Downtime
Downtime Actions:
Carouse
Espionage
Larceny
Research
Training
Crafting
When you return victorious from an adventure you will be able to take the time to reflect on what you learned, share out the spoils and pursue your other interests before you delve once more into the breach.
Gain XP
Consider the last adventure, you gain 3 XP for each of your character goals you completed over the course of it, if you completed or expressed them multiple times you instead gain 5 XP for that goal.
After you have gained your XP you may alter your personal goal, or party goal if everyone agrees.
Loot
Count up the loot you gathered from your last adventure. You may sell this loot and your GM will let you know any complication that might arise.
The resulting Coin should be distributed among the party and potentially invested into wealth.
Recovery
You take the recovery downtime action for free as you rest and recover from the adventure you just had.
When you recover:
- Regain all stamina, and
- Regain any class resources that restore on recovery.
- If wounded you may begin a 6 segment healing clock, you fill this by finding a healer and rolling a skill check with them. When the clock fills you may clear all wounds.
Downtime
- Downtime occurs between sessions.
- You gain temporary coin equal to your wealth for the duration of the downtime phase.
- You get 2 downtime actions. You gain additional actions for 1 coin each.
- You may spend actions to Recover additional times.
Carouse
When you Carouse, you spend your money making friends and earning favour's. You may get drunk at the bar, invite the local librarians out for a nice dinner or even do some gardening with the local druids. Either way you meet new people and earn Favors.
Favors can be earned to Know a Guy the party needs or Call In a Favor from a character the party already knows.
Describe how you network and roll a skill check, add +1d for each coin you spend to buy good drinks or food.
Critical: Earn 2 Favors, and somebody kindly covers 1 coin of your costs.
Great: Earn 2 Favors.
Mixed: Earn 1 Favor.
Fail: Earn 1 Favor, however a complication arises that must be resolved before you can use it.
Espionage
When you Spy you gossip with locals, sneak into hidden areas or lure people into compromising situations. Learning Secrets in the process.
You can expend a Secret at any point to Blackmail a character, forcing them to help you (but lose -1 relationship) or to Know a Secret relevant to your situation. Agents can also expend secrets to gain XP.
Describe how you gather your secrets and roll a skill check, add +1d for each coin you spend to grease the wheels.
Critical: Learn 2 Secrets, and steal enough to cover 1 coin of your costs.
Great: Learn 2 Secret.
Mixed: Learn 1 Secret.
Fail: Learn 1 Secret, but you get caught and reduce a faction or characters relationship by 1
Larceny
You gamble with thieves, contact the black market or burgle goods. You obtain a package of goods that may or may not be illicit.
Unmarked Packages each take up 1 slot and can be opened to reveal legal or illegal items needed by the party worth no more than 1 coin per package.
Describe what crime you commit and roll a skill check, add +1d for each coin you exchange with the right people.
Critical: You find 2 Unmarked Packages, and steal enough to cover 1 coin of your costs.
Great: You find 2 Unmarked Packages.
Mixed: You find 1 Unmarked Package.
Fail: You find 1 Unmarked Package, but are caught by the law, you must pay a 1 coin fine or lose 1 downtime action in jail.
Research
You study by searching libraries, talking to scholars or exploring safe ruins. Your studies into esoteric subjects gathers you Knowledge.
Knowledge can be expended to Spout Lore that will be helpful at a given moment or to Reason Untruth and prove another characters statement false.
Describe where you begin your search and roll a skill check, add +1d for each coin spend on ink and books.
Critical: You find 2 Knowledge and gain access to a rare tome.
Great: You discover 2 pieces of Knowledge.
Mixed: You discover 1 piece of Knowledge.
Fail: You discover the location of 1 piece of Knowledge, but it is hidden in an obscure location.
Training
When you train you must find a trainer who can teach you what you want. They will often ask a fee of 1 coin for each 4 segments of the clock. \
Roll a skill check, progressing the clock from the results as below.
Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but your trainer falls ill or otherwise is unable to train you further, you must resolve the issue or find a new trainer.
Creating the clock:
- A skill will take a clock with 2 segments for each total skill bonus you already have beyond your starting skills.
- A Language or dialect will take a clock with 6 segments, 4 if you know a related language.
- An Ability, Feat or Spell will a clock with 8 segments, plus 4 for each level above 8th you would have to reach to gain it (eg. 1st feat would take 8+4×2=12 to reach a theoretical 10th level, 2nd feat would take 8+4×3=16 ticks).
Crafting
When crafting you should first decide what you wish to make, such as: a weapon, magical item, scroll or piece of art, and what effect or benefits you wish it to apply.
Your GM will give you a blueprint containing what clock the item will take to complete and what Materials and supplies you will have to gather.
Roll a skill check, progressing the clock from the results as below. Critical: Progress 4 ticks. Great: Progress 3 ticks. Mixed: Progress 2 ticks. Fail: Progress 2 ticks but your equipment is destroyed, you must spend a coin to replace the lost materials to continue
Creating the Clock:
- A Masterwork (+1 tag) weapon: 8 clock, 2 coin in materials.
- An Uncommon (+0) magical item: 8 clock, 3 coin in materials.
- A Rare (+1) magical item: 10 clock, 5 coin in materials and at least one Rare material you will have to find.
- A Legendary (+2) magical item: 12 clock, Expert Craftsmen, Legendary Material and 10 coin in equipment.