Minor Downtime
Minor Downtime consists of short bursts of time (a few hours to a full day) that occur during transitions or rests.
The Point System
- Daily Pool: At the start of each day (or rest), you gain points equal to your Proficiency Bonus
- Usage: Points are spent to perform or progress downtime actions.
- Progression: If you cannot afford an action’s total cost, you may contribute your current points toward it and finish it later.
One Point Actions
| Action | Description | Limits |
| Mingle | Interact with NPCs (equal to CHA mod, min 1) to barter or gather info. | Once per day |
| Call to Stars | A small ritual or prayer to the void. May trigger a random deity interaction. | — |
Rest | Remove 1 Exhaustion rank OR 1 physical condition; gain 1d6 Temp HP. | Once per session |
| Meditate | Center your mind to restore 1d6 + Cha mod Sanity. | Once per session |
| Maintain | Refurbish non-magical gear. Weapon: +1d4 dmg. Shield: +1 AC. (Lasts until Jam/Break). | — |
| Assist NPC | Work with a single NPC to uncover lore and improve your relationship. | Once per day |
| Attune | Perform a ritual to bond with a magical item. | — |
| Journaling | Record your journey. This grants you a Recall Die (d4) that may be added to any history or intelligence check. | Once per session |
Two Point Actions
| Action | Description | Limits |
| Pray | Prepare a complex ritual to a specific deity. Cast Augury with that deity as the target. | Must have Piety with the deity |
| Craft | Work on creating a new item or object from scratch. | Requires resources, skills, & tools |
| Modify Quarters | Personalize and improve your living space for RP value and future story boons. | Access to your personal space |
| Learn | Study a specific subject to acquire a new minor skill, dialect, or language. | Access to instructor or materials |
| Scavenge | Search the immediate area for parts. Roll a relevant tool check to find 1d4+prof mod scraps | |
| Group Bonding | Both players gain a bond die (1d6). They can roll this die and add it to any check made to assist the other person before the next downtime session. | Two or more players take this action |
Three Point actions
| Action | Description | Limits |
| Research | Investigate a topic, uncover hidden lore, or identify spell scrolls and magic items. | Access to a library, archives, or expert |
| Modify/Upgrade | Improve the tier or quality of your equipment. (Prerequisites) | Modify Simple: Anyone Modify Martial: Tinker's Tools Upgrade Either: Smith's/Tinker's Tools |
| Train | Practice physical or mental drills to progress toward a new feat or tool proficiency. | Potential trainer or training manual |
| Mental Fortification | Engage in rigorous mental exercises. Choose one mental skill. Until your next long rest, you can treat a roll of 9 or lower as a 10. | One per Session |
| Alchemy | Utilize the alchemy system to brew potions or concoct chemical mixtures. | Alchemist’s Supplies & Ingredients |
Four Point Actions
| Action | Description | Limits |
| Engrave Rune | Use Magitech tools to carve a makeshift, functional rune into a piece of equipment. | Requires Magitech Tools |
| Develop | Deepen your narrative growth by increasing the stage of an applicable Story Feat by one. | Scaling Cost: Cost doubles each time you take this action |
| Deep Preparation | Spend a large amount of time preparing for a single task, choose one specific check you plan to make the following day. Gain expertise and advantage on that specific check when it occurs. | One Per session |
| Inspiration | Through training and rest you feel inspired, gain a heroic inspiration point. | Oner per session |