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The Passage of Time.

Posted by EntropyFor group public
Entropy
GM, 50 posts
Mon 22 Apr 2024
at 23:06
  • msg #1

The Passage of Time

Survivors do not spend every waking hour fighting for their lives. They have moments of respite to share a meal around the campfire, or can spend years working on a project to improve their Haven. These precious moments of calm are why Survivors fight.

When not fighting for survival, there are three ways Survivors can spend their time. Campcraft Activities can be taken when the party rests during an adventure, and allow you to prepare for the trials ahead. Downtime Activities are undertaken between Crises, and can be used to improve your Haven or work towards your personal goals. Finally, Seasons represent the passing of months and even years, and determine what happens to the people and places you care about most and what challenges your Haven will face.

REQUIREMENTS

Some Campcraft, Downtime, and Seasonal Activities have specific Requirements you must meet in order to take them, such as having Proficiency in a Tool or Skill, being of a specific Class, or certain narrative events. If an activity requires a Tool Proficiency, you must also have the Tools in your possession. See page 114 for the Resource Cost of Tools.

IF AT FIRST

Some Downtime and Seasonal Activities require an Extended Test (see page 123). If you take a Downtime or Seasonal Activity that requires an Extended Test and don’t reach the Goal, you have a number of options:

Keep Trying: If you have time before the next Crisis, you can extend your Downtime or Seasonal Activity. You keep your progress towards the Goal, and can make another three Tests to try to reach it. If the activity requires you to spend Resources, such as the Build Defences Downtime Activity, you must spend half the Resources again to continue trying.

Abandon Your Progress: You give up on your project, and discard your progress. If the activity required you to spend Resources, you can return up to half the value of the Resources to the pool.

Finish Later: At the GM’s discretion, if you have a secure location to store your work or a way to maintain your progress, you can leave your project and finish it another time. Note your progress towards the Goal for when you return to your work. If the activity requires you to spend Resources, such as the Build Defences Downtime Activity, you must spend half the Resources again when you restart the activity.

MANY HANDS MAKE LIGHT WORK

At the GM’s discretion, multiple Survivors can work together on the same activity, turning the Extended Test into a Group Test instead.

Additionally, the greater a Haven’s population, the more likely you are to find members of the community willing to help you in your endeavours. When you take an activity that requires an Extended Test, you reduce the Goal of the Extended Test based on your Haven’s population, as shown in the Population table.

Example: Kryssa returns to her home Haven, Spidereater Gulch, and undertakes the Modify Equipment Downtime Activity. Normally the Goal for her Extended Test would be 10, but since Spider-eater Gulch has a Population of 347, she reduces this by 3, down to a final goal of 7.

Population
PopulationResources GeneratedGoal Reduction
<1001-0
100-2001d4-1
201-3001d6-2
301-4002d4-3
401-5002d6-4
501-6003d4-5
600+3d6+1d6 per additional 100 people-6

Entropy
GM, 51 posts
Mon 22 Apr 2024
at 23:09
  • msg #2

The Passage of Time

IN TIMES OF CRISIS


When your Haven is in Crisis, you must put aside personal goals and focus on protecting your Haven from those who would threaten it. Even in the fleeting moments of rest and recovery, most Survivors spend what little time they have making preparations for what is to come by tending to wounds, hunting for food, or caring for their allies.

This section presents a collection of Campcraft Activities that Survivors can undertake during a Crisis when they stop to rest.

Campcraft Activities

Campcraft Activities are short tasks you can take while outside the safety of your Haven. They are usually not strenuous, and can be completed while the party prepares to rest for the night. Each Survivor can take one Campcraft Activity during a Long Rest, though some Class features allow you to take an additional Campcraft Activity. Unless an activity says otherwise, you gain the benefits of a Long Rest as normal after taking a Campcraft Activity.

CAMPCRAFT DURING JOURNEYS

When undertaking a Journey (see page 133) you can only use Campcraft Activities during Encounters which grant your party the chance to take a Long Rest, such as Abandoned Domicile. Your party can still make camp during their Journey, but most of the time they are too focused on their immediate survival to do more than eat, sleep, and watch for danger.

BOND

Your party spends time telling stories, playing games, sharing jokes, or otherwise bonding in some way. Ties between the group are strengthened, and your bond fortifies you against the challenges ahead.

This Campcraft Activity must be taken by the whole party. As a group, describe how you spend time bonding. At the end of the Long Rest, all party members gain 2d10 Temporary Hit Points.

CONTEMPLATE SCARS
Requirements:
You have previously failed 1 or more Death Saving Throws

You contemplate the grievous injuries you have endured over the course of your life. Describe the injuries you suffered and what lesson they taught you. Once before your next Long Rest, you can reroll a failed Death Saving Throw.

COMFORT BEASTS
Requirements:
Proficiency in Animal Handling

You take time to care for your beasts or animal companions, offering a kind word or simply being a reassuring presence. You can care for a maximum number of Beasts equal to your Wisdom Bonus. Until your next Long Rest, the Beasts you tended to have Advantage on Saving Throws against being Frightened, and you have Advantage on Animal Handling Tests when instructing those Beasts.

CRAFT AMMUNITION
Requirements:
Proficiency with Artificer's Tools or Hunter’s Tools

An empty quiver can mean death in the Broken World, so you take time to craft the ammunition you need. Choose either arrows, crossbow bolts, blowgun needles, or sling bullets. You create 1d6 pieces of the chosen ammunition. Each piece of ammunition is destroyed upon use.

ENCOURAGE
Requirements:
Proficiency in Persuasion

You take a moment to encourage one of your companions, perhaps offering quiet reassurance or even a rousing speech. Once before their next Long Rest, your ally can add 1d4 to the result of any Test or Saving Throw. They can choose to add this bonus after they have rolled but before the GM declares the result of the Test.

FORAGE
Requirements:
Proficiency in Survival

You take the time to forage, searching for edible berries or mushrooms. You find a number of Rations equal to your Wisdom Bonus, to a minimum of 1.

FORTIFY THE BODY

You prepare your body for the challenges ahead through rigorous exercise and training. Choose either Strength, Dexterity, or Constitution. Until your next Long Rest, you have Advantage on Saving Throws with the chosen Attribute. However, the additional training interrupts your rest. You do not recover Hit Points during this Long Rest, though you recover Hit Dice as normal.

GALLOWS HUMOUR
Requirements:
Proficiency in Performance

You tell jokes and indulge in dark humour to help bring some laughter to the grim world around you. Some companions welcome this levity while others do not appreciate it. Each ally that can hear you must make a DC 10 Wisdom Saving Throw. On a success, your companion has Advantage on their next Decay Saving Throw. On a failure, your companion has Disadvantage on their next Decay Saving Throw.

HUNT
Requirements:
Proficiency with Hunter’s Tools

You leave the relative safety of your camp to hunt for fresh meat. Make a Dexterity (Hunter’s Tools) Test, with the DC equal to 10 + the Decay of the area. On a success, you manage to hunt or trap some wild game that is blessedly free from Decay. You gain a number of Rations equal to your Proficiency Bonus. If you succeed by 5 or more, you gain an additional 1d6 Rations worth of meat.

On a failure, your hunt is in vain and you return empty handed. If you fail by 5 or more, you stumble into the hunting grounds of a predator and must spend the night running or hiding from the creature. You do not gain the benefits of a Long Rest.

INSTRUCT

You spend the evening sharing your knowledge with an ally. Choose a Skill or Tool that you are Proficient with and an ally willing to learn. Until the ally’s next Long Rest, they can add your Proficiency Bonus to any Tests they make with the chosen Skill or Tool. The ally you are instructing can’t take any Campcraft Activities during this Long Rest.

LISTEN
Requirements:
Proficiency in Insight

You take a moment with one of your companions, offering a shoulder to cry on, a sounding board for something that is weighing on their mind, or simply listening to their stories. Your empathy and understanding eases your ally’s burdens. Once before their next Long Rest, they can choose to gain Advantage on a Test or Saving Throw.

PLACE WAYMARKER
Requirements:
Proficiency with Seeker’s Tools

You use your Seeker’s Tools to place a Waymarker, solidifying and remaking a small piece of the Broken World. Describe the materials used and appearance of your Waymarker and make a note of it on your Haven Sheet. The effects of a Waymarker are explained in the Journey's thread.

PRACTICE

You take the opportunity to practise in preparation for the trials ahead. Choose a Skill, Tool, or Weapon you are Proficient with. Once before your next Long Rest, you can reroll a failed Test using that Skill, Tool, or Weapon.

PREPARE A MEAL
Requirements:
Proficiency with Cook’s Tools, 1 Ration per party member

You prepare a hearty meal to fortify the body and soul of your allies. You need Cook’s Tools and the equivalent of 1 Ration per party member. You can take this Campcraft Activity while your allies are gathering the required rations using the Forage or Hunt Campcraft Activities. Once before the party’s next Long Rest, every ally who ate the food you prepared can reroll a failed Saving Throw.

QUIET MOMENT

You take a quiet moment to yourself, perhaps meditating or gazing up at the fragments of the shattered moon as they drift across the sky. Centering yourself and remembering why you are on this journey allows you to resist the corrupting effects of Decay. You gain Advantage on your next Decay Saving Throw.

RECORD KNOWLEDGE

You make an effort to record important knowledge or memories from your journey so far in order to fend off Decay’s memory erosion. You can create a written account, draw sketches, carve something from hardened mushroom root, or any other method you wish. Until your next Long Rest, you have Advantage on Saving Throws to resist memory loss caused by Decay (see page 128).

REMEMBER THE FALLEN

You remember those you have lost, sharing stories and fond memories, or taking a quiet moment to remember all they accomplished.

This Campcraft Activity must be taken by the whole party. At the end of the Long Rest, the party gains 1 Hope.

REPAIR EQUIPMENT
Requirements:
Proficiency with the relevant Tools

You spend your time making minor repairs to your hard-worn gear. Choose a piece of equipment that has been broken or damaged. You cobble together a rudimentary repair. The equipment is restored to working condition, but gains the Brittle Property.

Some equipment may be broken by savage attacks from Monsters or during dramatic narrative events, such as when a Warden uses their Pass Into Legend feature. The GM has final say on what equipment can reasonably be repaired using the Repair Equipment Campcraft Activity and what Tools are required.

SCOUT AHEAD
Requirements:
Proficiency in Perception or Survival

You leave camp and scout the lands ahead, watching for sites where you could be ambushed or identifying the hunting grounds of dangerous creatures. Make a Wisdom (Perception or Survival) Test. The DC of the Test is determined by the GM based on the environment and any potential threats in the area. On a success, you and your allies are aware of the dangers ahead. Each party member has Advantage on their next Initiative Test. On a failure, the party is lured into a false sense of security. Each party member has Disadvantage on their next Initiative Test.

SET TRAPS
Requirements: Proficiency with Artificer’s Tools or Hunter’s Tools

You prepare traps to warn you against attackers. You surround the camp with wires and ropes strung with bells, shells, glass bottles, or anything that will make noise. When triggered, the traps are loud enough to wake you and your allies.

A creature with an Intelligence of 5 or higher approaching your camp can make a Wisdom (Perception) Test to notice the traps. The DC of the Test is equal to 8 + your Proficiency Bonus + your Wisdom or Intelligence Bonus (you choose). If the creature succeeds, they spot the traps and can take measures to avoid them.

When you take this Campcraft Activity, you can also set any number of hunting traps or other traps you have in your possession.

SHARPEN THE MIND

You prepare your mind for the challenges ahead with study, problem-solving exercises, and visualisation techniques. Choose either Wisdom, Intelligence, or Charisma. Until your next Long Rest, you have Advantage on Saving Throws with the chosen Attribute. However, the strenuous mental activity interrupts your rest. You do not recover Hit Points during this Long Rest, though you recover Hit Dice as normal.

TEND WOUNDS
Requirements: Proficiency in Medicine

You tend to the wounds of an injured ally, applying medicinal herbs, dressing cuts and gashes, or creating splints for broken bones. Make a DC 15 Intelligence (Medicine) Test. On a success, the ally recovers one additional Death Save or all of their Hit Dice at the end of this Long Rest (you choose). On a failure, you can’t accelerate their healing but they recover one Death Save and Hit Dice equal to half their Level as normal. On a failure by 5 or more, you make the injuries worse. Your ally recovers no Death Saves or Hit Dice when they finish this Long Rest.
Entropy
GM, 52 posts
Mon 22 Apr 2024
at 23:13
  • msg #3

The Passage of Time

BETWEEN CRISES


Havens face near constant threats to their continued survival. The rare moments of peace between Crises are priceless and offer a moment for rest and recuperation, personal growth, and a chance to build community. During downtime, the following happens:

• Each Survivor can take one Downtime Activity.

• Each Survivor recovers all Hit Points, all Hit Dice, and clears any Death Saves.

• The party can consolidate their Resources. Each party member can choose to add any equipment they found or no longer need to the communal pool. The Haven’s Resources increase by the Resource value of the item.

• At the end of the period of downtime, the Haven generates Resources based on its population, as shown on the Population table.

• At the end of the period of downtime, the GM rolls to see if any Waymarkers succumb to Decay.

Downtime Activities

Downtime Activities are endeavours and personal goals that require days or even weeks to complete. They are undertaken between Crises, when your Haven is in a state of relative safety. You can undertake one Downtime Activity before the next Crisis begins, or every 4 weeks. At the GM’s discretion, you can take multiple Downtime Activities back-to-back if longer periods of time pass between Crises. If more than a year would pass between Crises, you should use Seasons instead (see below).

BUILD DEFENCES
Requirements:
6 Resources

You lead a group of builders in the construction of temporary defences to protect your Haven. Defences grant a Haven Resistance to Crisis Damage until the end of the next Season. When you are building your defences, work with your GM to determine what form the defences take, and agree on what types of Crises that it can help with. The Example Defences table provides inspiration and suggestions, but you are encouraged to come up with your own ideas that take advantage of your Haven’s natural resources and location. For more details on how defences protect Havens, see Havens in Crisis in the Journeys thread.

Constructing a Defence is an Extended Test with a Goal of 10 and costs 6 Resources. Over the course of your downtime you must make three Tests. The first is a DC 10 Charisma (Persuasion) Test to gather enough workers for the project. The second is a DC 10 Intelligence (Local Lore) Test to source the required materials. The third is a DC 10 Strength (Builder’s Tools) Test to aid in the construction. If you succeed, the Defence is constructed. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later.

Defences require maintenance to remain effective, lest they crumble to neglect and Decay. During a Season (see below), a Survivor can take the Maintain Defences Seasonal Activity to upkeep all the Haven’s Defences, or the Improve Haven activity to erect a single permanent Defence. Otherwise, the Defence falls into disrepair and no longer provides any benefit.

Example Defences
DefenceCrises Type Resisted
Artefact VaultDecay from Arcane Artefacts held within the Haven.
Extra SheltersA sudden influx of refugees.
ForumPolitical or cultural unrest.
Healer's HutPlagues, illnesses, or unexpected disasters (such as a mine collapsing).
Jail or GallowsCults, murderers, and other criminals.
Spiked WallsRaiders or creatures that cannot fly.
StockpileStarvation, blight, or natural disaster.
WatchtowersSpies or flying creatures.
Water TowerDroughts or fires.

CRAFT EQUIPMENT
Requirements:
Resources; Suitable Tools

You craft a new piece of equipment or survival gear so you are better equipped to face the challenges of the Broken World.

Crafting Equipment is an Extended Test and requires Resources equal to the cost of the item you are trying to create. The DC of the Extended Test is based on the equipment you are trying to craft, as shown in the Equipment thread. Equipment, and the Goal is determined by the type of equipment, as shown in the Crafting Goal table. The Tools required for the Test are determined by the GM — most weapons and armour require Proficiency with Smith’s Tools, while crafting various Survival Gear may require Tailor’s Tools, Builder’s Tools, Artificer’s Tools, or some other set of Tools.

Crafting Goal
Equipment TypeGoal
Simple Weapons5
Martial Weapons10
Armour10
Survival Gear8
Tools8
10 Pieces of Ammunition5

Over the course of your downtime you must make three Tests using the requisite Tools. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later. If you succeed, you craft the chosen item. If you exceed the goal by 5 or more, the Resource Cost of the item is halved, rounding up.

Example: Baskar wants to craft a reinforced shield for his ally Arturius. A reinforced shield has a DC of 12, a Resource Cost of 2, and requires Smith’s Tools to craft. Because the shield is a piece of armour, the Goal for the Extended Test is 10. Baskar gets a 15 on his first Test, gaining +3 Progress towards the Goal; then rolls an 18 for another +6 Progress (9 total); and lastly a 19 for a further +7 Progress (16 total). Because Baskar exceeded the goal by 5 or more, he crafts the reinforced shield and it only costs 1 Resource instead of the usual 2.

If you reach or exceed the Goal before you have made all three Tests, you can immediately take this Downtime Activity again. You can only do this once.

Example: Later, Baskar is crafting a Hunting Knife for his companion Finlay. Baskar gets lucky and reaches the Goal of 5 after just one Test. He immediately takes the Craft Equipment Downtime Activity again and begins working on a new Heavy Crossbow for himself.

CRAFT MEMORIA

You take the time to carefully craft a new Memoria (see Survivor Creation). You can create up to three Memoria and add them to your Survivor Sheet. Describe each Memoria you create and the memory it is protecting.

DARK RITUAL

You seek out a dark power and make a bargain. You can’t be found or contacted during the downtime period — you may have left the Haven or gone into seclusion, but either way your allies have no idea where you went. When you return, you have gained something but have had to trade something in return.

Work with the GM to decide what you gained and the price you had to pay. Benefits could include gaining Darkvision, learning a piece of ancient and forgotten lore, finding a powerful artefact, increasing an Attribute, learning a new Talent, reducing your Decay, or even returning someone from the dead. The price you must pay should be equal if not greater than the benefit you gained, and could include losing a limb or organ, having some of your memories taken, being unable to use Hope, permanently reducing an Attribute Score, increasing Decay, or promising to kill a member of your community.

The Dark Ritual Downtime Activity offers the perfect opportunity to introduce magic to your Broken Weave campaign. The GM can allow the person taking the activity to gain a limited form of arcane power, such as a spell they can use once per day, a magic item, an eldritch invocation, or a divine ability such as Smite or Channel Divinity.

Be sure that the bargain the Survivor makes adds to the drama and excitement of the story. Avoid deals that will turn the Survivors against one another or lead to friction at the table. The Survivor may be going down a dark path, but the players don’t need to!

ESTABLISH TRADE ROUTE
Requirements:
Two Havens within 150 miles of each other; a route with an average Decay of 3 or lower

You spend time establishing formal trade between your Haven and a Haven you have visited in the past. The Havens must be within 150 miles of each other and have amicable relations or influential members in their communities who are willing to put aside their differences to trade. Additionally, the average Decay along the route between the Havens must be 3 or less.

Establishing a trade route is an Extended Test with a Goal of 15. Over the course of your downtime you must make three Tests. The first is a DC 10 Intelligence (Local Lore) Test to identify valuable resources that can be traded. The second is a DC 12 Charisma (Persuasion) Test to convince the right people to trade. The third is a DC 15 Intelligence (Seeker’s Tools) or Wisdom (Survival) Test to plot the safest route between the Havens. If you successfully establish a trade route, the following happens:

• Both Havens gain +1d4 Resources every 4 weeks when they generate Resources.

• You use the Haven with the highest population when determining an item’s Availability when you take the Reequip activity (see below).

• When acquiring gear in the other Haven, you can spend your Haven’s Resources instead of bartering.

If you fail to establish the trade route, you can Keep Trying, Abandon Your Progress, or Finish Later. If the Decay along the trade route ever increases above 3, the road becomes too dangerous. Trade collapses and you lose the benefits of the trade route. You can build and reinforce Waymarkers along the route to keep Decay down.

FOSTER COMMUNITY

You take time to inspire a sense of community and support in your Haven. This can take the form of a song or play that brings joy to people, a festival to celebrate a victory, or finding love and starting a family. Whatever you do, it fosters hope and brings people together. Your Haven generates 1d4 + 1 Hope.

FORGE PATH
Requirements:
Proficiency with Seeker’s Tools

You forge a path between two important locations, such as your Haven and another Haven, or a Waymarker and a nearby ruin. Forging a path is an Extended Test with a Goal of 10. If there is already a trade route between the locations, the goal is reduced to 8.

Over the course of your downtime, you must make three Tests. The DC of the Tests is equal to 10 + the average Decay along the path. The first Test is is an Intelligence (Seeker's Tools) or Wisdom (Survival) Test to plan your route. The second is a Wisdom (Perception) Test to watch for signs of attack. The third can be either a Dexterity (Stealth) Test to avoid danger or a Strength (Athletics) Test to fight or flee from trouble (you decide). If you succeed, Decay along the route decreases by 1. If you succeed by 5 or more, Decay decreases by 2 instead. If you fail you can Keep Trying, Abandon Your Progress, or Finish Later. If you fail by 5 or more, you are injured along the way. You begin the next Crisis with half your Hit Dice, to a minimum of 1.

HONEST LABOUR
Requirements:
Proficiency in Athletics or any Crafter’s Tools

You help out with the necessary physical labour around the Haven. You can tend crops, assist in construction, repair equipment, clean, cook, and so on. Your help means that the Haven has more free hands, and can work on creating even more for the community. Your Haven gains 1d4 + 1 Resources.

OBSERVE

You observe or spy on a person, creature, or group, learning their habits and weaknesses.

Observing is an Extended Test with a Goal of 10. Over the course of your downtime, you must make three Tests. The type of Tests and DC is determined by the GM based on the target you are trying to observe. For example, observing a Monster might require Wisdom (Survival) to track them, Dexterity (Stealth) to remain hidden, and Wisdom (Perception) to learn their habits. Observing a group might require a Charisma (Persuasion) Test to ingratiate yourself with the group, Charisma (Deception) to create a cover story, and Wisdom (Inight) to learn who is the weak link.

If you succeed, you learn valuable details about the target. For Monsters and creatures, you learn any weaknesses or resistances, and where and when they hunt; for a person or group, you learn their routine, who is important to them, secret information, and any defences they have. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later. If you fail by 5 or more, the target becomes aware of you. You escape unharmed but the target becomes watchful and vigilant, and doesn't trust you if they meet you again.

MAINTAIN WAYMARKERS
Requirements:
Proficiency with Seeker’s Tools

You travel beyond the Haven to maintain the Waymarkers and keep Decay at bay. When you take this activity, you can maintain up to three existing Waymarkers. If you do, the GM does not roll to see if the Waymarkers succumb to Decay at the end of this downtime period (see page 128). The Waymarkers are still at risk of Decay during future periods of downtime. You can build permanent Waymarkers by taking the Reinforce Waymarker Seasonal Activity (see page 169).

Alternatively, you can choose to place up to three new Waymarkers at points within 100 miles of your Haven. These Waymarkers are not at risk of Decay at the end of this period of downtime.

MAKE TRAVEL PREPARATIONS

You take the time to prepare for a future journey. Choose one of the Journey Preparations listed on page 138. The next time you would undertake a Journey, you count as having already completed that Preparation. During the next Journey, you can choose to take another Preparation, gaining the benefits of both.

MODIFY EQUIPMENT
Requirements:
Suitable Components and Tools

You attempt to grant your equipment unique properties by combining them with strange components taken from the Broken World. Choose a new Property from those listed on page 118. You must be Proficient with the Tools required and have suitable Components.

Modifying equipment is an Extended Test with a Goal of 10. Over the course of your downtime, you must make three Tests using the appropriate Tools. The Tools required and the DC of the Tests are based on the Property you are trying to apply.

If you succeed, you complete the modification. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later. If you decide to Keep Trying or Finish Later, the equipment can’t be used until the modifications are complete.

PUSH BACK DECAY
Requirements:
At least 2 Hope

You use your downtime to solidify the Haven’s place in your mind and in the Broken World. You spend time with isolated members of the community, bond with friends and meet new people, and learn all you can about your Haven. When you take this Downtime Activity, you can spend Hope to reduce Decay. It costs 2 Hope to reduce each 1 point of Decay.

REEQUIP

You seek out new equipment and weapons in preparation for what challenges lie ahead. When you take this Downtime Activity, you can acquire up to three pieces of equipment using the Acquiring Gear rules on page 103. You roll for Availability, pay the Resource Cost, and can trade in your own gear as normal. If an item is not available, you can try to roll for that item again or try to find a different item.

REMEMBER WHAT MATTERS

You spend your precious free time recovering and spending quality time with friends and family. You have Advantage on Decay Saving Throws for 1 week after the end of this downtime period.

RESEARCH FORGOTTEN LORE
Requirements:
Proficiency in Forgotten Lore

You research forgotten lore of the pre-Breaking world, perhaps seeking to learn the origins of a Titan, the location of a lost artefact, or the nature of a fallen god.

Researching forgotten lore is an Extended Test with a Goal of 10. Over the course of your downtime, you must make three Tests. The type of Tests and DC is determined by the GM based on what you are researching, but the first Test is always an Intelligence (Forgotten Lore) Test. Other Tests may include an Intelligence (Investigation) Test to decipher an old manuscript, or a Wisdom (Survival) Test to track a Titan’s movements.

If you succeed, you learn or decipher the forgotten lore you were seeking. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later. If you fail by 5 or more, you uncover something you were not meant to know and must make a Decay Saving Throw. On a failure, your Decay increases by 1.

SOURCE MATERIALS
Requirements:
Proficiency with any Forager’s Tools

You dedicate time to securing additional Resources to bolster your Haven’s supplies. You harvest plants, hunt, or prospect for precious minerals.

Sourcing materials is an Extended Test with a Goal of 10. Over the course of your downtime, you must make three Tests. The first is a DC 10 Wisdom (Survival) Test to locate the Resources. The second is a DC 12 Strength or Dexterity Test using the appropriate Forager’s Tools. The third is a DC 15 Wisdom (Survival) Test to safely return to your Haven. If you succeed, you generate 2d4 Resources for your Haven, or gain 1d4 Components as chosen by the GM. If you succeed by 5 or more, you generate an additional 1d4 Resources or gain 1 Component. If you fail, your efforts are fruitless and you are left dejected and tired. You start the next Crisis with a Level of Exhaustion.

STEER COMMUNITY

You push for fundamental change within your Haven. Choose an aspect of the Haven’s Culture (see Haven Creation). You can choose to add to the Haven’s Culture, or replace an existing aspect of the Haven’s Culture.

Steering the community is an Extended Test with a Goal of 10. Over the course of your downtime, you must make three Tests, using three different Skills. The Skills used are based on how you are steering the community and the change you are trying to bring. If you are adding to the Haven’s Culture, such as introducing a new tradition, the DC of each Test is 10. If you are changing the Haven’s Culture, such as enacting a new form of Leadership, the DC of each Test is 15. If you succeed, you can add or replace an aspect of your Haven’s Culture. If you fail, you can Keep Trying, Abandon Your Progress, or Finish Later.

WATCH FOR TROUBLE
Requirements:
Proficiency in Perception or Insight

You spend your time watching for trouble in and around your Haven. You know when the next Crisis is coming, and can try to resolve it before it even starts. During the next Crisis, the Haven suffers no Crisis Damage for 1 week. If your Haven has the Watchtower Improvement (see page 168), you instead suffer no Crisis Damage for 2 weeks.
Entropy
GM, 53 posts
Mon 22 Apr 2024
at 23:13
  • msg #4

The Passage of Time

SEASONS


Seasons represent the passage of time over months and years and determine what happens to the people and places you care about. You can undertake great endeavours and prepare the next generation for what is to come. Your Haven will grow and change as it faces internal strife and external threats.

The length of a Season is fluid, both in the Broken World and in the game. A Season represents between one and ten years of time passing, and the GM may run multiple Seasons in a row. Each Season follows these steps:

1. Decide What’s Important
2. Invest in the Future
3. Advance Time
4. (Optional) Begin Anew
Entropy
GM, 54 posts
Mon 22 Apr 2024
at 23:14
  • msg #5

The Passage of Time

1. Decide What’s Important


As a group, create a list of the characters, factions, or locations you encountered during your adventures. From this list, decide which of these you are most interested in following during this Season. Your list should be built in the following order:

• Add the names of all the Survivors in your party.
• Add your party’s home Haven.
• Each player, including the GM, adds one NPC, faction, or Location to the list.
• As a group, choose one more NPC, faction, or Location and add it to the list.

THE MARCH OF TIME

The people and places on your list are not the only ones that change during a Season, they are simply the ones that your Survivors make an effort to keep track of over the years. The GM can create their own list in private to cover what happens to additional important people and places, especially if they are going to feature in future adventures.

Additionally, if you wish, you can represent the passing of years by altering your Survivor’s Attributes. At the end of a Season, and with the GM’s permission, you can decrease a single physical Attribute (Strength, Dexterity, or Constitution) and increase a single mental Attribute (Intelligence, Wisdom, or Charisma). This represents the decline of your physical ability, and the increased knowledge and wisdom of age.
Entropy
GM, 55 posts
Mon 22 Apr 2024
at 23:19
  • msg #6

The Passage of Time

2. Seasonal Activities


Your Survivor is not idle during a Season. They undertake long-term personal goals and endeavours that take months or even years to complete. Each Survivor can take one of the activities listed below.

BUILD A HOME
Requirements:
8 Resources, Proficiency with Builder’s Tools

Many Survivors share a house with friends and allies or sleep in a communal shelter, and rarely have a place to call home. When you take this activity, you spend a Season building a permanent home for yourself and those you love. Building a home costs 8 Resources. Building a home is a significant act. It gives permanence to the Haven and is a sign, whether consciously or subconsciously, that you have hope for a life where the Haven no longer needs you. When you build your home, the Haven’s Decay decreases by 1. Additionally, at the end of each period of downtime and each Season, your Haven automatically gains 1 Hope.

DOMESTICATE BEAST
Requirements:
Proficiency in Animal Handling

The beasts of the Broken World can be dangerous, but some, like the Strongback (see page 249), can prove invaluable if they can be tamed. You spend a Season tracking, wrangling, and training a new Beast in the hopes of domesticating it.

Domesticating a Beast is an Extended Test with a Goal of 15. Over the course of your downtime, you must make three Tests. The first is a DC 10 Wisdom (Survival) Test to track the creature. The second is either a Dexterity (Stealth) Test to sneak up on the beast, opposed by its Passive Perception; or an opposed Strength (Athletics) Test to grapple it. The third Test is to calm and train the beast and requires a Wisdom (Animal Handling) Test with a DC equal to 15 + the creature’s Challenge. If you successfully domesticate the Beast, it provides the following benefits:

• The beast can now be selected as a companion when you or any other Survivor takes the Creature Companion Talent (see Talents thread).

• The beast can be used as a mount, if possible.

The beast may also provide additional benefits, such as a large beast of burden granting a +1 bonus to the Resources a Haven generates, or a hunting animal granting Advantage on Tests during the Source Materials activity (see page 163). Work with your GM to determine what additional benefits the newly domesticated beast can provide to you and your Haven.

If you fail to domesticate the Beast, you can Keep Trying, Abandon Your Progress, or Finish Later. If you choose to Finish Later, you must have somewhere to stable the beast (see Stables, below).

EXPEDITION TO UNKNOWN LANDS

You leave the Haven, spending an entire Season travelling and exploring beyond the boundaries of the world you know. You meet new people, discover forgotten sites, and encounter creatures you have never seen before. Choose one of the following benefits you gain from your journey:

• You spend your time following rumours and collecting tales and legends. You learn three pieces of vital information or forgotten history about the Broken World.

• You walk lost paths in search of other survivors or fragments of the pre-Breaking world. You learn the location of three new sites, such as other Havens or ruins. If you undertake a Journey to one of the sites, the Difficulty is reduced by 3.

• You seek out a Harrowed or a skilled healer, or encounter something pure and uncorrupted. Your Decay decreases by 1d3.

• You find a rare and precious item or piece of equipment. You gain a Very Rare item.

• You venture into a ruined city, vault, or dungeon and claim the treasure within. You gain an Artefact. Your Decay increases by 1d3.

• You gather a variety of goods and equipment to help the Haven. The Haven gains 2d6 Resources.

• You search for strange ingredients and hunt rare beasts. The Haven gains 1d6 Components. Discuss with the GM what Components you gained.

Travelling the Broken World alone is a harrowing experience, and changes you. Until the next period of downtime, you suffer one of the following effects, as chosen by the GM:

• One of your Attributes decreases by 2.
• You have Disadvantage on two types of Saving Throws chosen by the GM.
• You have Disadvantage on Decay Saving Throws.
• You have Disadvantage on Death Saving Throws.
• Your maximum Hit Dice is halved, rounding up.

FOUND A NEW HAVEN

You decide to begin anew and found a new Haven, perhaps because the Haven has grown too big or the loss of loved ones has left you with too many painful memories. Regardless of the reason, you gather up your belongings, say your goodbyes, and leave to start a new Haven with anyone willing to join you.

To found a new Haven, choose a location within 150 miles of your old Haven and create your Haven using the Haven Creation rules on page 10. To determine the Population, roll 10d10 to see how many people have joined you, and decrease your old Haven’s Population by the same amount. When you found a new Haven, the following happens:

• Your Survivor becomes an NPC.

• If you left your old Haven on good terms and the average Decay between the Havens is less than 3, a trade route is automatically established between the Havens. See Establish Trade Route on page 161 for more information.

• Depending on the circumstances surrounding your departure, your old Haven may have gifted you additional Resources or Components to begin your new life.

GATHER SURVIVORS
Requirements:
Proficiency with Seeker’s Tools

There are many lost souls wandering the Broken World in search of a safe place. You spend a Season searching for survivors to join your Haven.

Gathering survivors is an Extended Test with a Goal of 10. Over the course of the Season, you must make three Tests. The first is a DC 10 Intelligence (Seeker’s Tools) or Wisdom (Insight) Test to determine where the survivors might be. The second is a DC 12 Wisdom (Survival) Test to track them down. The third is a DC 15 Charisma (Persuasion) Test to convince the survivors you are trustworthy.

If you succeed, your Haven’s Population increases by 2d10; if you succeed by 5 or more, it increases by 3d10; and if you succeed by 10 or more, it increases by 4d10. If you fail, you do not find anyone, or those you find refuse to join you.

GO TO WAR
Requirements:
Charisma 16 or higher

You grow tired of reacting to danger and decide to strike first. Along with other willing members of the community, you launch an assault against a nearby enemy and aim to destroy it before it can destroy you. If you fail in your assault, it could have grave ramifications.

Going to war is an Extended Test with a Goal of 15. Over the course of a Season, you must make three Tests. The first is a Charisma (Deception or Persuasion) Test to rally followers to join you. The second is a Wisdom (Survival) Test to reach the target’s home or lair. The third is a Charisma (Intimidation) Test to drive your followers into battle. The DC of these Tests is determined by the target of the attack, as shown below:

• Creature: 10 + the creature’s Challenge Rating
• Monster: 15 + the Monster’s Challenge Rating
• Haven: 10 + 5 per one hundred people in the Population
• Group: 15 + the leader’s Challenge Rating

If you succeed, the target is utterly destroyed. They are no longer a threat and you gain anything of value they had, such as Resources, Components, or Artefacts. However, your group does not escape unharmed. The Haven’s Population decreases by 2d4. Additionally, if the target was another Haven or group that had shown no aggression towards your Haven, the people of your Haven are shaken by the brutality of your actions. Hope decreases by 1d4.

If you fail, you return to the Haven defeated. Hope decreases by 2d4, and many of the people you brought with you are killed. The Haven’s Population decreases by 2d4 plus an additional 1d4 for every point of difference between your Progress and the Goal. For example, if you only made Progress of 11 against a Goal of 15, the Haven’s Population decreases by 6d4 (2d4, plus an additional 4d4).

IMPROVE HAVEN
Requirements:
Resources (varies)

There is more to the Broken World than survival. You strive to build something for the future, and leave a lasting mark for the next generation. You spend a Season working with other community members to improve your Haven in some way, such as building an infirmary, constructing a beacon, or tending a garden so children have somewhere beautiful to play.

Choose one of the following Improvements. You gain the benefit listed, and Decay in the Haven decreases by 1. You can take this activity multiple times, and Decay decreases by 1 with each Improvement.

BEACON
Resources:
6

You build a beacon, creating a light in the darkness for others to follow. The Haven’s Population increases by an additional 1d4 at the end of every Season.

COOKHOUSE
Resources:
10

You build a cookhouse, offering warm meals and hearty food to everyone. The children of the Haven grow up strong. Future characters raised in your Haven gain +1 HP every Level.

HUNTER’S LODGE
Resources:
8

You build a lodge dedicated to hunting fresh meat. When the Haven generates Resources, it generates an additional +1d4 Resources or 1 Component (the party chooses).

INFIRMARY
Resources:
10

You build a house of healing to tend to the Haven’s medical needs. The Availability (see Equipment thread) of Healer’s Kits becomes Common in your Haven, and Healing Poultices become Uncommon.

MARKET
Resources:
6

You clear an area for a regular market in the Haven, allowing people to come and trade. When the GM rolls to determine the Availability of an item, they roll twice and take the lowest result.

PERMANENT DEFENCES
Resources:
4

You reinforce an existing Defence (see Build Defences on above). Choose one of your Defences and gain its benefit permanently. It no longer needs to be maintained and is not destroyed at the end of a Season.

PLACE OF BEAUTY
Resources:
6

You build a place of beauty and communal gathering in your Haven, such as a monument to the Haven’s perseverance, a theatre or dance hall, a garden of remembrance for those who have fallen, or a field where children can play safely. At the end of each period of downtime and each Season, your Haven automatically gains 1 Hope.

ROAD
Resources:
6

You build a road into and out of your Haven, smoothing out the path and perhaps laying stone cobbles. The Journey Difficulty when travelling to and from your Haven decreases by 5. When you build this Improvement, you can choose to decrease the Decay along the road by 1 instead of decreasing Decay in your Haven.

SCHOOL
Resources:
10

You build a school where the children of the Haven can learn about the world. Future characters raised in your Haven can choose to gain Proficiency in either Forgotten Lore, Local Lore, or Natural Lore.

SMITHY
Resources:
10

You build a shared smithy or workshop that is open to everyone in the Haven. Survivors have Advantage on all Tests during the Craft Equipment Downtime Activity (see page above).

STABLES
Resources:
6

You build a stable to shelter beasts of burden, or a pen to house potentially dangerous animals. The stables can be used to house animals and other creatures, and offers a safe place for beasts in training as part of the Domesticate Beast Seasonal Activity.

WATCHTOWER
Resources:
8

You build a watchtower to warn the Haven of approaching danger. The watchtower warns the Haven when the next Crisis is coming, so it can try to resolve it before it even starts. During the next Crisis, the Haven suffers no Crisis Damage for 1 week.

INVEST IN THE FUTURE

You know the importance of growing and investing in the future, and spend the precious time you have improving yourself and your Haven. Choose three different Downtime Activities (see above) to undertake during this Season.

• Any Tests required by the Downtime Activity automatically succeed, as you have plenty of time to overcome obstacles or failures you encounter along the way.

• Any Resource Cost is halved, as you are able to partially replenish any Resources you use.

• Any effects that last until your next downtime period or that require maintenance and upkeep, such as the Maintain Waymarkers or Establish Trade Route activities, do not come into effect until the start of The Next Challenge (see below).

MAINTAIN DEFENCES
Requirements:
A Haven with one or more Defences

Reliable defences are vital to a Haven’s survival, so you spend a Season making sure they are maintained and kept in good working order. When you take this activity, you can maintain up to three existing Defences (see Build Defences, page 159). The Defences do not crumble at the end of this Season (see below). The Defences can still fall into disrepair during future Seasons. You can build permanent Defences by taking the Improve Haven Seasonal Activity (see above).

REINFORCE WAYMARKER
Requirements:
4 Resources; Proficiency with Builder’s Tools

Waymarkers are vitally important for travellers venturing beyond their Haven, but most eventually succumb to Decay. You spend a Season away from your Haven, building a permanent structure to protect a Waymarker or reinforcing it with Moonstone.

Choose any Waymarker you are aware of as the target of this activity. Reinforcing the Waymarker is an Extended Test with a Goal of 10. Over the course of the Season, you must make three Tests.

The first is a DC 12 Intelligence (Seeker’s Tools) Test to identify the Waymarker you are seeking. The second is a DC 12 Wisdom (Survival) Test to reach the Waymarker. The third is a DC 12 Strength (Builder’s Tools) Test to reinforce the Waymarker.

If you succeed, you reinforce the Waymarker, giving it permanence and protecting it from Decay. The Waymarker is no longer at risk of succumbing to Decay, and Decay within one mile of the Waymarker is now reduced by 2 instead of 1. If you succeed by 5 or more, you have enough time and resources to construct a shelter for travellers on the road. This shelter is little more than a large, hard box, but allows up to four Medium creatures to safely take a Long Rest.

RETRAIN
Requirements:
Any Class except Harrowed

You decide to pursue a new path in life. You spend a Season unlearning all that you know and retraining yourself in the use of new skills and abilities. Choose any Class, excluding Harrowed. You swap to that Class. You lose all the benefits of your old Class, including Class features and any Proficiencies, and gain all the benefits of the new Class. Your new Class Level is the same as your old Class Level.

Retraining is a difficult process, and is physically and mentally exhausting. A Survivor can only take this activity once.

Harrowed are born with their abilities, and can’t simply ignore them. Likewise, you can’t learn to become a Harrowed. For this reason, the Retrain activity can’t be taken by Harrowed Survivors and can’t be used to become a Harrowed. However, at the GM’s discretion, you may choose to ignore these rules. If you do, consider how the Harrowed lost their powers or how a Survivor gained the powers — perhaps they were attacked by some strange Monster, and when they awoke they had acquired strange new abilities. Such an occurrence can be a compelling story to explore during your campaign.

RETIRE

You decide it is time to retire and let younger Survivors protect the Haven. You let it be known to the community that, for one reason or another, you can no longer step forward to protect the Haven in times of Crisis. When you retire, take the following steps:

• Add any Resources, Components, and Equipment you have to the Haven’s Resources.

• Mark down the name and Level of your Survivor on the Haven Sheet as a ‘Retired Survivor’

• During the Advance Time stage (see below) of a Season, you do not roll on the Survivor and NPC Events table for any of your retired Survivors unless you want to.

Even when they are retired, a Survivor can still help protect the Haven in times of trouble. A retired Survivor provides Resistance to certain types of Crisis Damage just as a Defence does (see page 159). When you retire your Survivor, work with your GM to determine the type of Crisis the retired Survivor offers protection from. For example, a retired Speaker may give Resistance to Crisis Damage caused by Internal Conflicts, while a retired Warden may give Resistance to External Conflicts. Your retired Survivor provides this benefit for as long as they live.

There are no hard and fast rules about longterm injuries or age that force a Survivor into retirement; it is entirely a narrative tool to be used by players who want to put a full stop to their Survivor’s story. When you retire a Survivor, you are communicating to the group that you are finished with your Survivor’s story and would like to move on. This is most often used to let a player create a new Survivor to play, or in the eventuality that a player has to leave the game for one reason or another. If your group uses Seasons to move decades or centuries into the future, you should consider how, or if your Survivor could live that long.

START A FAMILY

Whether found or made, a family is precious and can be the inspiration a Survivor needs to endure the hardships they face. You spend a Season building a family. This may mean finding a partner and falling in love, having children, or finally admitting to yourself that, despite all the arguments, the companions you have been travelling with for years are your true family.

The start of a new family warms the hearts of all in the community, and fills everyone with hope for the future. The Haven gains 2d4 Hope.

TRADE NETWORK
Requirements:
A Haven within 1,000 miles; a route with an average Decay of 3 or lower between the Havens; 4 Resources

You seek out new allies and trade partners far beyond your Haven. This Seasonal Activity works as per the Establish Trade Route Downtime Activity (see above). However, the distance between the Havens can be up to 1,000 miles, the Goal increases to 20, and the DC of each Test increases by 3. If you succeed, you gain all the benefits of a trade route and both Havens generate 1d2 Components every 4 weeks.

TRAINING

You are all too aware that you will be called to aid the Haven again, so spend time training and improving yourself. Choose one of the following:

• Gain Proficiency in a Skill of your choice.
• Gain Proficiency with two Tools of your choice.
• Double your Proficiency Bonus in a Skill or Tool you are already Proficient with.
• Learn a new Talent.
Entropy
GM, 56 posts
Mon 22 Apr 2024
at 23:21
  • msg #7

The Passage of Time

3. Advance Time


Each Season is filled with joy and sorrow as you and the people and places around you are faced with unexpected events. Roll once on the relevant table for each Survivor and the important people, places, and factions your group listed in step 1. Discuss the narrative ramifications of each event and the effect it has on the Survivors and the world around them.

Survivor and NPC Events
1d20Development
1Decayed: You are exposed to Decay. Increase your Decay by 1. If this would cause you to reach 10 Decay, instead apply the Decay to an ally who saves you from your fate. What caused this? How do you feel about it?
2-3New Enemy: You make a new Enemy (see Survivor Creation). Who are they? How did they become your enemy?
4-7Family Tragedy: You or a member of your family experiences a tragedy, such as the death of a loved one. What was it? How did you recover from it?
8-13Defining Experience: You have a unique experience. Roll on the Defining Experience table (see Survivor Creation) and gain Proficiency in the associated Skill. If you already have Proficiency in the Skill, you double your Proficiency Bonus instead.
14-17Familial Blessing: You or a member of your family experiences a wonderful blessing, such as the birth of a new baby. What was it? How did it affect you?
18-19New Ally: You make a new Ally (see Survivor Creation). Who are they? How did they become your ally?
20Cleansed: You somehow recover from Decay. Reduce your Decay by 1. What caused this?

Haven or Location Events
1d20Development
1Decayed: Something increases the location’s Decay by 1. If this causes a Haven to reach Decay 10, it is destroyed. What was it? Is it still there? How did it affect any people living there?
2-3Landwarp: The weather, terrain, or flora in the location dramatically changes. The location’s Biome changes (see Haven Creation). If it is a Haven, it also loses one random Abundance and randomly gains another. What caused this? Is it ongoing? Can it be undone?
4-7Culture Shift: The people in the location undergo a monumental cultural shift. If the location is a Haven, generate a new Culture for it (see Haven Creation). Otherwise, the instincts of the creatures that live there change somehow. What caused this? Is the change welcome?
8-13Crises: A Crisis befalls the location. Determine the nature of the Crisis by following the steps in the Haven Creation thread. What are the details of the Crisis? Is it ongoing or was it resolved?
14-17Surprising Discovery: Something notable is discovered nearby or within the location. Add a new Landmark to the location (see Haven Creation). Was it always there? How has it changed the area?
18-19Faction Interest: A specific faction or creature takes a keen interest in a location. If the location is abandoned, they take over. Otherwise they regularly interact with the community there. What is the nature of their interest? Is it welcomed, hostile, or a mix of both?
20Unexpected Growth: Something causes a massive influx or expansion of people into the area. If it is a Haven, its Population doubles. If it is a location, it becomes a Haven with a Population of 4d4 × 10. What caused this? What are the positives and negatives of the population explosion?

Faction Events
1d20Development
1Dissolution: Terrible infighting or an unavoidable crisis causes the faction to come apart. What was it? Were there any survivors? Were any new factions born from its ashes?
2-3New Leadership: A new leader assumes control of the faction. Who are they? How did they gain control? What have they changed about ideologies or methods of the faction?
4-7Loss: The faction loses something valuable, such as an arcane artefact or a stockpile of resources. What did they lose? How did they lose it? How have they compensated for the loss?
8-13Convert: An important character the party knows joins the faction. Who joins and why? Why did they join? How do the party feel about it?
14-17Windfall: The faction acquires something valuable, such as an arcane artefact or a wealth of unique resources. What did they gain? How did they gain it? What do they plan to do with it?
18-19Relocation: The faction changes its base of operations. What caused the move? Where did they relocate to?
20Expansion: The faction experiences a period of great success which lets them increase their size and influence. What caused this? What have they done with their new power?

Entropy
GM, 57 posts
Mon 22 Apr 2024
at 23:22
  • msg #8

The Passage of Time

4: The Next Challenge


After enough time has passed, your Survivors will be called to aid the Haven once more. To prepare for the challenges ahead, take the following steps. Once you have completed these steps, you are ready to begin a new chapter of your story.

• Increase Population: The Haven’s Population increases by 1d4 per 100 people, minus the Haven’s Decay. If this results in a negative result, the Haven’s Population decreases instead.

• Generate Resources: The Haven generates Resources based on its new Population, as shown on above.

A Haven normally generates Resources every 4 weeks. However, during a Season, the Haven does not generate or lose Resources. This is because it is assumed that the Resources are regularly used up and replenished over the years, balancing things out. Some Seasonal Activities require Resources to complete while others can generate additional Resources, so be sure to track any such changes. Your Haven will generate Resources at the end of a Season.

• Defences Crumble: Any Defences that were not maintained (see above) fall into disrepair and no longer provide Resistance to Crisis Damage.

• Waymarkers Decay: The GM rolls to see if any Waymarkers succumb to Decay. The GM does not roll for any Waymarkers that were maintained or reinforced during this Season (see above).

• A New Generation: If any Survivors retired or were killed in the last adventure, create new Survivors now to take their place. Unless the GM decides otherwise, the new Survivor’s starting Level is equal to the number of retired Survivors in the Haven, to a maximum of Level 5.

Several high Level Class features, such as the Maker’s Mass Production or the Sage’s Enduring Lesson, forever alter a Haven, granting lasting benefits to all who are raised there. Keep this in mind when creating a new Survivor.
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