Downtime
Haven Actions
A haven is a place of relative safety where you can rest between adventures and turn your attention toward longer pursuits. Your home is your haven, though you might acquire others by means of conquest.
Downtime
A haven is a place of relative safety where you can rest between adventures and turn your attention toward longer pursuits. Your home is your haven, though you might acquire others by means of conquest.
Time moves freely while staying in a haven. Days or weeks might pass as you recover from injuries, study, practice your craft, work on projects, seek out people and information, or simply live your life.
Unlike exploration and journeys, there is usually little urgency. When it matters what you accomplish with your time, each day you may take one haven action, representing roughly 24 hours devoted to a particular pursuit.
A day's rest is an extended period of rest in your haven. At the end of a day's rest, each character gains all the benefits listed below.
Recover Endurance: Each characters vigor, and recoveries are set to their maximum value. They also recover 4 endurance.
Refocus: All deeds you have with increased focus cost are reset to normal.
Heal Injury: each character may advance one of their injury clocks by 1.
You don't need to track rations while taking a day's rest. Food and other everyday necessities are assumed to be available in the haven.
During each day's rest, every character may pursue one haven action. These represent substantial pursuits that occupy much of the character's day. Most haven actions involve working toward a project.
A project is a longer undertaking that cannot be completed with a single action. Each project has a clock representing the work required to complete it, and a skill you use to make progress. Each day you work towards a project, make the appropriate skill check.
⬖ Conflict Advance the clock by 1. Advance it by 1 again for each spark you gain.
✦ Triumph Advance the clock by 2 instead.
All haven actions are detailed in alphabetical order below.
You spend time cultivating a relationship with a particular character that isn't hostile towards you. The Judge determines the appropriate skill based on the character and how you spend your time together.
Completion Improve your standing with that character.
You must spend 1 ingredient each time you take this haven action.
Completion You create a crude concoction of your choice.
You aid a companion in their undertaking. If their action requires a check, they gain a free spark on a success.
You spend time with friends, family, and lovers.
Completion Choose one of the following benefits: you have an edge on tenacity checks until your next haven action or remove a plight you have.
You must spend 1 material each time you take this haven action.
Completion You create a crude armament with 4 traits of your choice.
You must spend 1 material each time you take this haven action.
Completion You create a crude set of armor.
You spend your time tending to another character's wounds or ailments.
Completion Advance one of the character's injury clocks by 2.
You modify an armament or suit of armor you have to better fit your fighting style. During this process, the item is unusable. You must spend 1 material each time you take this haven action.
Completion Replace one of the item's traits with another of your choice.
You work on an armament or armor you have to raise its quality. During this process, the item is unusable. You must spend 1 material each time you take this haven action.
Completion Raise the item's quality by one stage (from crude to fine, or fine to superior) and give the item a new trait.
You spend your day preparing for your next journey. Fill the empty slots in your inventory with any number of crude rations or torches.
You spend your time practicing and reconsidering your training. Replace one deed or talent you have with another you could have chosen in its place.
You spend your time studying in preparation for your next journey.
Completion Gain 1 expertise. You can spend expertise to give yourself an edge on a skill check.
You attempt to tame a captured animal or monster. Spend 1 ingredient each time you take this haven action. Most creature have a taming clock equal to twice their level.
Completion The beast is tamed and becomes your follower.
You work on a project not covered by the haven actions listed here. Describe what you do to advance it, and the judge will call for an approriate skill check, if any.