>>96234770
You pick a project. Every project has a number called a "project goal". Whenever you are on downtime you get to do one 2d20 roll + relevant skill to make progress toward the project goal. Some projects require prerequisites like approval from a noble, or rare tests. Some projects can be aided (the amount of points you need to reach your goal is reduced) by having helpers or instruction manuals and things. Some projects have neat little events that fire during the project.
Projects include imbuing armor and weapons with magic, creating magic items, researching, etc. It also includes really fun shit like fishing (surprisingly robust fishing system), community service, hanging out with family. It's charming. Not sure how it holds up in the long run.
But it's one of the most steal-able parts of the book and fun if only for the research tables.
Picrel is the d10 event table for hanging out with family (you also get more stamina for "completing" the "Spend Time With Loved Ones" event)
You can have more than one project at a time but need to focus on one per downtime ("respites") in this game.
>>96233501
He's got to be diseased. I swear.
>>96233456
I'll say this, for as much as I dislike the game and won't play it... Victories works. By foregoing a respite (long rest, basically) and gambling against having enough stamina for the next fight, you are rewarded with having much stronger abilities (they scale with your victories). When you finally rest, victories turn into XP.
Mechanics-wise, its the best mechanic in the game at reinforcing the desired "gameplay loop". Super abstract (I'd design something like "momentum" for my own RPG to function similarly), but works as intended. The only major problem with victories is that large enough parties will accrue equal victories but unequal stamina usage. So certain characters will run out of stamina quickly and wish to take a respite to fully recover. Might be more feature than bug