Downtime
Basics
Downtime activities are generally by activity days. An activity day requires you to spend 8 hours of your day, and you cannot use this time to perform any other actions not listed here.
Downtime Activities
Scheme for an Upcoming Adventure
You can use downtime to prepare for an upcoming adventure or event. Every day spent on this activity earns you 1 Prep point. In addition, you can buy additional Prep points during this period by spending 100 gol per point. Prop points can be used to give you boosts to your actions during the adventure. You can spend 1 Prep point to gain a +2 bonus on one skill check; you can spend multiple Prep points on one check and their effects stack.
Flashback
Alternatively, you can spend Prep points to perform a Flashback action. You can instigate a Flashback at any point during your adventure, going back in time up to one week to declare that you did an action that would affect the present. You must have been free and present at the location of when and where you wanted to do this action, and the action's success must be possible for you to accomplish. Flashback actions can only alter circumstances in the present as long as they have not been confirmed to be fact. For example, when your enemy reaches in their pocket to pull out a magic item, you can say that you pickpocketed the item with Sleight of Head on a previous day in your Flashback, but you cannot say that you killed him at that time. The GM has the final say as to what could or could not have happened in the Flashback.
Each Flashback action costs 4 Prep points, but they are always successful. Multiple creatures can participate in the same Flashback as long as they did this downtime activity together, and they each use their own Prep points.
Organize Army Unit
Make a DC 20 Soldier check to organize followers of your retinue into an army unit (see Mass Combat). It takes a number of days equal to twice the unit's size modifier. Each degree of success reduces the number of days needed by 1 (to a minimum of 1).

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