A Turnsheet is your way of telling the GMs what your character is going to be getting up to in the downtime between sessions.
Generally speaking your character can undertake 3 significant activities in each turnsheet, so for each one you write down what you want to achieve and what your plan is. Then before the next session the GMs review all the turnsheets, see how they interact with each other, and then work out the results of everybody's actions.
The turnsheeting deadline is the Thursday Night, 11:59pm falling after the session. Turnsheets added past this deadline may not be processed by the GM Team; if you think you're going to miss it then please let your GM know.
You can submit Turnsheets electronically on the Chrysanthemum Wiki. You will have access to your own personal area of the wiki, inaccessible to other players in which you can enter your turnsheet information each week. However, you do not have to wait until after the session before starting your turnsheet - you could even start adding notes to future turnsheets in advance if you want. Turnsheets can be edited repeatedly, and are not processed by the GMs until the turnsheet deadline. You can make as many changes as you like up until the turnsheet deadline, after the deadline any further changes may be ignored.
When writing a turnsheet remember that it will not always be apparent to the GMs what your long term strategy is unless you make it clear in your turnsheet. The more detail you give us the less assumptions we will have to make.
Downtime represents the period of time that passes between meetings of the Order. Unless the GM team indicate otherwise there is a year between sessions.
In Chrysanthemum characters can influence the world through their actions during the downtime between sessions using Major and Minor actions.
Major Actions - These actions are the things that have a large impact on the world, therefore actions such as; “Invade the Province of Shu”, “Build a grand monument to honor my ancestors”, “Investigate the disappearances at Cloudbreak Moutain” or “ Assassinate the Head of the Treasury” would be appropriate Major actions. Characters can attempt three Major Actions every turn and should rank them in order of priority so that if something unexpected happens the GMs know how your character would use limited time or resources.
Minor Actions - The little things that require little effort and do not significantly advance anyone's story. Minor actions include such things as attending social events, passing on a letter or buying some new clothes. Minor actions should never be more than a sentence long and will receive about the same amount of feedback. Characters can perform as many minor actions a turn as they want but the GMs give no guarantee they will read them all.