Rule: Downtime

While adventuring keeps you busy, occasionally you’ll find yourself with time on your hands. This is the time to relax, recover, plan, and prepare.  
  • Performing Downtime Activities requires approximately a day’s worth of time.
  • Your GM will determine whether there is an opportunity for you to perform a Downtime Activity (some are only available in settlements or only outside one or even on specific location).
  • Each Activity has its own specific rules to determine the result of your chosen Downtime Activity.
  You must consume a Ration (Consumables) to avoid the onset of Starvation and sleep to avoid the onset of Fatigue.  

Anytime

Heal an Injury

Heal an Injury

Convalescence is a tedious but necessary activity for adventurers. Soothe your charred flesh in an spa or click that hip back into place with a massage.
Rest well, adventure long!
  See Treatment of injuries to know how it work.
 
Crafting & Work

Crafting & Work

At last you’ve got the time to bust out the tools and fix that piece of armor or pull on your apron and bake a fresh batch of your signature booster cakes.
  You can create, modify, or repair an item of your choice.
  • Crafting requires you have an Ability that grants you a Crafting Discipline.
    For example, Alchemy, Cooking, Forging, Engineering, Tailoring, or Enchanting.
  • You will also need the tools, and sometime materials and/or a Workshop as required by your chosen Crafting Discipline.
    Remember that you can own a Workshop or rent one with the Services (Workshop rental).
  If you are in a settlement...
  • You can work to make money with your Services (Crafter commission & Repair) (all condition above still apply).
    • You earn between 3 and 60 Gold (roll 3d20).
    Your GM will let you know if there's a lack of client around (after one or few days of work).

 
Identifying an artifact

Identifying an artifact

Artifacts usually don’t come with instruction manuals. With a bit of trial and error you’ll have it figured out in no time.
  You can attempt to identify a mysterious item’s powers and means of operation.  
Methodical inspection and experimentation requires an Insight Check.
Success :
You’ve discovered what the item does and how to activate it.
You can immediatly Attune to it if you want (Other gear types (Artifacts)).
Failure :
After much careful poking and prodding, the item remains a frustrating enigma.
You can now:
  • Wait to find someone else to identifying it later.
  • Throw caution to the wind and engage in Reckless Research.
    This grants you one last chance to identify the item. If you fail again you must roll the consequence on the table below, then give up.

    Reckless Research Failure Table :
    • (1-8) Snap!
      The item broke and now requires Light Repairs before it can be used.
    • (9-15) Kaboom!
      You are wounded by a violent energy blast, roll on the Injury Table (Light Injury)
    • (16-20) What the... !?
      Your careless prodding has triggered a mishap unique to the Artifact.
      Your GM will decide what this is.

 
Recruitment

Recruitment

Followers are fine, but they only stay for as long as the money lasts. If you want someone you can depend on, you’ll need to do a little convincing.
  You can attempt to convince another to follow you for a reason deeper and more lasting than a pay check.
  • Recruitment requires a Follower or another NPC that is lower Lvl than you.
    You can then target them with an emotional plea or a display of worth or power.
  • Your GM may decide it is impossible to recruit some stubborn character.
 
Requires a Contest :
Your Aura vs. its Constitution.
Success :
You have a Recruit.
  • You forge a Social Bond with your Recruit, if one doesn’t already exist.
  • The Recruit will follow you as long as you provide food, shelter and a symbolic cut of the spoils.
Failure :
You have been rejected.
  • You can try again next time you are both available during Downtime. Subsequent attempts to recruit the individual benefit from an Advantage.
 
If you mistreat, neglect or abuse a Recruit, your GM will break the Social Bond and they’ll abandon you.

 
Meditate

Meditate

When your mind’s a blur and your soul feels hollow, it’s time to breathe deep, and let the arcane tides flowback through your spirit. A little stillness goes a long way.
  Your Psy and Artifacts are affected by the Meditation.   Psy
You regain a number of Psy depending of your current Lvl.
  • Lvl 1 to 5: You regain 1 Psy.
  • Lvl 6 to 10: You regain 2 Psy.
You still passively regain the Psy you normaly do when sleeping.   Artifacts
OR
  • You can refill 1 charge from one of your Attuded Artifacts, unless otherwise specified (this can be further improved with some Abilities).

 
Socializing

Socializing

You’ve got a chance to spend some quality time with someone. It’s just what you need to raise your flagging spirits.
  Socializing requires another participant who is willing to spend time with you (they must also choose Socializing as their Downtime Activity).  
Requires a Contest :
Aura vs. Constitution (You choose which participant uses which Aptitude).
Success :
You connected in a meaningful way.
Failure :
You had fun but failed to connect in a meaningful way.

 
Scouting

Scouting

Appointing a Scout will give you advance warning of an imminent encounter or other valuable informations.
  Your GM will say if anything happen around while you scout.   You have 3 options:
  1. Scout for half the day (day or night), and still be able to sleep to avoid to suffer Fatigue.
  2. Scout for the whole time, but you will suffer Fatigue.
    If you assign 2+ person to Scout, they will not suffer Fatigue.

 
 

Settlements only

Sleep all day

Sleep all day

When a regular night of sleep just isn't enough, treat yourself with a full day off sleeping to finally be able to wake up refreshed.
 
  • Fully remove the Ailment (Fatigued).
  • You aren't aware of what will be happening around you while you sleep for the whole day.

 
Market bargaining

Market bargaining

Coin talks, but a clever tongue talks louder. Slip through crowds, spot a mark, and sweet-talk a merchant into discounting the price, or raising it when you're the seller.
One wink, one lie, one good deal richer.
  If you have the 'Two-faced profit-eater' Reputation from previous failed Market bargaining, you cannot use this Downtime Activity.  
Unorthodox bargaining tactics requires an Aura or Constitution Check.
Success :
You persuade the others merchant without attracting much attention.
  • You get a discount of 25% on buying common good (75% instead of the default 100%).
  • You can sell common good for 25% more (75% instead of the default 50%).
Failure :
You attract the attention of the others marchant, which doesn't appreciate your bargaining tactics, and rumor start spreading about you among them.
  • You gain the Reputation 'Two-faced profit-eater' as an extra Reputation, preventing you to Market bargaining again at that settlement.

 
Reputation management

Reputation management

Create a scene, or put on a public display, that will cause those who observe it to gossip. Now cement your notoriety with a few well-seeded rumors.
  You can attempt to engineer a Reputation in a Settlement. You can then take advantage of this Reputation later.
For example, you might throw money around and assume the guise of a ‘generous benefactor’ to ingratiate yourself with a village’s downtrodden community.   More options :
  • Spread your Reputation :
    Attempting to extend an existing Reputation from a neighbor Settlement to where you are, give you Advantage on your roll.
  • Changing your existing Reputation :
    Trying to change, or spread, a contradictory Reputation to an already established one incurs a Disadvantage on your roll.
 
Requires an Aura Check :
Success :
You managed your Reputation perfectly as intended.
Failure :
You go unnoticed or have created the wrong Reputation.
For example, the villagers now think you’re ‘vulgar and insincere’!

 
Research informations

Research informations

Ever since you heard that story in the tavern, or noticed that cryptic sigil carved into a tree, you’ve wanted to know more. If you spend the day researching, who knows where it might lead...
 
  • Researching requires a location with a source of specialist information.
    For example, a well stocked library or a wise hermit. Your GM will decide if your current location can support your investigation.
 
  1. First, ask a question about an object, individual, or place.
    For example, ‘Is there a forgotten alternative entrance to the jail?’.
  2. Next, your GM will tell you what your Research reveals, often this lead to an adventure.
    For example, ‘A secret trapdoor leading to the middle of the jail is rumored to be located in the sewer, but beware as many danger are known to lurk down below’.
  3. Now all you need to do is convince your comrades to follow you in the potential adventure your informations is leading you.

 
Learn a Spell at the Magic School

Learn a Spell at the Magic School

Hone your arcane skills at the Magic School.
With focused effort, you'll emerge with a new spell in your arsenal.
 
Only available where you can acces the World Archive of Magic (usualy in capitals, ask yout GM to be sure).
  There's a limitation on how many Spell you can learn this way.
  • The number of Spells that can be learned this way is equal to half your Insight Aptitude (rounded down).
  You have some limitation about which Spell can be learnt...
  • If you're not part of a Magic School, you're limited to Rank 0 Spell.
  • If you're a part of a Magic School, you can learn a Rank 1 (also 2 or 3 if Lvl 5+) Spell, of the Magic School you're part off, or any Rank 0 Spell.
  Spell learning price :
* If you fail your Insight Contest, the price is still paid.
  • Rank 0 : 100 golds.
  • Rank 1 : 150 golds.
  • Rank 2 : 300 golds.
  • Rank 3 : 600 golds (limited to Half your Insight Aptitude above 10).
 
Requires an Insight Contest :
You have an Advantage on the roll if you already failed to learn the same Spell before.
  • Rank 0 : Success (21+)
  • Rank 1 : Success (23+)
  • Rank 2 : Success (25+)
  • Rank 3 : Success (27+)
Success :
You learned the Spell.
Failure :
You failed to learn the Spell...

 
 

Adventure only

Hunting & Foraging

Hunting & Foraging

Why waste your precious foods when the land can provide?
 
  • The area around will only support one attempt at Hunting and one at Foraging.
  • If more than one person Hunts (or Forages), the character with the highest required Aptitude rolls and receives a Minor Bonus (+2) on its roll.
  • Your GM may tell you that toxic, desolate, or specifics areas will not yield any Rations (Consumables)!
  Foraging Potions Ingredients :
While Foraging, you can instead search for Potions Ingredients. In that case, the Ingredients found depend of the roll result :  
You can attempt to Hunt or Forage for food :
Success :
You’ve been able to find some Rations (Consumables) (or ingredient).
Your GM decides how many based on the terrain around…
Failure :
You haven't found anything that could serve as a meal (or ingredient).

 
Taming

Taming

Domesticated animals are ready to obey your commands, but spirited beasts caught in the wild will need taming before they can be gainfully employed.
  You can attempt to tame a wild beast and make it your Animal Companions.
  • Taming requires the beast to be contained in its natural habitat, so you can earn its trust or demonstrate your alpha status.
  • You cannot tame a beast that is equal or higher in Lvl than you.
  • For some beasts your GM may apply additional requirements.
 
Requires a Contest :
Aura vs. Constitution (You choose who uses which Aptitude).
Success :
The beast is tamed:
Failure :
The beast remains feral, you suffer a few scratches and a bruised ego.

 
Training your companions

Training your companions

Not all Followers take to adventuring naturally, but with a little guidance and perseverance even the most challenging students can benefit from your survival secrets.
  For a Companion to advance, they must attempt to win Training Points.
  • Limited to a maximum of 6 Training Points total.
 
Requires a Contest :
Your Aura vs. your Companion Constitution.
Success :
Your Companion gains 1 Training Point.
Failure :
Teaching is not your thing!
  • After a failed attempt, the next time you train with the same Companion you receive an Advantage on your roll.
  Spending Training Points
  • You can spend your Companion's Training Points on improvements.
 

Improvements

Any Companions :
  • Armor proficiency (2 points)
    Teach your Companion how to use one of the Armor types that you are able to use.
  • Value boost (2 points)
    The Companion gain +1 to its Attack Bonus or an Aptitude of your choice.
 
Followers only :
  • Weapon & Shield proficiency (2 points)
    Teach your Follower how to use one of the Weapon types or Shield types that you are able to use.
  • Ability acquisition (4 points)
    Teach your Follower one of your Starting or Standard Abilities.
 
Animal Companions only :
  • Enhanced movement (4 points)
    Raise your Animal Companion Speed by a single step.
  • Battle Ready Mount (4 points) (Mount only)
    The Mount become Battle Ready:
    Creatures trained for mounted combat can act in harmony with their master. When riding Battle-Ready Mounts you benefit from an Attack Assist.

 
 
 
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