Rest, Downtime & Advancement
Downtime
When the party stops to recover, each character makes two downtime moves. During a rest, you can also swap domain cards between your loadout and vault before choosing your moves.
Short Rest
A short rest is about an hour. The party can take up to three short rests before its next rest must be a long rest. An interrupted short rest gives no benefit.
| Move | Effect |
|---|---|
| Tend to Wounds | Clear 1d4 + tier Hit Points, on yourself or an ally. |
| Clear Stress | Clear 1d4 + tier Stress. |
| Repair Armor | Clear 1d4 + tier Armor Slots, on your armor or an ally's. |
| Prepare | Gain 1 Hope, or 2 Hope each if you Prepare with one or more party members. |
Long Rest
A long rest is a few hours making camp. An interrupted long rest gives the benefits of a short rest instead.
| Move | Effect |
|---|---|
| Tend to All Wounds | Clear all Hit Points, on yourself or an ally. |
| Clear All Stress | Clear all Stress. |
| Repair All Armor | Clear all Armor Slots, on your armor or an ally's. |
| Prepare | Gain 1 Hope, or 2 Hope each if you Prepare with one or more party members. |
| Work on a Project | Start or continue a project tracked with a progress countdown. |
The GM acts too. The GM gains 1d4 Fear on a short rest, and 1d4 plus the number of player characters on a long rest, and may advance a long-term countdown.
What Refreshes
- Features limited "per rest" or lasting "until your next rest" refresh after either rest.
- Features limited "per long rest" refresh only after a long rest.
- "Once per session" features don't refresh on rests. They return at the next session.
Leveling Up
The whole party levels up together at campaign milestones, typically after at least three sessions.
| Tier | Levels |
|---|---|
| Tier 1 | Level 1 |
| Tier 2 | Levels 2–4 |
| Tier 3 | Levels 5–7 |
| Tier 4 | Levels 8–10 |
At levels 2, 5, and 8 you gain a new Experience at +2 and +1 Proficiency. At levels 5 and 8, also clear the marks on your previously increased traits.
Every level, choose two advancements with unmarked slots:
- +1 to two unmarked traits, then mark them
- one Hit Point slot
- one Stress slot
- +1 to two Experiences
- an extra domain card of your level or lower
- +1 Evasion
- an upgraded subclass card, which crosses out multiclassing for that tier
- +1 Proficiency, which takes both advancement slots
- multiclass, which takes both advancement slots
Then raise your damage thresholds by 1 and take your new domain card.
Multiclassing opens at level 5. Choose an additional class, pick one of its domains, gain its class feature, and take a foundation card from one of its subclasses. You can take that domain's cards up to half your level, rounded up.