Downtime in Prochorbis | World Anvil
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Downtime

Not even the most battle-scarred and seasoned mercenary spends every day in combat. Most adventurers have a few days or weeks between jobs, and even if their schedule is packed, planning for expeditions requires time—time that can’t be spent fighting foes or exploring. The rules here detail what adventurers might be doing in the quiet times, between the excitement of exploration and the terror of combat.

 

Downtime Rules


  • Downtime is measured in days of 24 consecutive hours of Pact Standard Time. During a day in which you don’t do any adventuring, use overland movement, or take part in other time-consuming or demanding activities, you can engage in one of the downtime activities.
  • Thus, it is possible to have "Downtime" during an expedition if you spend the entire day doing these downtime activities instead of actively exploring.
  • The in-game time between each session/expedition is 48 hours of Pact Standard Time (2 Days). This accounts for the time required to plan and prepare for the expedition. For purposes of counting downtime, an expedition counts as 5 days. Thus, if you immediately attend the next expedition, you have 2 days of downtime. If you skip an expedition, you have 7 days of downtime, and for each expedition you skip, it is an additional 7 days of downtime.
  • The downtime activity tracker can be found -> HERE <-.


Available Downtime Activities

Analyze Sample

With time and a physical sample, you can learn a great deal.

  Activity: You spend an entire day analyzing a physical sample of a creature or material. The sample must have at least light bulk, and you must have access to an appropriate workbench. If you do not have a workbench, proceed as if you were taking a exploration action version of Analyze Sample (with a multiday circumstance bonus of +1 for each day, up to a maximum of +5).   Results: You learn information about the creature or material as if you had taken 30 on a skill check to identify it, using the Life Science if it’s a biological organism, Engineering if it’s a technological or hybrid item, or Mysticism if it’s a magic or hybrid item. You must be trained in the appropriate skill or you gain no benefit. The GM might rule that certain creatures or materials are too rare or unusual to be identified this way.   Multiday: For each consecutive day you spend on this downtime activity, you gain a cumulative +2 circumstance bonus to your check, up to a maximum of +10.


Build Your Brand and Network

A good public standing require networking.

  Activity: You spend the day establishing connections and networking within the settlement. Roll a DC 15 + 1.5 x Character Level Diplomacy Check.   Results: On a success, you gain +2 circumstance bonus to Diplomacy checks in the settlement for a week, and you have advantage (roll twice and take the higher roll) on your profession checks to Practice Profession for the next week.


Carouse

You make the most of your downtime by spending it out on the town or holed up, reveling in whatever hedonistic experiences or substances you favor. This helps you shed the stress of an adventuring lifestyle—or prepares you for it.

  Activity: Spend a number of credits equal to 100 × your character level while in a settlement, or else consume an equivalent value of intoxicants. At the end of the day, attempt a Fortitude saving throw (DC = 10 + your character level). You take a cumulative –2 penalty to this saving throw for each time you’ve used the carouse activity in the past 7 days.   Results: On a success, your maximum Resolve Points increases by one for your next expedition (double this number of Resolve Points if your character level is at least 10th level). If you fail the Fortitude saving throw by 5 or more, you’re drained by the experience instead and lose 1 Resolve Point for the first day of your upcoming expedition; you can’t regain this Resolve Point in any way until after the first day.


Convalesce

When you’re injured or suffering from certain afflictions, complete bed rest can help speed your recovery.

  Activity: You spend an entire day resting. You don’t have to sleep for every minute, but you must refrain from movement, combat, spellcasting, skill use, and any other fairly demanding physical or mental task.   Results: You recover 2 Hit Points per character level, as the rules on page 251 of the Core Rulebook. You move one step toward healthy on the progression track of each poison you’re affected by, provided you’ve either fulfilled that poison’s cure condition or reached the end of its duration. If another character successfully provides you with longterm care, you can recover an additional 2 Hit Points per character level. If you utilize a medical laboratory or facility in the settlement, you can double the amount of health that you recover per day from Convalesce and Provide Longterm Care.


Cook

You attempt to cook a delicious meal with the ingredients you have gathered.

  Activity: You spend your day attempting to cook two meals. Attempt a survival skill check with the DC found on the Meals page in the Player Datapad.   Results: You can attempt to cook two meals per downtime day.


Coordinate

You and your allies practice teamwork exercises, combat routines, and fundamental skills, building a rapport that pays dividends.

  Activity: You spend an entire day training with at least one other creature who is performing the coordinate activity. Up to six creatures can train together this way, as long as each is using the coordinate activity. If you own a gym or a sparring arena, this automatically succeeds. Otherwise, each creature that is coordinating must roll a sense motive check with a DC of 15 in order to succeed.   Results: On the following day, when you grant a creature you trained with a bonus using aid another, covering fire, or harrying fire, you can increase that bonus by 1.   Multiday: For each consecutive day you spend coordinating with an ally, you increase the bonus of using aid another, covering fire, or harrying fire by 1 up to a maximum of 5. This increase lasts for the number of days you spent coordinating.


Crack Technology

Sometimes it’s easier to make off with an entire device and break into it at your leisure than to do so under fire.

  Activity: You spend an entire day working to crack a single computer or object whose item level is no more than 2 higher than your character level (a computer’s effective item level is 2 × its tier). The entire computer system or other locked or secured object must be in your possession, and to crack an object, you must have access to a tech workbench or similar facilities. Usually, only one character can use the crack technology activity on a given item in a given day, though depending on its size or complexity, the GM might allow checks to aid another. If you do not have a tech workbench, proceed as if you were taking a Crack Technology exploration action with a multiday circumstance bonus of +1 per day, up to a total of +5.   Results: You can take 30 on a Computers check to hack the computer system or an Engineering check to disable the device. This triggers defensive countermeasures as normal when hacking a system and has the same consequences for failure as when disabling a device. The GM might rule that certain devices are too powerful to be hacked or disabled this way.   Multiday: For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to the appropriate check, up to a maximum of +5.


Craft Items

If you have the necessary ingredients and tools, you can craft almost anything.

  Activity: You spend a day attempting to craft two items. You must attempt a skill check appropriate for the type of item you are crafting. Refer to the Crafting page in the Player Datapad for the crafting DC. You must have the necessary ingredients as well as an appropriate workbench in order to craft an item.   Results: You craft two items per downtime day spent.


Drill

You practice a specific task, whether using holovid training materials, running through a computer simulation, or simply repeating a key motion hundreds of times, until its execution becomes muscle memory.

  Activity: Choose a single task of a specific skill (such as the balance task of Acrobatics) that takes 1 minute or less. You spend the day practicing the chosen task. At the end of the day, attempt a skill check appropriate to the chosen task. If you drill a task, the DC for this check is equal to 15 + 1.5 × your character level.   Results: On a success, the first time the next day you attempt the chosen skill check, you can take 20, even if stress or distractions would normally prevent you from doing so. If you exceed the DC of the drill check by 10 or more, you can also take 20 the second time you attempt the chosen action or check.


Entertain

You coordinate or conduct activities, performances, and other entertainment to help a group relax and pass the time.

  Activity: Choose up to 12 willing creatures who are using the lounge downtime activity. Attempt a skill check using a Charisma-based Profession skill you’re trained in (though the GM can allow other skills as appropriate to the lounge activities of the creatures you’re entertaining). The DC of this check is equal to 15 + 3 per creature you’re entertaining.   Results: If you succeed, each Creatures you’ve properly entertained gains the party +1 Morale and doubles the temporary Hit Points that the Lounge activity grants. If you properly entertained 3 or more creatures, you also gain the normal bonuses for the lounge activity. A creature can benefit from the entertain activity at most once per day.


 

Explore Futures

You meditate on the mystical energies of the multiverse, scan alternate realities, write and run complex predictive algorithms, or otherwise gain insight into what the following day might bring.

  Activity: You spend your day exploring a potential future event that may occur during your next expedition. Attempt a Mysticism check or, if you have access to a computer of tier 5 or higher, a Computers check. The GM determines the difficulty of this check. You can’t take 20 on this check.   Results: Your character predicts a potential future event. It could be a prediction of the weather, potential encounters, or dangers of an expedition. The prediction could also be false if the roll did not succeed.


Inoculate

When headed into an environment you know to be infectious, such as a settlement stricken by a plague or a toxic jungle, you can spend your downtime taking preventative measures.

  Activity: You spend the day inoculating your allies. At the end of the day, designate up to six willing or unconscious creatures you can touch. Attempt a Medicine check for each of these creatures; the DC is the same as the DC of the specified affliction. Each creature must choose whether or not to accept your treatment before learning the result of this check. You must have an appropriate antidote or vaccine to inoculate with.   Results: On a success, a designated creature gains a +4 circumstance bonus to saving throws against initial exposure to the specified affliction. This doesn’t apply to creatures currently affected by that affliction, and doesn’t stack with bonuses from medicinals. These effects end after 1 week.


Gamble

You gamble your hard earned money for a chance to win a jackpot.

  Activity: You spend a day gambling at the local gambling den. Bet an amount of money. Roll three D20s, on a 1-10 you fail, on a 11-20 you succeed.   Results: On two successes you double your money that you bet. On two failures you lose your money.
On a single Nat 1, you automatically lose, unless you roll a 20.
On a single Nat 20, you quadruple your money if you win, or prevents you from losing your money if you lose.
On two Nat 20s, you earn 10 times the money you bet.
On three Nat 20s, you earn 100 times the money you bet.
Whatever amount you win, the gambling den takes 10%


Hunt Bargains

You scour markets, either virtually or in person, bartering, comparing prices, and finding promotions or other discounts to hunt down the absolute best bargains on gear.

  Activity: Choose a specific piece of equipment that is available in your current settlement. Attempt a skill check using Diplomacy. The DC of this check is equal to 15 plus 1.5 × the item’s level.   Results: On a success, you are able to find a deal on the specified item and can purchase it for 25% less than normal. On a failure, you are unable to work out any credit-saving deals in that market, but you can still purchase it at full price.   Multiday: If you spend a week hunting bargains, you can purchase a piece of equipment for 50% less than normal.


 

Lounge

One of the most common ways to pass the time while traveling or on days off, lounging can involve casual vidgaming, reading, watching trivids, playing card games, or engaging in other leisure activities.

  Activity: You spend the day engaging in any number of easygoing hobbies and entertainments. You must have a comfortable space in which to relax, requiring access to at least good or luxurious crew quarters on a starship, efficiency or suite-level lodgings in a settlement, or similar facilities elsewhere. At the GM’s discretion, you can lounge in other places—for instance, you might hang out in a tech workshop to do some low-key arts and crafts.   Results: For your next expedition, you gain temporary Hit Points equal to half your character level (minimum 1) for the number of days that you lounge for; this effect ends at the end of that day. The party also gains +1 morale for each day that you lounge for, up to a maximum of 3.


Maintain Equipment

You maintain a weapon or suit of armor, ensuring it functions at peak performance.

  Activity: You spend the day cleaning, fine-tuning, and otherwise maintaining a weapon or suit of armor. You must have access to an weapon or armor workbench to use this downtime activity.   Results: If you maintained a weapon, you may reroll one attack roll during your expedition with that weapon, the first time you score a critical hit with that weapon, it deals an additional amount of damage equal to its item level to the first target hit; this damage is of the same type the weapon normally deals. If you maintained a suit of armor, during your next expedition, you may reroll one enemy's attack roll. The first time you’re critically hit while wearing that armor, the damage you take is reduced by an amount equal to the armor’s item level.   Multiday: If you maintain your weapon for an entire week, you may instead reroll one attack roll each day during your expedition with that weapon, and the first time you score a critical hit with that weapon, deal triple damage as a critical hit (instead of double damage). If you maintained a suit of armor for an entire week, you may instead reroll one enemy attack roll against you each day during your expedition, and the first time they score a critical hit against you, negates the critical hit and effect completely (just does normal damage).


Meditate

You spend your time meditating and channeling your magical energies.

  Activity: You spend the day meditating and channeling your magic in an attempt to gain an extra spell slot for the upcoming expedition. Roll a Mysticism check with the DC 15 + 2 x Spell Slot Level you are attempting to gain. You must spend a number of days meditating equivalent to the spell slot level you want to gain. Example: In order to gain a 2nd level spell slot, you must meditate for 2 days, then roll a mysticism check of DC of 19.   Results: On a successful mysticism check, you gain an extra spell slot of the desired spell level. This effect does not stack, you can only gain 1 extra spell slot of a given level per expedition.


Plant/Tend/Harvest Crops

You spend your time working as an alien farmer, planting and harvesting alien crops.

  Activity: You spend a day either planting, tending to, or harvesting alien crops. You must have access to a greenhouse lodging upgrade to use this downtime activity. Planting a crop requires a minimum of L bulk of that flora.   Results: After spending a day to plant your crops, for each consecutive day afterwards, if you are in town, you can roll a Life Science check, or take 20, with the DC determined by the rarity of the species (does not count as a downtime action). For each success, you move down the progression track towards a fully grown plant. On three successes, your plant is fully grown and is capable of being harvested. On a failure, you stay at your current state and your plant dies a little. On three failures, your plant dies. An alternative to rolling a Life Science check is taking a downtime day to tend to your crops ensuring that they meet all their needs for survival. Doing so guarantees a success.   Plant Progression: Seed --> Sapling --> Fledging --> Fully grown   If you leave town, and your plants are unattended, then your Greenhouse automatically takes 20 on your life science check for each day that you are gone.   When harvesting your plant, the ratio of successes to failures determines the crop output. For example, if you succeed 3 times, and fail 1 time, then you gain 2 L bulk of that plant.


Practice Profession

You spend time working professionally in a chosen field, performing tasks that help you ply your trade more effectively, build your audience or client base, and make connections with other professionals.

  Activity: You can only practice your profession within the Settlement. You spend the day practicing your profession to earn credits equal to ten times your profession check. On a Nat 20, you earn 15 times your profession check.   Multiday: You can only practice your profession within the Settlement. You can spend 1 week practicing a profession to earn credits equal to a hundred times your profession check. On a Nat 20, you earn 150 times your profession check.


Predict Weather

You utilize the tools and skills at your disposal to predict the weather forecast for your next expedition.

  Activity: You spend the day predicting the weather for the next day using a science laboratory. Roll a Survival or Physical Science check of 15 to predict the weather up to 24 hours in advance.   Results: You can predict the weather an additional day in advance for every 5 points by which your result exceeds 15. You can’t take 20 on Survival checks to predict weather.   Multiday: If you spend a week predicting the weather prior to your expedition, you can forecast the weather in advance for 5 days without requiring a roll to succeed.  

Provide Long-Term Care

You devote your day to caring for a wounded living creature that is using the convalesce downtime activity. This follows the rules for the long-term care task of the Medicine skill.

  Activity: You spend the day assisting another character with their recovery. If the character is simply recovering from their wounds, you do not have to roll a medicine check. If a character is actively dying from poisons, diseases, or curses, the medicine check DC will be determined by the GM.   Results: If you succeed with your medicine check, you can help the other character recover an additional 2 Hit Points per character level and move them one step toward healthy on the progression track of each poison they're affected by, provided they've either fulfilled that poison’s cure condition or reached the end of its duration, as the rules on page 414 of the Core Rulebook.   Multiday: If you provide long-term care to only a single creature, you gain a cumulative +1 circumstance bonus to your skill checks to provide long-term care to that creature for each consecutive day you’ve used this activity, up to a maximum of +5.


 

Rebuild Drone

Mechanics can devote their time to repairing their drones or swapping out parts and mods.

  Activity: If you’re a mechanic whose drone has been destroyed, you can spend a day of downtime replacing your drone’s body, following the rules on page 74 of the Core Rulebook. This downtime activity can also be used to rebuild an existing drone when you gain a mechanic level, using the same rules.   Multiday: If you spend an uninterrupted week working on your drone, you can change out one of the drone’s mods, one of its feats, or its non-bonus skill unit. In each case, you must choose another feature of the same type for which the drone qualifies.


Research

You throw yourself into dedicated study of a single topic, diving into data sets or the local infosphere to learn as much as you can.

  Activity: You spend the day studying to gain working knowledge of a single specific topic. This could be a mediumsized corporation, a large settlement, a prominent individual or criminal organization, or something similar; the GM has discretion on what qualifies. Regardless of the topic, you must have access to an infosphere, downloaded data set, or similar source of knowledge that contains information on the chosen topic. You can’t choose a topic that overlaps with your theme’s 1st-level theme knowledge.   Results: For the next week, you can attempt Culture checks to recall knowledge about that topic untrained, and the DC of such checks is reduced by 2. Each time you study a topic in this way, you lose this benefit for the prior topic and gain it for the new one.


Retrain

Through an apprenticeship or period of self-instruction, you dedicate intense focus to mastering a new skill set—at the cost of others you previously mastered. The extent to which you can acquire new abilities in this manner is relatively limited; those who wish to make more extensive changes often invest in a mnemonic editor instead.

  Activity: You spend the day focused on a particular skill in which you don’t have the maximum number of ranks. At the end of the day, attempt a skill check with that skill (DC= 10 + 2 x your character level). You can’t take 20 on this check.   Results: On a success, you gain a rank in the chosen skill, and you lose 1 skill rank in a Skill of your choice. You cannot exceed the skill rank of your character.   Multiday: If you spend a full week retraining, you can instead learn a new feat that requires no prerequisites, in which case you lose a feat of your choice.


Work Out

Whether through aerobic exercise, pumping iron, sparring, or otherwise putting yourself through the paces, you push your body to improve its performance.

  Multiday: Decide whether you’re working on your agility (to improve your Acrobatics) or sheer physical power (to improve your Athletics). You spend 7 days carefully alternating intense training and mindful rest. If this activity is interrupted, you can resume it within 2 days to keep any progress made toward the 7-day total. At the end of 7 days, attempt a Fortitude saving throw with a DC equal to 15 - your DEX or STR modifier, whichever one you trained with—you gain a +4 circumstance bonus to this save if you have access to an exercise-focused recreation suite (such as a gym or sparring arena) or similar facility.   Results: On a success, once per day for your next expedition (or the rest of your expedition), you can reroll either a failed Acrobatics check to balance, escape, fly, or tumble, or a failed Athletics check to climb, jump, or swim, depending on the focus of your workout. On a failure, you can reroll a corresponding check only once during that expedition.

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