@@ -303,11 +303,13 @@ At the end of every mission, \gls{downtime} should be called, and all characters
\subsubsection{\glsentrytext{downtime}}
\Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest.
This non-mission period allows the \glspl{pc} to heal, and advance Traits.
It can be weeks, years, or even decades.
The party can declare \gls{downtime} at any point once the \glspl{pc} have reached a safe area, although the \gls{gm} is free to interrupt that \gls{downtime} with events.
Likewise, the \gls{gm} can declare a \gls{downtime} at any point, but the players can interrupt this with personal missions.
Between sessions, the \glspl{pc} have \gls{downtime}.
Game-time usually moves at about three in-game weeks per out-of-game week, so \glspl{pc} will have plenty of time unaccounted for.
This non-mission period allows the \glspl{pc} to heal Damage, take resting actions, and practice Skills.
The standard of three weeks in-game time for one-week in the real world should allow the \glspl{pc} some limited time to perform resting actions, if they can safely try something multiple times.
The troupe can declare \gls{downtime} during a game, if they want their characters to take time doing a job properly.
Likewise, the \gls{gm} can interrupt that \gls{downtime} at any point for some action.