A Guide To Downtime


  1. Downtime represents what characters do between events.
  2. Only primary characters may act in downtime.
  3. Downtimes are submitted to the ref team through the weekly downtime form.
  4. Characters learn skills through downtimes.
  5. Characters can also take a variety of other actions in downtime, such as smithing, preaching, and astrology.
  6. There is 1 week of IC time between most interactives.
  7. ‘Downtime’ is the time between events. During downtime primary characters can act in the game world. You can fill in the downtime form, here, to tell the ref team what actions you would like your character to attempt between events. There is one downtime period between each interactive. Downtime is intended to provide a background to Uptime and not as a primary way to advance your characters goals. It is of lesser importance to Uptime - indeed, it is not necessary to submit a Downtime in order to play at events.

    To submit a Downtime, you should fill in the weekly downtime form distributed by the refs. The weekly deadline for downtime submissions is set by the ref team and will be announced at the end of the previous event.

    Because Downtime is not roleplayed, some actions are impossible to take. For instance, you may not attack another character between events.

    Each Downtime period represents roughly one week of IC time. Some downtime periods may be longer or shorter, and will be announced as such by the ref team beforehand.

    Communications in Downtime

    1. You may contact other characters by letter.
    2. You may not have IC conversations between events.
    3. The ref team must receive a copy of every letter. This is done by sending the e-mail to both the desired recipient and ds.ttrefs@gmail.com
    4. If you wish to coordinate with another character you should both mention this in your Downtime submission.

    You should try to avoid any significant interaction between PCs outside of Uptime. You may send letters (by e-mail) but you should not roleplay with other players between events. It is notably possible for a character to be spied on during Downtime, and thus it is crucial that the refs are aware of any communications between characters which may be intercepted.

    Letters should ideally be sent before the Downtime deadline so they may be taken into account in Downtime processing. If two characters are significantly far apart, then the refs may declare that the letter will take time to arrive. If this happens, you should try to avoid acting upon its information until you are told that it has arrived.

    If you wish to perform an action involving another character then you should both mention wanting to work with the other character in the action’s description. If the other player does not submit a downtime or does not submit the action then it is assumed that the character forgets about the planned action or fails to participate for other reasons.

    Gaining Skills and Leveling Up

    1. There are two types of skill: root skills and other skills.
    2. Learning a root skill takes a major action.
    3. Learning other skills takes a minor action for each skill learnt.
    4. You may learn any number of skills per downtime, so long as you have enough actions and experience points for them.
    5. Experience points, Character Levels, and “Double-Buying” are explained in “The Treasure Trap System”.

    Major Actions

    1. All characters may take a single major action each Downtime.
    2. There are 5 major actions:
      1. Learning a root skill
      2. Traveling
      3. Major action Astrology
      4. Gather information
      5. Additional Minor actions
    3. Major action Astrology requires the Astrology skill.

    Characters can travel a limited distance and return within one week and without using a Travel action. This distance is called “Weekly range”. The Weekly range from Durholme includes all of the Palatinate, Rovac, Newcroft, as well as the vast majority of Southern Rovac. Taking Travel actions allow characters to visit distant lands and far away places. Tell the ref team where you are heading and what method of travel you are using. Some places may take multiple downtimes to reach. If you take a Travel action, then you will be informed of your new location, and your current Weekly range. Note that if Durholme is outside of your Weekly range, then that character will not be able to attend interactives.

    Gathering information allows characters to search for rumors and writings on a particular subject. You can either tell the ref team what you are looking for, or leave it blank for general rumors, gossip, and secrets.

    Lastly, you can use your Major actions to instead gain some additional minor actions.

    Minor Actions

    1. All characters can take up to 5 minor actions each downtime.
    2. Characters who use their Major action for extra minor actions can instead take up to 7 minor actions that downtime.
    3. There are 8 types of Minor action:
      1. Learning other skills
      2. Preaching, Teaching, and Speaching
      3. Spying and Infiltration
      4. Reverse Engineer Hextech
      5. Guard-work
      6. Minor action Astrology
      7. Checking Geomancy Rituals
      8. Shopping
    4. Learning skills, Preaching, Spying, and Reverse engineering hextech are repeatable.
    5. Guard-work, Minor action Astrology, Checking Geomancy Rituals, and Shopping are limited to 1 action each.
    6. Reverse Engineer Hextech requires the Hextech skill.
    7. Minor action Astrology requires the Astrology skill.
    8. Checking Geomancy rituals requires the Geomancy skill.

    ‘Preaching, Teaching, and Speaching’ covers all actions related to visiting and communicating with NPCs in downtime, even if they are outside of those 3 specific categories. Each action covers a distinct individual or group of NPCs. For example, “visiting Bob the rat alley baker”, “Preaching in the Market square”, “Training guards”, and “Debating with Jeff the orc fire mage” would each be an action. You can take this action multiple times, to interact with multiple sets of NPCs.

    ’Spying and Infiltration‘ covers all types of stealthy secretive actions. If you don’t want others to know about something, then it is probably one of these actions. Spying on other characters, pickpocketing, assassinating NPCs, poisoning a well, and secret demonological cult meetings would all be examples of this type of action. You should provide us with a list of skills you can use to assist in your actions, but remember nothing is ever 100% certain. You can take this action multiple times, to perform different acts in secret.

    Reverse Engineer Hextech can be taken multiple times, each action is to reverse Engineer a separate item.

    Guard-work is more than performing duties as a city guard. In fact, you do not even need to be a guard to take this action. This action represents taking significant effort to protect yourself, other NPCs, or areas of the city form the Spying and Infiltration of other characters and NPCs. You should provide us with who/what/where you guard and any skills you think might assist, but remember nothing is ever 100% certain. You can only take this action once, and your efforts are divided amongst everything listed to be protected.

    Minor action Astrology allows you to gain cryptic clues about important events in the past, present, or future. This action can be taken at the same time as Major action Astrology. The details of this action is covered in the Astrology skill.

    The shopping action is used to search the markets to buy specific equipment. It can only be taken once, which allows you to search for and purchase any amount of mundane items. Sometimes special items, such as magical ores, might be available in limited quantities. Selling items can only be done in uptime.

    Research Actions

    1. Each Character may take 1 Research action each downtime.
    2. Research actions are used to create new spells, potions, and hextech items.
    3. Research actions require some skills.
    4. Completing a new spell, potion, or hextech blueprint may take multiple research actions.
    5. You can also use research actions to examine an object for hidden alchemical properties.

    The first research action for a spell requires the skill Elemental Theory. Each subsequent action will require Elemental Skill and the relevant Elemental Lore at the same level as the spell you are researching. Each spell will need a number of research actions equal to it’s level to complete.The first research action for a potion requires the Alchemy skill. Each subsequent action will require either Potion Lore, Poison Lore, or Healing Lore at the same level as the potion you are researching. Each potion will need a number of research actions equal to its level to complete.

    Creating a new hextech blueprint generally only requires a single action and a high enough Hextech level.

    Some objects have hidden alchemical properties, which can be discovered. These can be used to either improve a standard potion or create new potions. Potions created with special ingredients will generally require that ingredient to be used each time it is brewed, and have a lower level than a potion which can be made with only general alchemy ingredients.


    1. Crafting objects requires the Artisan skill.
    2. Each rank in artisan grants 7CTU to use per downtime.
    3. Each object requires a number of CTU equal to 1/6 of its base evaluate cost to craft. This is the evaluate cost ignoring material modifiers and including quality modifiers.
    4. Each CTU requires 1# of materials. 1# of basic iron, steel, wood, etc can be gained without shopping actions and costs 4 Schillings.
    5. You may divide your CTU between several projects, and items can be made over several downtimes.

    Holiday Downtimes

    1. There is a holiday downtime between the final interactive of a term, and the first interactive of the next term.
    2. During holiday downtimes, characters may travel an unlimited distance without using a travel action.
    3. During holiday downtimes, characters are still limited to the usual system of major and minor actions.
    4. Sometimes, the ref team might declare a downtime follows holiday downtime rules outside of the usual schedule.

    Uptime Downtime

    An uptime downtime is when a downtime action requires some form of roleplay. In this case you will be asked to see the refs at the start of the next event for Uptime Downtime. You cannot request Uptime Downtime and you should not deliberately pursue actions you know require Uptime Downtime with the exception of actions solely involving NPCs.

    The easiest way to avoid uptime downtimes is to avoid interacting with other player characters during downtimes.

    Appendix A: List of Skills which have downtime effects

    • Astrology - Allows Astrological major and minor actions.
    • Personal Genius IV - The skill is varied for each character, but might affect downtimes.
    • Elemental Theory, Skill, and Lore - Required for Researching custom spells.
    • Final Blessing - Allows you to choose someone to receive your final blessing upon character death.
    • Dying curse - Allows you to choose someone to receive your dying curse upon character death.
    • Alchemy, Potion Lore, Poison Lore, Healing Lore - Required to research custom Potions.
    • Artisan and relevant Craft - Required to craft items in downtime.
    • Hextech - Required to craft hextech items, reverse engineer the blueprints for hextech items in your possession, or invent new blueprints.
    • Geomancy - Allows you to use a minor action to examine a geomantic ritual script. Increases your character’s rate of Flux Loss.