@@ -682,11 +682,14 @@ Of course after 10 miles, they will have 10 \glspl{fatigue} (except humans, who
The adventure lasts until the current plot-thread is resolved, or some period of `sandboxing' through a world until a proper use of one's time can be found.
At the end of every adventure, \gls{downtime} should be called, and all characters should heal all \glspl{hp}, \glspl{mp}, \glspl{fp}, and \glspl{fatigue}.
\subsubsection{Downtime}
\subsubsection{\glsentrytext{downtime}}
Players can call for a \gls{downtime} any time they reach a safe area.
\Gls{downtime} is when the current stories come to a close and the \glspl{pc} take arest.
\iftoggle{verbose}{%
This non-adventuring period allows the \glspl{pc} to heal, and gain advanced Traits.
This non-adventuring 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.
}{
After downtime, \glspl{pc} receive an amount of \glspl{storypoint} equal to the square root of the number of years spent.
@@ -63,6 +63,10 @@ The \gls{gm} is, of course, free to veto any Story suggestions without explanati
All stories should be noted down on the back of the character sheet, including any stats from companions, just in case they enter during a later adventure.
\iftoggle{verbose}{
The \gls{gm} may wish to award a couple of additional \glspl{storypoint} over a very long \gls{downtime}.
}{}
\subsection{Experience Points}
\label{storyXP}
...
...
@@ -88,20 +92,6 @@ And if you need a sellsword to join your group later, how about specifying that
Alternatively, if you are taking out all your stories at once, you might want to declare that you know a mage who lives in a place you can access through a nearby secret portal.
You instantly adopt a safe space and a helpful magical ally, then start expounding upon the days when the alchemist was proudly telling you about his impregnable home.
\subsection{\glsentrytext{downtime}}
\Gls{downtime} is when the current stories come to a close and the \glspl{pc} take a rest.
It can be weeks, years, or even decades.
During a particularly long \gls{downtime} the \gls{gm} may grant the players an additional \gls{storypoint}, or even multiple \glspl{storypoint} for a downtime of many years.
Players cannot have more than 5 \glspl{storypoint}, so they must spend extra points before any \gls{downtime}.
Some characters may save up their \glspl{storypoint} at this juncture just to buy something expensive later.
Alternatively, characters can use those points to explain what they were doing during the \gls{downtime}.
Perhaps the group earn fabulous wealth and split up for some years, then upon returning one of them has learned dwarvish, while another joined the military and gained friends willing to help out on some new quest.
The party can declare \gls{downtime} at any point, 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.