Basic Info:

During downtime, you can attempt multiple activities.

The first check is DC 5. Each additional activity increases the DC by 5. (i.e. DC5 > DC10 > DC15…)

On a failure, you can either accept the failure or take a Fracture token, allowing you to reroll.

Tokens

Then, at the end of the session, we tally your total Fractures tokens. Each Fracture must be spent in one of the following ways:

  1. Disadvantage on 1 proficient ability (character skills, saving throws, initiative, attack rolls…etc)
  2. OR disadvantage on 2 non-proficient abilities
  • Fractures persist until:

    • Successful Rest (via the ‘Relax/Recreation’ activity)
    • Divine or arcane intervention
  • At 6x Fracture tokens, they turn into 1 Tear Token, where something bad will happen.

Allowed Modifiers

  • Flash of Genius (once per player, per downtime)
  • One use of Inspiration (per player, per downtime)
  • Further options may yet await, should we think of them…

Activities Available:

  • Influence / Social
  • Research / Mystery
  • Exploration
  • Crafting
  • Snooping / Stealth
  • Buy a Magic Item(s) / Trade
  • Do a Crime
  • Do a Gambling
  • Pit Fight
  • Relax / Recreation
  • Religious / Ritual
  • Scribe a Spell Scroll
  • Sell Magic Item(s)
  • Training / Work a Job

Some say fractures represent something in you beginning to split — belief, patience, values, or perhaps even identity.


I took inspiration of these rules after watching Fantasy High S3E7 (Stress Tested) - fully adapted from Brennen Lee Mulligan’s own homebrew rules.