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| Extravagant || 100 gp || 625 gp | | Extravagant || 100 gp || 625 gp | ||
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* You can attempt to Subsist (see below) using Society or Survival for free. | |||
Paying a month ahead of time is slightly cheaper. | Paying a month ahead of time is slightly cheaper. |
Latest revision as of 16:27, 19 June 2023
Downtime generally runs 1 week at a time (with the last "week" in a stretch of downtime running from 4 to 10 days).
During each stretch of downtime you can take a major action and a minor action.
Every player should choose their major and a minor actions, before the actions are adjudicated (as they all occur in parallel over the course of a week).
In addition to your major and minor action you can generally find enough time to purchase items and socialize during your free time.
Each stretch of downtime you also need to handle your cost of living:
Standard of Living | Week | Month (45 days) |
---|---|---|
Subsistence* | 4 sp | 2 gp |
Comfortable | 1 gp | 6 gp |
Fine | 30 gp | 180 gp |
Extravagant | 100 gp | 625 gp |
* You can attempt to Subsist (see below) using Society or Survival for free.
Paying a month ahead of time is slightly cheaper.
Major Income Downtime Actions
Earn Income
You use one of your skills to make money during downtime. The GM assigns a task level representing the most lucrative job available. You can search for lower-level tasks, with the GM determining whether you find any. Sometimes you can attempt to find better work than the initial offerings, though this takes time and requires spending your minor action to use the Diplomacy skill to Gather Information, doing some research, or socializing.
After your first day of work, you roll to determine your earnings. You gain an amount of income based on your result, the task’s level, and your proficiency rank (as listed on Table 4–2: Income Earned).
You can continue working at the task on subsequent days without needing to roll again. For each day you spend after the first, you earn the same amount as the first day, up until the task’s completion. The GM determines how long you can work at the task. Most tasks last a week or two, though some can take months or even years.
Earn Income: Crafting Goods for the Market
Using Crafting, you can work at producing common items for the market. It’s usually easy to find work making basic items whose level is 1 or 2 below your settlement’s level. Higher-level tasks represent special commissions.
Earn Income: Practicing a Trade
You apply the practical benefits of one of your Lore specialties during downtime by practicing your trade. This is most effective for Lore specialties such as business, law, or sailing, where there’s high demand for workers. The GM might increase the DC or determine only low-level tasks are available if you’re attempting to use an obscure Lore skill to Earn Income. You might also need specialized tools to accept a job, like mining tools to work in a mine or a merchant’s scale to buy and sell valuables in a market.
Earn Income: Staging a Performance
You perform for an audience to make money. The available audiences determine the level of your task, since more discerning audiences are harder to impress but provide a bigger payout. The GM determines the task level based on the audiences available. Performing for a typical audience of commoners on the street is a level 0 task, but a performance for a group of artisans with more refined tastes might be a 2nd- or 3rd-level task, and ones for merchants, nobility, and royalty are increasingly higher level.
Task Level |
Typical DC |
Failure | Trained | Expert | Master | Legendary |
---|---|---|---|---|---|---|
0 | 10 | 7 cp | 3 sp, 5 cp | 3 sp, 5 cp | 3 sp, 5 cp | 3 sp, 5 cp |
1 | 15 | 1 sp, 5 cp | 1 gp, 5 sp | 1 gp, 5 sp | 1 gp, 5 sp | 1 gp, 5 sp |
2 | 16 | 3 sp | 2 gp | 2 gp | 2 gp | 2 gp |
3 | 18 | 5 sp, 5 cp | 3 gp, 5 sp | 3 gp, 5 sp | 3 gp, 5 sp | 3 gp, 5 sp |
4 | 19 | 7 sp | 5 gp | 5 gp, 5 sp | 5 gp, 5 sp | 5 gp, 5 sp |
5 | 20 | 1 gp, 5 sp | 6 gp, 5 sp | 7 gp | 7 gp | 7 gp |
6 | 22 | 2 gp | 10 gp, 5 sp | 14 gp | 14 gp | 14 gp |
7 | 23 | 3 gp | 14 gp | 17 gp, 5 sp | 17 gp, 5 sp | 17 gp, 5 sp |
8 | 24 | 3 gp, 5 sp | 17 gp, 5 sp | 21 gp | 21 gp | 21 gp |
9 | 26 | 4 gp | 21 gp | 28 gp | 28 gp | 28 gp |
10 | 27 | 5 gp | 28 gp | 35 gp | 42 gp | 42 gp |
11 | 28 | 5 gp, 5 sp | 35 gp | 42 gp | 56 gp | 56 gp |
Craft
Using the Crafting skill, you can craft an item of your level or lower, for which you have the formula and tools. You need the Alchemical Crafting skill feat to create alchemical items, the Magical Crafting skill feat to create magic items, and the Snare Crafting feat to create snares. You will also need an amount of raw materials depending on your Crafting roll.
Make a Crafting roll. The GM determines the DC to Craft the item based on its level, rarity, and other circumstances.
Critical Success: You successfully craft the item. You must expend an amount of raw materials equal to the item's price reduced by (Income Earned by task of your level + 1) / 2 (reducing the item's cost to a minimum of half price).
Success: You successfully craft the item. You must expend an amount of raw materials equal to the item's price reduced by Income Earned by task of your level / 2 (reducing the item's cost to a minimum of half price).
Failure: You fail to complete the item. Either waste half the item's price in raw materials, or pay the item's full price in raw materials to try again. On this retry a success will mean a completed item (at no reduced cost), while a failure means that an amount of raw materials equal to the item's full price have been wasted.
Critical Failure: You waste half the item's price in raw materials, and get no chance to salvage the project.
You can Craft items with the consumable trait in batches, making up to four of the same item at once with a single check. You also Craft non-magical ammunition in batches, using the quantity listed in Table 6–8: Ranged Weapons.
If you waste materials on a failure or critical failure, depending on circumstances you may actually be able to salvage and sell a large part of the raw materials getting back 4/5 of their cost. (I.E. lose only 10% of the item's price if you waste half the item's price in raw materials, or 20% if you waste the item's full price).
Craft - Refining
If you succeeded on a Craft downtime action the previous downtime stretch, you may spend the following downtime stretch to reduce the amount of raw materials used by an amount equal to Income Earned by task of your level (or your level + 1 if the roll was a Critical Success).
You can also refine your item if your original Crafting roll was a failure, but you succeeded on the retry roll.
Perform Enterprise
You can spend time setting up or dealing with a business, investment, organization or other enterprise.
The details of these can vary greatly depending on the specifics, but generally involve a large investment in time and money.
Subsist
You try to provide food and shelter for yourself, and possibly others as well.
The GM determines the DC based on the nature of the place where you’re trying to Subsist.
Critical Success: You either provide a subsistence living for yourself and one additional creature, or you improve your own food and shelter, granting yourself a comfortable living.
Success You find enough food and shelter with basic protection from the elements to provide you a subsistence living.
Failure You’re exposed to the elements and don’t get enough food, becoming fatigued until you attain sufficient food and shelter.
Critical Failure You attract trouble, eat something you shouldn’t, or otherwise worsen your situation. You take a –2 circumstance penalty to checks to Subsist for 1 week. You don’t find any food at all; if you don’t have any stored up, you’re in danger of starving or dying of thirst if you continue failing.
This action can be performed as a Minor Downtime Action by taking a –5 penalty.
Major Health Downtime Actions
Longterm rest
Spending a week resting, you will recover all Hit Points, unless something is preventing your natural healing.
Treat Disease
You can treat one or more patient's for disease, as per the standard rules.
Treat Wounds
During a downtime stretch, you can perform Treat Wounds up to 300 times, dividing the treatment among as many creatures as you wish. You may use your passive score in Medicine to establish your general success. Achieving this healing rate does require a continuous flow of patients.
Major Retraining Downtime Actions
Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or falling into shared magical trances. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor. Some abilities can be difficult or impossible to retrain (for instance, a sorcerer can retrain their bloodline only in extraordinary circumstances).
Retrain Feat
You can spend a week of downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a wizard feat.
Retrain Skill
You can spend a week of downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in one skill by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away.
For instance, if your bard is a master in Performance and Stealth, and an expert in Occultism, you could reduce the character’s proficiency in Stealth to expert and become a master in Occultism, but you couldn’t reassign that skill increase to become legendary in Performance.
Keep track of your level when you reassign skill increases; the level at which your skill proficiencies changed can influence your ability to retrain feats with skill prerequisites.
You can also spend a week to retrain an initial trained skill you gained during character creation.
Retrain Class Feature
You can change a class feature that required a choice, making a different choice instead. This lets you change a druid order or a wizard school, for example. The GM will tell you how long this takes — always at least 4 weeks.
While retraining, you still have access to the old class feature.
Major Miscellaneous Downtime Actions
Acquire Contact
Spend time finding a contact. Choose either a contact that can provide you with a specific service (such as a lawyer, alchemist or smuggler), or a contact that is a member of a specific faction.
Make an appropriate check (usually Diplomacy), with a secret DC. Both skill and DC is decided by the GM (depending on the circumstance and the accessibility of the service or faction, and the method of contact decided by the player).
Critical Success: You gain a contact of the desired type, and the contact has a friendly attitude.
Success: You gain a contact of the desired type, and the contact has a neutral attitude.
Failure: If you were seeking a contact of a common service or faction, you gain a contact has a neutral attitude, but below average usability. Otherwise you fail to find a contact this downtime stretch.
Critical Failure: Either your attempts to find a contact becomes known to an enemy, you are put in contact with an agent of an enemy in the faction, or you exhaust easily available contacts of the given type.
Create Forgery
Create a major forgery, as per the standard rules.
Gain Reputation
You attempt to gain reputation with a faction. A minor favor can be performed without any roll necessary.
A moderate favor requires significant effort, such as significant expenditure of resources, or at least 3 checks with consequences for failure.
Gather Information
You gain 10 rolls that you can use to canvas the settlement. For each roll choose a piece of information you are searching for, and the method you use to do so. This can be very specific (searching the library for a secret entrance into the Mayhaven Manor), or as general as trawling the city for random rumors. The GM sets the DC and skill needed according to the information sought.
Success: You gain information about the desired topic.
Failure: You fail to gain the information. You may choose a different method, and attempt again by expending another roll. This can only be done once for each piece of information.
Critical Failure: You collect incorrect information about the topic, or attract unwanted attention, as determined by the GM.
Each piece of information (except random rumors) can only be searched for once during a downtime stretch by any single PC.
Information | DC |
---|---|
Talk of the town | 10 |
Common Rumor | 15 |
Obscure Rumor, Poorly Guarded Secret | 20 |
Well-guarded or Esoteric Information | 30 |
Known only to a select few | 40 |
Research Facts and Lore
You gain 10 rolls that you can use to research. Pick a topic, and the method you use research it (such as researching about the Empyrean Empire at the Grey University library). Before each roll, you may adjust the specifics of your topic and method, depending on GM approval (asking the professor Sley at the Grey University about the Empyrean ruins uncovered in your research). The GM sets the DC and skill needed before each roll.
Success: You gain information about the desired topic. For uncommon or rare information, at the GM's discretion, this might only be information about where you can find actual information about the topic.
Failure: You fail to gain the information. You may try again by expending another roll, and possibly changing your method. The GM may announce that you have exhausted the possibility of learning anything, and must choose a new (but related) topic.
Critical Failure: You collect incorrect information about the topic, or attract unwanted attention, as determined by the GM.
Information | Example | DC |
---|---|---|
Basic Knowledge |
Who is our king | 10 |
Common Knowledge |
Location of famous dungeon |
15 |
Obscure Knowledge |
Birthplace of by-gone hero |
20 |
Esoteric Information |
Location of ancient lost city |
30 |
Known only to a select few |
Location of artifact, buried and hidden |
40 |
Research Formulas and Spells
This generally involves detailing the formula or spell with the GM, and then using twice the normal price of the Formula or Spell to craft it. The research may require special raw materials that cannot simply be bought on the open market, such as certain monster parts, planar materials or books and research papers.
Reverse Engineer Formula
Reverse engineer, as per the standard rules, and the #Craft rules here.
Minor Downtime Actions
Aid (Special)
You may discard your planned Minor Action, to instead perform the Aid downtime action, assisting another character with a single roll on a Downtime action (minor or major). This generally works like the Aid action.
Gather Rumors
You spend some time hanging out in locales where you can gather the latest rumors. Choose either general rumors, or choose a specific faction, person or locale to gain rumors about.
Make a Society roll against DC 10.
Critical Success: If gathering general rumors, you hear 5 random rumors. If gathering specific rumors, you hear 3 relevant rumors, or 1 rare relevant piece of information, determined by the GM.
Success: If gathering general rumors, you hear 3 random rumors. If gathering specific rumors, you hear 1 relevant rumors.
Failure: If gathering general or specific rumors, you hear 1 random rumors.
Critical Failure: If gathering specific rumors, it becomes known to a relevant party that you are doing so.
Learn A Spell
You spend some time to learn a spell, as per the standard rules.
Subsist (Minor)
You try to provide food and shelter for yourself, and possibly others as well, while doing a major Downtime action. See the major Subsist action for the details.
Downtime and Healing
During a normal stretch of Downtime you will recover a number of hit points equal to your Constitution modifier (minimum 1) x your level x 5.