depending on your means of transportation. Taking breaks, eating and other maintenance are apart of the Downtime Action spent as well.
- Walking - 10 miles on roads, 5 miles in harder terrain.
- Horse - 15 miles, 25 miles if Riding Hard.
- Train - 50 Miles
- Airship - 60 Miles, adjusted for fair weather or a good backwind.
- Auto-Coach - 80 miles
For more information on Vehicles go here.
Crafting
Building Machina, replacing components in your weapons, forging tools, or brewing concoctions all take Downtime Actions to complete.
More on Crafting and the time it takes are listed here.
Memorizing Spells
A character can make progress on memorizing a spell as well as drop spells from their study.
- To memorize a spell, a character must spend a number of Downtime Actions studying the Spell Formula.
- The number of Downtime Actions needed to memorize your next spell is always the number of spells you currently have memorized plus one.
- You can remove any number of Spells from your memorized list to decrease this number before studying a new spell.
- You cannot Memorize Spells with the Complex Trait normally.
Using Connections
Tapping your network of contacts for information, jobs, or specialty services.
- Spending a Downtime Action lets you request something from your Connections
- Information - At the Judge's discretion, you can use your contacts to find information.
- Work - You Connections can help you find paid work, either in the form of a day's wage or looking into a matter of their interest.
- Help
- At a later time, your Connections may make a request of you in return.
Miscellaneous
Sometimes a character will use a Downtime action for errands, social calls with people they know, and other miscellaneous actions.
- A character can use a Downtime action for 4 activities that don't really fall into the above categories at the Judge's discretion.