Progression
Downtime Actions
Activities available during Downtime between sessions. Each character gets one Downtime Action per day of downtime.
| Action | Effect |
|---|---|
| Recover | Long Rest: Heal IRON HP, clear all Strain, attempt to clear 1 Grievous Wound (Medicine check). |
| Therapy | Clear 1 Erosion via Vice, or 2 Erosion via Anchoring (requires scene with Anchor-related NPC). |
| Acquire | Shop for items (Scrip) or Scrounge for rare items (SAVVY + Scrounge vs. TN 13). |
| Train | Spend XP to raise Attributes, Skills, or learn Talents. Talents require a source (Mentor / Grimoire / appropriate Skill). |
| Work | Earn 1d10 Scrip through labor, gambling, or odd jobs. |
| Forge Scar | Fill an empty Memory slot (8 XP, requires roleplay scene). See the Memory Palace rules. |
| Research | SAVVY + Lore to learn about a location, enemy, artifact, or mystery. |
| Craft | Create ammunition, simple tools, or modify equipment (requires materials). |
Downtime is where Psionics survive. Without a Vice or an Anchor, the Erosion track only fills. The party that doesn’t take downtime is the party that goes Hollow.