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
| Pacing | DU/Adventure | Best For |
|---|---|---|
| Frantic | 0-1 | Crisis campaigns, urgent threats, Outsider mode |
| Active | 1-2 | Standard adventuring, balanced play |
| Measured | 2-4 | Character development, Settler mode |
| Epic | 4-8 | Long-term campaigns, Traveler mode |
| Generational | Months/Years | Legacy 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
| Activity | Time | Roll | Result |
|---|---|---|---|
| Train Skill | 2-4 DU | Anima + Skill | Gain skill rank or mastery |
| Research Topic | 1-3 DU | Anima + Lore | Learn information or secret |
| Craft Item | Varies | Anima + Craft | Create equipment |
| Build Relationship | 1-2 DU | Umbra + Social | Improve NPC Disposition |
| Work for Pay | 1 DU | Varies | Earn 10-50 silver |
| Heal Wounds | 1 DU | None | Recover all Wounds |
| Heal Trauma | 2-4 DU | Special | Reduce or remove condition |
| Gather Rumors | 1 DU | Umbra + Streetwise | Learn 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
| Location | Modifier | Specialty |
|---|---|---|
| Tavern gossip | -2 | Local news, rumors |
| Local library | +0 | General knowledge |
| Domain archive | +1 | That domain's history |
| Scholar's collection | +2 | Specialist's field |
| The Encyclopedist's Archive | +4 | Everything (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
| Disposition | What They'll Do |
|---|---|
| +1 Friendly | Share public information, small favors, fair deals |
| +2 Helpful | Active assistance, good deals, warn of trouble |
| +3 Allied | Take risks, share secrets, provide resources |
| +4 Loyal | Significant sacrifice, unflinching support |
| +5 Devoted | Anything 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)
| 1 | Old Enemy: Someone from your past has found you. |
| 2 | Reputation Rumor: Damaging rumors spread. -1 Disposition with a faction. |
| 3 | Theft: Something valuable is stolen. Lose item or 50+ silver. |
| 4 | Debt Called: Someone you owe demands payment—now. |
| 5 | Domain Shift: The domain changes. Location may no longer exist. |
| 6 | Unwanted Attention: A Partisan notices you. Gain 1 Ledger debt. |
| 7 | Friend in Trouble: An ally needs urgent help. |
| 8 | Opportunity Cost: A rare chance appears but requires immediate action. |
| 9 | Resource Shortage: Supplies become scarce. Prices double. |
| 10 | Faction Conflict: Two groups you're connected to clash. Choose sides. |
| 11 | Strange Dream: Prophetic visions hint at coming danger. |
| 12 | Windfall... with Strings: Unexpected fortune arrives, but nothing is free. |
