NOWHERE LAND
PART 11 · PART XI: BETWEEN ADVENTURES
Downtime Systems

Downtime Systems

Not every moment in Nowhere Land is spent fleeing Partisans or delving into collapsing domains. Between adventures, characters have time to heal, learn, build relationships, and pursue personal goals. Downtime is where characters become people.

Downtime Overview

Downtime represents extended periods when characters aren't on active adventures. This might be weeks recovering at a Bastion, months studying with a mentor, or years building a reputation in a domain.

Downtime Structure

Downtime is measured in Downtime Units (DU):

  • 1 DU = 1 week of dedicated activity
  • Characters can pursue one major activity per DU
  • Minor activities (shopping, casual socializing) are free
  • The Trickster determines available DU between adventures
  • Unused DU don't carry over—use them or lose them

Time Scales

Different campaigns use different time scales. Choose what fits your story.

Campaign Pacing

PacingDU/AdventureBest For
Frantic0-1Crisis campaigns, urgent threats, Outsider mode
Active1-2Standard adventuring, balanced play
Measured2-4Character development, Settler mode
Epic4-8Long-term campaigns, Traveler mode
GenerationalMonths/YearsLegacy campaigns, domain building

Time in Nowhere Land

Time flows strangely between domains. A week in the Clockwork Citadel might be a month in the Bone Gardens. The Trickster may use this to explain why some characters have more or less downtime, or to create interesting complications when the party reunites.

Downtime Activities

The following activities represent the most common ways characters spend their downtime. Each includes the time cost, requirements, and potential outcomes.

Activity Resolution

Most activities require a check:

Success: Activity completes as intended. Gain the benefit.

Near Miss: Partial success or success with complication.

Failure: Activity fails. Time spent, but no benefit (or worse).

Critical: Exceptional result. Double benefit or bonus discovery.

Quick Activity Reference

ActivityTimeRollResult
Train Skill2-4 DUAnima + SkillGain skill rank or mastery
Research Topic1-3 DUAnima + LoreLearn information or secret
Craft ItemVariesAnima + CraftCreate equipment
Build Relationship1-2 DUUmbra + SocialImprove NPC Disposition
Work for Pay1 DUVariesEarn 10-50 silver
Heal Wounds1 DUNoneRecover all Wounds
Heal Trauma2-4 DUSpecialReduce or remove condition
Gather Rumors1 DUUmbra + StreetwiseLearn local information

Training & Advancement

Skills don't improve just from use—they require dedicated practice. Training represents focused effort to improve abilities.

Skill Training

Cost: 2 DU per rank (4 DU for rank 4+)

Roll: Anima + current skill rank (TN 10 + new rank × 2)

Requirements:

  • Access to training resources (teacher, books, practice area)
  • Cannot train above +4 without a master teacher
  • Cannot train above +6 without extraordinary circumstances

Finding Teachers

Ranks +1 to +3: Most settlements have capable teachers. Cost: 5-20 silver per DU.

Ranks +4 to +5: Requires a specialist or master. May need to travel or complete a favor. Cost: 50-100 silver per DU or service.

Ranks +6+: Only legendary masters can teach this level. Expect quests, debts, or domain-spanning journeys to find them.

Learning Potentials

Acquiring New Potentials

Learning a new Potential during downtime requires:

  • Time: 4-8 DU depending on Potential complexity
  • Teacher: Someone who knows the Potential (or written instructions)
  • Essence Affinity: Must have the matching Essence at +2 or higher
  • Practice: Final Essence + Imagination check (TN 14-18)

Note: Domain Potentials typically require exposure to that domain, not just training. Tainted Potentials cannot be learned—only gained through corruption.

Research & Investigation

Knowledge is power in Nowhere Land. Research allows characters to uncover secrets, learn about domains, and prepare for challenges.

Research Projects

Roll: Anima + Lore (or specialized knowledge skill)

Simple Research (1 DU, TN 10)

Common knowledge, recent history, public information

Complex Research (2 DU, TN 14)

Obscure lore, ancient history, specialized knowledge

Secret Research (3+ DU, TN 18)

Hidden truths, forgotten knowledge, dangerous secrets

Research Locations

LocationModifierSpecialty
Tavern gossip-2Local news, rumors
Local library+0General knowledge
Domain archive+1That domain's history
Scholar's collection+2Specialist's field
The Encyclopedist's Archive+4Everything (at a price)

Long-Term Projects

Some endeavors take more than a few days. Long-term projects represent sustained efforts toward significant goals.

Project Clocks

Complex projects use Progress Clocks—circles divided into segments that fill as work progresses.

Small Project (4 segments): Craft a quality item, establish a contact

Medium Project (6 segments): Build a workshop, infiltrate an organization

Large Project (8 segments): Create a masterwork, establish a trade route

Epic Project (12+ segments): Found a settlement, become a domain notable

Each DU spent on a project, roll relevant skill. Success = 1-2 segments. Critical = 3 segments. Failure = 0-1 segments but may add complications.

Relationships & Contacts

Who you know matters as much as what you know. Downtime lets you build and maintain relationships with NPCs.

Building Relationships

Cost: 1-2 DU per Disposition improvement attempt

Roll: Umbra + appropriate social skill

Success: Improve Disposition by 1 (max +3 through downtime alone)

Critical: Improve Disposition by 2 or learn a secret about them

Failure: No change. If you fail by 5+, Disposition drops by 1.

Contact Benefits by Disposition

DispositionWhat They'll Do
+1 FriendlyShare public information, small favors, fair deals
+2 HelpfulActive assistance, good deals, warn of trouble
+3 AlliedTake risks, share secrets, provide resources
+4 LoyalSignificant sacrifice, unflinching support
+5 DevotedAnything within their power

Extended Recovery

Some wounds—physical and mental—require more than a night's rest to heal.

Wound Recovery

Full Rest (1 DU): Recover all Wounds. Requires safe shelter and adequate food.

Partial Rest (1 DU, active): Recover half Wounds (round up). Allows light activity.

Permanent Injuries: Require 4+ DU of dedicated treatment and possibly rare medicines or Potentials.

Trauma & Scars

Mental and social trauma from adventures may linger:

Social Scars: Damaged reputation requires 2 DU + successful Umbra + Sincerity check to begin recovering. Full recovery may take multiple attempts.

Mental Trauma: Fear, guilt, or corruption effects require 2-4 DU of rest, therapy, or ritual cleansing. Some require specific remedies.

Essence Damage: Lost Essence points recover at 1 per 2 DU of rest in a domain aligned with that Essence.

Downtime Complications

Downtime isn't always peaceful. Complications add drama and consequences to the time between adventures.

Complication Chance

At the start of downtime, the Trickster may roll d6. On a 1, a complication occurs. Add +1 to this roll for each of the following:

  • Character has enemies actively seeking them
  • Character is in an unstable or dangerous domain
  • Character has high Ledger debt
  • Previous adventure left loose ends

Complication Table (d12)

1Old Enemy: Someone from your past has found you.
2Reputation Rumor: Damaging rumors spread. -1 Disposition with a faction.
3Theft: Something valuable is stolen. Lose item or 50+ silver.
4Debt Called: Someone you owe demands payment—now.
5Domain Shift: The domain changes. Location may no longer exist.
6Unwanted Attention: A Partisan notices you. Gain 1 Ledger debt.
7Friend in Trouble: An ally needs urgent help.
8Opportunity Cost: A rare chance appears but requires immediate action.
9Resource Shortage: Supplies become scarce. Prices double.
10Faction Conflict: Two groups you're connected to clash. Choose sides.
11Strange Dream: Prophetic visions hint at coming danger.
12Windfall... with Strings: Unexpected fortune arrives, but nothing is free.