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Standard Timescale

Rules • Home Defiant TTRPG

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Standard Timescale

This is the timescale where most of the gameplay of Home Defiant will take place. In this timescale, order of action do not matter as much as the actions being executed. This timescale is used while roaming in a town, taking a rest, travelling over short distances and many more.

Hourly Grind

While the focus of adventuring is often on fighting monsters and saving the princess, the activity done in between can slowly wear you down if you are not careful. Resting should be done regularly throughout the day so that you are not caught while simmering in exhaustion. If a creature spends time performing any strenous activity like travelling, physical labour or general adventuring, they gain 1 Wear at the end of the hour.

The World Goes On

Defiants may be tempted to get as much Rest as they can in between Encounters and that is certainly possible. However, the world goes on while they are Resting. Enemies might shore up their forces to stage an unfair battle against the party. Villians may continue with their plan to complete the Destruction their Ritual they are planning. Targets might leave the location to escape the party during that hour. The Fates should keep this in mind whenever the party is taking their time with Rests. For every hour the Defiants rest in a situation where time matters, The Fates gain a Fate Point.

List of Standard Time Actions

In addition to Regiments, the following are some standard actions that are available at this time scale.

Toggle Compact

Craft

( +1 h )
Turn raw supplies into tools that can help you in your journey.
Perform one of the following actions:
  • Hasty Work. Spend 1 suitable Supply for +6 Progress to a Creation Project.
  • Quality Work. +4 Progress and perform a Quality check to a Creation Project.
  • Patient Work. +2 Progress to a Creation Project.
  • Rework. Spend 1 suitable Supply for -1 Progress to a Creation Project.

Forage

( +1 h )
Take what you can. The world will do the same come your time.
Perform one of the following action:
  • Scavenge. Perform a Focus + Survival to find Raw Supplies from the environment
  • Carve. Perform a check as determined by the Fates to harvest Supplies from a dead creature.

Keep Watch

( +10 m )
Keep your eyes peeled. Foes come from all sides.
Perform a Focus + Survival to keep an eye for incoming or patrolling creatures within range.

Prime

( +10 m )
Prepare your mind for the coming battle, burn it for your success.
You may unprime any number of your Trained Skills. Then, Prime a Trained Skill of your choice. By spending 1 Potential, you can perform this action again immediately.

Rest

( +1 h )
Sleep off the wears and wounds of the day. When day breaks, the cycle begins anew.
Perform one of the following actions on yourself or another creature within 10m that is taking the Rest action as well.
  • Relax. Lose a number of Wear equal to 1 + Might attribute.
  • Eat. Regain a number of Potential equal to 1 + Vigor attribute.
  • Sleep. Lose one Shallow Wound.
  • Bandage. Change the descriptor of one Deep Wound.
When resting in a comfortable location as determined by the Fates, you may perform two Rest actions instead. You do not get this benefit with the Break action.
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Standard Timescale

Rules • Home Defiant TTRPG

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