Downtime Activities

Where characters become people

Between adventures, time passes. The world moves, and so do your characters. Downtime is the space between the action—the 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 narrative—a 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 check—Resonance applies, Talents apply, and face cards are still powerful.

Downtime Rules
  1. The GM declares a downtime period and its length (days, weeks, months).
  2. Each player chooses one Downtime Activity per week of downtime.
  3. The player makes a Downtime Check using the activity's listed stat.
  4. The result determines the outcome: basic success, strong success, or exceptional success.
  5. 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.
Why One Activity Per Week?

Downtime should feel like a meaningful choice, not a checklist. If players can do everything—train, craft, network, and earn money—in 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.
Example: Kael Trains Body

Between adventures, Kael spends a week drilling swordplay at the garrison. He makes a Body check (Body 4): draws 9♣, 4♦, Q♣, 7ā™ . The Q♣ resonates with Body: 12 + 4 = EV 16. That's 6 over DC 10—Intensive 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)81 weekHealing potions, firebombs, antidotes
Standard weapon or armor101 weekLongsword, breastplate, shortbow
Add a property to existing gear121 weekMaking a sword Keen, adding Parrying
Superior item (+1 bonus dmg or +1 Guard)142 weeksMasterwork rapier, reinforced plate
Enchant an item (magical property)162 weeks + componentFlaming blade, warding shield

On a failure: The materials aren't destroyed—you just haven't finished yet. You can retry next downtime week with a +2 EV bonus (representing accumulated progress).

Example: Mira Enchants Her Orb

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™ , 3♦, 8♣, 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™ , 10♣, 2♦, 6♄. 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™ , 4♣, 9♄, 8♦. 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 pursuits—the 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 (3–4). Covers living expenses and a small purchase.
Beat DC by 4+1 Gem. A good week's work—enough to fund a crafting project or buy a consumable.
Beat DC by 8+1 Gem and a favor. Exceptional work attracts attention—a grateful client, a new contact, or a lead.

Connect

You spend time building a relationship—with 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: Narrative—time, a gift (Silvers to a Gem), or a favor performed

Relationship DC Outcome on Success
PC-to-PC Bond8Strengthen Bond: define or deepen a shared history. Next time you Assist this character, grant +2 EV instead of +1.
NPC Ally10Earn Trust: the NPC shares information, provides shelter, or vouches for you.
Faction Reputation12Gain Standing: access to faction resources, missions, or restricted areas.
Hostile NPC14Thaw Relations: disposition shifts one step (hostile → wary → neutral → friendly).
Bond Mechanics

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 nothing—it'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 engine—what 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.

Example: Mira Investigates the Coded Message

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: 10♦, 5♣, 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 lead—and the GM has a hook that grew organically from a combat encounter.

Carouse

You cut loose. Tavern crawls, festival nights, gambling dens, underground fighting rings—whatever 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 freely—that'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.
Carousing Is Character Development

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 gamble—you 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 something—a 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 significant—the GM and player negotiate the benefit.

Home Base Development

If the party establishes a home base—an inn, a guild hall, a ruined tower—the 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
TrainAny10A few Silvers+1 EV bonus on future checks
CraftBody/Mind/Spirit8–16Half item costCreate or improve equipment
WorkAny8NoneEarn Silvers to Gems
ConnectHeart/Mind8–14NarrativeRelationships and faction standing
ConvalesceHeart/Body8A few SilversHeal injuries, gain temp Vitality
InvestigateMind/Heart10–14+Silvers to 1 GemIntelligence and tactical advantages
CarouseHeart/Body101 GemRumors, contacts, reputation (risky)
TendHeart/Spirit/Body8VariesDevelop 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 activities—one 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 mechanical—it'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.

Example: A Month in Cindermaw

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 orb—fails 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 pause—it 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 Spirit—stats that sometimes feel secondary in combat—get 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 and the Deck

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 check—they're more likely to succeed and more likely to Resonate with Clubs. A Heart 1 swordfighter trying to Connect draws 1 card with no choice—the 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.