Between adventures, time passes. The world moves, and so do your characters. Downtime is the space between the actionāthe days, weeks, or months where heroes train, craft, build relationships, pursue personal goals, and spend their hard-won coin on something more meaningful than another healing potion. In Halcyon Aces, downtime isn't dead air between sessions. It's where characters become people.
How Downtime Works
When the GM declares a downtime period, each player chooses one Downtime Activity per unit of downtime. A "unit" is typically one week of in-game time, but the GM can scale this to fit the narrativeāa single day for a brief respite, or a full month for an extended stay in a city.
Each activity requires a Downtime Check: draw cards equal to the relevant stat, play one, and compare against a DC set by the activity. The result determines the quality of your outcome. All downtime checks follow the same core resolution rules as any other checkāResonance applies, Talents apply, and face cards are still powerful.
- The GM declares a downtime period and its length (days, weeks, months).
- Each player chooses one Downtime Activity per week of downtime.
- The player makes a Downtime Check using the activity's listed stat.
- The result determines the outcome: basic success, strong success, or exceptional success.
- Cards played during downtime checks go to fatigue as normal. A Full Rest at the end of each downtime week restores the deck and all Vitality.
Downtime should feel like a meaningful choice, not a checklist. If players can do everythingātrain, craft, network, and earn moneyāin a single downtime period, there's no tension. One activity per week forces prioritization: do you spend this week forging a new blade, or building trust with the merchant guild? The scarcity creates the same kind of resource pressure that the deck creates in combat. Time is a currency, and you never have enough.
Downtime Activities
Train
You dedicate your time to honing a skill, drilling a technique, or conditioning your body. Training is how characters sharpen what they already have.
Stat: Any (choose the stat you're training)
DC: 10
Cost: A few Silvers (access to training grounds, sparring partners, or study materials)
| Result | Outcome |
|---|---|
| Meet DC (10+) | Training Bonus: +1 effective value on the first check using this stat in the next adventure. One use, then it fades. |
| Beat DC by 5+ | Intensive Training: +1 effective value on the first two checks using this stat in the next adventure. |
| Beat DC by 10+ | Breakthrough: +1 effective value on all checks using this stat for the first encounter of the next adventure. |
Between adventures, Kael spends a week drilling swordplay at the garrison. He makes a Body check (Body 4): draws 9ā£, 4ā¦, Qā£, 7ā . The Q⣠resonates with Body: 12 + 4 = EV 16. That's 6 over DC 10āIntensive Training. Kael enters the next adventure with +1 EV on his first two Body checks. He'll likely spend those on his opening Strikes, giving him a sharp edge out of the gate.
Craft
You create, modify, or improve a piece of equipment. Crafting lets you build items that aren't available in shops, add properties to existing gear, or create consumables from raw materials.
Stat: Body (smithing, leatherwork), Mind (alchemy, engineering), or Spirit (enchantment,
runic inscription)
DC: Varies by project
Cost: Raw materials, typically half the item's purchase cost. Enchanting requires an additional
catalyst component (GM's discretion).
| Project | DC | Time | Example |
|---|---|---|---|
| Consumable batch (3 items) | 8 | 1 week | Healing potions, firebombs, antidotes |
| Standard weapon or armor | 10 | 1 week | Longsword, breastplate, shortbow |
| Add a property to existing gear | 12 | 1 week | Making a sword Keen, adding Parrying |
| Superior item (+1 bonus dmg or +1 Guard) | 14 | 2 weeks | Masterwork rapier, reinforced plate |
| Enchant an item (magical property) | 16 | 2 weeks + component | Flaming blade, warding shield |
On a failure: The materials aren't destroyedāyou just haven't finished yet. You can retry next downtime week with a +2 EV bonus (representing accumulated progress).
Mira wants to inscribe a rune of shielding onto her orb, granting it the Defensive property (+1 Resolve while held). The GM rules this is an enchantment project: DC 16, Spirit check, 2 weeks, plus a Wardstone component the party found in the Ember Vault.
Week 1: Mira draws Spirit 4: 5ā , 3ā¦, 8ā£, Jā . The Jā resonates: 11 + 4 = EV 15. One short of DC 16. The rune flickers but doesn't hold. Progress carries over.
Week 2: She tries again with +2 EV from accumulated work. Draws: 7ā , 10ā£, 2ā¦, 6ā„. The 7ā resonates: 7 + 4 + 2 = EV 13. Plays the 10⣠instead: 10 + 2 = 12. Still not enough.
Week 3: +2 still applies. Draws: Kā , 4ā£, 9ā„, 8ā¦. Kā resonates: 13 + 4 + 2 = EV 19. The rune blazes to life. Three weeks of effort, a rare component, and the system's tension curve made it feel earned.
Work
You take a job to earn money. Honest labor, mercenary contracts, street performance, or less reputable pursuitsāthe fiction determines the flavor, the check determines the payout.
Stat: Depends on the work (Body for labor, Mind for bookkeeping, Heart for performance, Spirit
for temple service)
DC: 8
Cost: None
| Result | Payout |
|---|---|
| Meet DC (8+) | A handful of Silvers (3ā4). Covers living expenses and a small purchase. |
| Beat DC by 4+ | 1 Gem. A good week's workāenough to fund a crafting project or buy a consumable. |
| Beat DC by 8+ | 1 Gem and a favor. Exceptional work attracts attentionāa grateful client, a new contact, or a lead. |
Connect
You spend time building a relationshipāwith another PC, an NPC, a faction, or a community. Connection is the social fabric of the campaign. It's how you turn strangers into allies and allies into friends who'd risk their lives for you.
Stat: Heart (emotional bonds, trust-building) or Mind (political maneuvering, negotiation)
DC: Varies by relationship
Cost: Narrativeātime, a gift (Silvers to a Gem), or a favor performed
| Relationship | DC | Outcome on Success |
|---|---|---|
| PC-to-PC Bond | 8 | Strengthen Bond: define or deepen a shared history. Next time you Assist this character, grant +2 EV instead of +1. |
| NPC Ally | 10 | Earn Trust: the NPC shares information, provides shelter, or vouches for you. |
| Faction Reputation | 12 | Gain Standing: access to faction resources, missions, or restricted areas. |
| Hostile NPC | 14 | Thaw Relations: disposition shifts one step (hostile ā wary ā neutral ā friendly). |
When two PCs have an established Bond (created through Connect or during character creation), they unlock this benefit: Once per adventure, when your Bonded ally is Broken, you may immediately draw 1 extra card on your next check. This represents the surge of determination from seeing someone you care about fall. It costs nothingāit's the system rewarding investment in relationships.
Convalesce
You rest, recuperate, and tend to wounds that a Full Rest can't fully mend. This is for characters carrying narrative injuries into downtime.
Stat: Heart (self-care, meditation) or Body (physical rehabilitation)
DC: 8
Cost: A few Silvers
On success, clear one lingering narrative condition (a broken arm, a curse's aftereffects, deep exhaustion). On a strong success (beat DC by 5+), also start the next adventure with +3 temporary Vitality above your maximum, representing peak readiness. This bonus Vitality is lost first and doesn't regenerate.
Investigate
You research a mystery, scout a location, track down a lead, or gather intelligence. Investigation turns downtime into a narrative engineāwhat you learn here shapes how the next adventure begins.
Stat: Mind (research, analysis, surveillance) or Heart (interviewing, reading people, working
contacts)
DC: Set by the GM (10 for public knowledge with buried context, 12 for guarded secrets, 14+
for conspiracies)
Cost: Silvers to 1 Gem
On success, the GM provides a meaningful clue, a tactical advantage, or a narrative lead. On a strong success, the information comes with a bonus: a map granting +2 EV on navigation, a dossier revealing an enemy weakness (draw with advantage on the first check against that enemy), or a contact offering ongoing help.
After the Roadside Ambush, the party found a coded message on the brigand archer. During downtime in Cindermaw, Mira decodes it. Mind check, DC 12. Draws Mind 3: 10ā¦, 5ā£, 8ā . The 10⦠resonates: 10 + 3 = EV 13. Success. The GM reveals: the message identifies a drop point in the Ashwood and names a contact called "The Vein." Mira now has a leadāand the GM has a hook that grew organically from a combat encounter.
Carouse
You cut loose. Tavern crawls, festival nights, gambling dens, underground fighting ringsāwhatever your character does to blow off steam. Carousing is risky, unpredictable, and sometimes exactly what a hero needs.
Stat: Heart (charm, revelry) or Body (drinking contests, brawls)
DC: 10
Cost: 1 Gem (you're spending freelyāthat's the point)
| Result | Outcome |
|---|---|
| Fail (below 10) | Rough Night: lose an additional 1 Gem. The GM introduces a minor complication: an unpaid tab, an insult to the wrong person, a tattoo you don't remember. |
| Meet DC (10+) | Good Time: a useful rumor (minor narrative lead) and a new casual acquaintance. |
| Beat DC by 5+ | Legendary Night: +2 EV on the first Heart check of the next adventure. A meaningful rumor or contact. |
| Beat DC by 10+ | The Stuff of Stories: gain 1 Gem in winnings, a new NPC ally, and a story the party will reference forever. |
This activity exists because the best anime stories have downtime scenes where characters relax, bicker, and bond over something low-stakes. The beach episode. The festival night. Mechanically, Carousing is a gambleāyou spend money and might lose more. Narratively, it's where personality shines. Encourage players to describe what their character does. The quiet swordfighter entering an arm-wrestling contest. The battlemage arguing philosophy at a bar. These moments build the characters that make the dramatic moments land.
Tend
You care for somethingāa place, a community, an animal companion, a garden, a shrine. Tending is quiet work, but it builds the roots that give a campaign world weight. It's also the primary way to develop a home base.
Stat: Heart (caretaking, community-building), Spirit (sacred places, restorative magic), or
Body (construction, labor, animal husbandry)
DC: 8
Cost: Varies (Silvers for gardens, Gems to Pouches for construction)
On success, the thing you're tending improves. A base gains a feature (a workshop grants +2 on Craft checks, a library grants +2 on Investigate checks). An animal companion grows more loyal (one simple combat task as a free action). A community becomes more welcoming (better prices, more information, willing to shelter the party). On a strong success (beat DC by 5+), the improvement is more significantāthe GM and player negotiate the benefit.
If the party establishes a home baseāan inn, a guild hall, a ruined towerāthe Tend activity is how it grows. Each successful Tend adds one feature. A base with three or more features becomes a Haven: during downtime at a Haven, all Downtime Checks gain +1 EV. This rewards long-term investment and gives the party a tangible reason to protect their home.
Downtime Activity Summary
| Activity | Stat | DC | Cost | Primary Outcome |
|---|---|---|---|---|
| Train | Any | 10 | A few Silvers | +1 EV bonus on future checks |
| Craft | Body/Mind/Spirit | 8ā16 | Half item cost | Create or improve equipment |
| Work | Any | 8 | None | Earn Silvers to Gems |
| Connect | Heart/Mind | 8ā14 | Narrative | Relationships and faction standing |
| Convalesce | Heart/Body | 8 | A few Silvers | Heal injuries, gain temp Vitality |
| Investigate | Mind/Heart | 10ā14+ | Silvers to 1 Gem | Intelligence and tactical advantages |
| Carouse | Heart/Body | 10 | 1 Gem | Rumors, contacts, reputation (risky) |
| Tend | Heart/Spirit/Body | 8 | Varies | Develop places and companions |
Extended Downtime & Time Skips
Sometimes the narrative jumps weeks or months. A ship voyage. A winter in a mountain monastery. A year between campaign arcs. For extended downtime, let each player choose multiple activitiesāone per week, up to a maximum of 4 per timeskip (even if the skip covers months). This prevents extended downtime from becoming a shopping spree of bonuses while still rewarding the time.
For skips longer than a month, ask each player to describe what their character focused on during the gap. This isn't mechanicalāit's narrative. Did they train relentlessly? Tend a vineyard? Travel alone? Fall in love? Grieve? The answer shapes how the character feels when the action resumes and gives the GM threads to pull later.
After the Ember Vault, the party spends four weeks in Cindermaw:
- Kael: Train (Body), Connect (bonds with the garrison captain), Work (guard duty), Craft (commissions a scabbard with Parrying for his rapier).
- Mira: Investigate (decodes the brigand's message), Craft (enchants her orbāfails twice, succeeds week 3), Connect (mage's guild rapport), Carouse (celebrates their victory).
By month's end: new gear, new leads, stronger relationships, and a reason to head toward the Ashwood. Downtime wasn't a pauseāit was the next chapter's foundation.
GM Guidance: Running Downtime
Downtime works best when it's woven into the campaign's rhythm rather than tacked on as an afterthought. Here are principles for making it sing:
- Make downtime a scene, not a spreadsheet. When a player says "I want to Connect with the blacksmith," don't just call for a check. Ask them what they do. Do they bring a gift? Help in the forge? Share a drink? The check resolves the mechanical outcome, but the scene builds the world.
- Let downtime create problems. A failed Carouse leaves debts. A successful Investigate reveals something unwanted. A Craft project requires a rare component from dangerous territory. Downtime should generate adventure hooks as often as it resolves them.
- Respect the time cost. If a villain is on a deadline, downtime has consequences. Every week in town is a week the enemy uses to fortify. Make this explicit: "You can take two weeks of downtime, but the cult is three weeks from completing their ritual." One week of downtime becomes a tactical choice, not a freebie.
- Spotlight different characters. Downtime is where characters with high Heart or Spiritāstats that sometimes feel secondary in combatāget to shine. The diplomat's Connect checks, the healer's Tend checks, the scholar's Investigate checks. Make sure every player gets a moment.
Downtime checks use the same draw-and-play system as everything else, which means Resonance, Talents, and stat values all matter. A Body 4 blacksmith draws 4 cards on a Craft checkāthey're more likely to succeed and more likely to Resonate with Clubs. A Heart 1 swordfighter trying to Connect draws 1 card with no choiceāthe same tension that makes Heart 1 dangerous in combat. The deck doesn't distinguish between a sword swing and a week of negotiation. Your strengths and weaknesses follow you everywhere. That's by design.