Downtime

At the end of each Downtime phase, the GM ticks each relevant clock equal to the highest number of Downtime actions taken by a PC.

Fulfill an obligation

Each Downtime, make an Obligation roll.
At the end of Downtime, for each action you take during downtime, make a tick on your obligations distributed as you see fit.

Then roll to see if one of the obligations from your relationships comes into play.
The GM chooses a relationship, and you roll your best Mental approach with a number of threat dice equal to the ticks on that relationship. If it's botched or dire, your obligation comes into play.

Recovery

Recovery is how you clear harm.
Whenever you recover, reset your momentum.

Help

Help can be gained from someone you trust with the right Expertise.

1 Action with Medicine Expertise: Help with Repair
1 Action with Consort Expertise: Help with Restore
1 Action with any Expertise: Help with clearing a Condition.

Rest

1 Action: Clear any 3 marks of Fatigue or Fog. Clear all marks on one ability.
1 Action: Clear Exhausted.
2 Actions: Clear Panicked.
1 Action: Tick a Wound, Maim, or Instability.

Repair

2 Actions (help needed): Clear Wounded.
4 Actions (help needed): Clear Maimed.

Restore

3 Actions (help needed): Clear Unstable.

Reach a contact

You can take the Contact action at the cost of movement through the city. Each district you move to takes 1 action.

Preparation

1 Action: Take the Prepare action.
1 Action: Tick a long term project track:
Training
Research
Acquire resource

Travel

Not implementing for this adventure!