Downtime Activities in Syrik in Syrik | World Anvil

Downtime Activities in Syrik

Given herein is a list of activities and options that a player can take to perform during their downtime. Such activities vary widely from simply working one's job, crafting items, constructing a building, shopping, mercantilism (acting as a merchant), carousing or otherwise networking, partying, gambling, or even minor adventuring. Each of the available downtime activities are given below in greater detail and list the time it takes to complete the given activity, any restrictions on performing the given activity, and the results of said activities completion.

Types of Downtime

Downtime is often listed as a number of days or weeks that must be spent towards a given activity; however, some indicate time in hours, whether this is simply hours, man hours (mh), or work hours (wh) depends on how the given activity functions, and unless otherwise noted, hours default to man hours (mh). Regardless whenever a time requirement is listed indicating Days, Weeks, Months, or more, each day in the given activity is treated as an 8-hour day; for example, if you were to take the Recuperating Activity which lists the required time to completion as 3 days, such an activity would take a total of 24 hours worth of downtime.   The distinction of hours between man hour (mh) and work hour (wh) is to differentiate between actions that can be furthered along through greater training, superior resources, or additional help in the given activity, as such any activity that has a mh listing can have the downtime required reduced. On the flipside, work hours represent time required to ‘set’ or otherwise finalize a given product, whenever an activity lists a wh as the given downtime required, such time cannot be reduced in anyway, this time must be spent to achieve the result, attempts to circumvent this time results in failure in the given activity.   When performing Downtime Actions, Buffs and spells that have a duration shorter than 1 hour cannot be applied on any rolls or checks using Downtime.   As a Civilian, for every 5 days of Downtime that you spend towards Any activity, you gain 1 Influence towards your current region. This is a temporary bonus, and no modifiers such as Folk Hero's apply.  

Tiers of Play

The living world is sectioned into 6 different tiers of play, with each representing a power-spike within the game, and the threats likely to be found at any given tier. The Tiers of play are as follows:
  • Tier 1 - Character Levels 1 - 4
  • Tier 2 - Character Levels 5 - 8
  • Tier 3 - Character Levels 9 - 12
  • Tier 4 - Character Levels 13 - 15
  • Tier 5 - Character Level 16 - 17
  • Tier 6 - Character Level 18 - 20

Hireling Tiers

The living world is sectioned into 5 different tiers of hirelings, with each representing a power-spike within the game and the danger these hirelings are able to handle:
  • Tier 1 - Character Levels 1 - 4 -- 1gp
  • Tier 2 - Character Levels 5 - 8 -- 5gp
  • Tier 3 - Character Levels 9 - 12 -- 20gp
  • Tier 4 - Character Levels 13 - 16 -- 35gp
  • Tier 5 - Character Level 17 - 20 -- 55gp
 

Downtime XP

XP Ticks are points that combine into XP. When you reach 30 XP ticks, you gain XP equal to your your Proficiency Bonus + your Tier of Play.
  • For example if you are level 10, you’d gain 7xp upon reaching 30 Downtime XP Ticks.
  • Once you hit 30 Downtime XP Ticks, your Downtime XP Tick counter is reset back to 0 and any excess above the initial 30 required to gain XP is added onto the next round of downtime XP accrual.
  • For example, if you are currently at 28 Downtime XP Ticks and would gain 3 Downtime XP Ticks, you would gain Downtime XP, and be left with 1 Downtime XP Tick until your next Downtime XP drop.  

    Downtime Abilities

    WIP, not currently in effect.  

    Generic Downtime Activities

    Given below is the list of generic downtime options that any player can choose to partake in, including, non-adventuring civilians.

    Building and Buying a Structure

  • Show Spoiler
    • Prerequisite(s): None.
    You can use your Downtime designing and constructing buildings and similarly large structures, such as a tavern, a temple, a ship, or a monument. You design your structure from a list of components that form the basis of the desired structure. These components and rooms are given in more detail below.  

    Temporary Access

    If you wish to temporarily access a structure instead of building or buying one, see the rules found on at Reputation - Structure Access.  

    Structure Sizes

    When you first look to build a structure, first you must determine the size of structure you wish to build, and thus the lot that you must acquire. Structures are given in sections known as Structure Blocks or (SBs), these blocks are a representation of a 20ft. By 20ft. By 10 ft. tall space, or any iteration thereof using similar measurements. Most components designed for a structure take up a single SB, but some take up more than one.   Given below are a list of Structure Lots that can be granted or ‘acquired’ to then build upon the land your intended structure. Generally, land is owned by the regent of the realm on which you are ‘purchasing’ from, but for the purposes of game mechanics, you are able to purchase land and keep it, so long as you remain in good graces with the lords of that land. This is represented by the Lot Restriction of Influence. Should your Influence in a region be reduced below this requirement, the land you owned will be relinquished from your ownership and returned to the crown.   Once you have ‘acquired’ the land through whatever means, you can then build upon it, using Structure Components to design your intended structure, using the given DTDs required and Cost to complete the task. Additional Characters can aid you in this endeavor contributing their DTDs to your structure, with a maximum number of contributors equal to your Proficiency bonus in Persuasion or Intimidation (A coordinator adds their Charisma modifier to this total).  
    Lot Type Lot SBs Lot Cost Lot Restrictions Upkeep
    Shack 1 SB 50 gp Influence 0+ 0.6 gp
    Simple Building 4 SB 200 gp Influence 0+ 1.5 gp
    Grand Building 7 SB 350 gp Influence 0+ 6 gp
    Manor 10 SB 750 gp Influence 1+ 15 gp
    Mansion 15 SB 1,125 gp Influence 5+ and Prestige 1+ 30 gp
    Palace 25 SB 1,875 gp Influence 10+ and Prestige 5+ 60 gp
    Keep 12 SB 1,200 gp Influence 5+ and Prestige 1+ or Bastard, Gentry, or Mage birth; or Courtier, Court Mage, Knight, Merchant, or Noble profession 15 gp
    Fort 20 SB 2,000 gp Influence 10+ and Prestige 1+ or Bastard, Gentry, or Mage birth; or Courtier, Court Mage, Knight, or Noble profession 30 gp
    Castle 35 SB 3,500 gp Influence 20+ and Prestige 5+ or Bastard, Gentry, or Mage birth; or Courtier, Court Mage, Knight, or Noble profession 60 gp
    Citadel 60 SB 6,000 gp Influence 30+ and Prestige 10+ or Bastard, Gentry, or Mage birth; or Court Mage, Knight, or Noble profession 150 gp
    Stronghold 100 SB 10,000 gp Influence 40+ and Prestige 15+ or Bastard, Gentry, or Mage birth; or Court Mage, Knight, or Noble profession 300 gp
    Hermit Shack 1 SB 75 gp Influence ~1 or lower 0.6 gp
    Hermit Building 4 SB 300 gp Influence ~1 or lower 1.5 gp
    Tiny Dungeon 10 SB 1,500 gp Influence ~1 or lower 15 gp
    Small Dungeon 20 SB 3,000 gp Influence ~1 or lower 30 gp
    Medium Dungeon 60 SB 9,000 gp Influence ~1 or lower 60 gp
    Large Dungeon 100 SB 15,000 gp Influence ~1 or lower 150 gp
    It should be noted that the Upkeep Section is a maintenance and tax cost to maintain your plot of land and any structures there upon it. This upkeep occurs once every Upkeep Phase (generally once every 3 real-world months). Failure to pay Upkeep owed may result in land forfeiture, fines, and punishment per the laws of your Lots region.  

    Structure Components

    Given below are a list of Components, their Build Cost, their Build Time, their Buy Cost, and any restrictions they may have, as well as their SB size. Generally, most require at 1 SB, though there are some exceptions. This list is not a comprehensive list, more will be added as time goes by. Descriptions for these rooms and their impact can be found under Structure Rules. Additionally, each individual component can be modified through Quality Levels, providing greater benefits to the room's purpose or simply providing fancier furnishings which provide greater influence for those who care about such things. Owning a luxurious estate can grant Influence and Prestige.   The base time any given Component takes to build is adjusted based upon the main builder’s skill in Carpenter’s Tools or Stone Mason’s Tools, depending on whether the structure is made of wood or stone. Other tools may be relevant depending on the materials used to build the structure. Someone Untrained leading these endeavors increases the Build Time for each component by 50 percent (rounding up). An Expert reduces Build Time by 25 percent, rounding up. A Master reduces Build Time by 50 percent, rounding up.   Additionally, 50 percent of the Build Cost, which is a 3rd of the Buy Cost, is from raw materials. When designing your Structure, it is up to you if you’re building using Wattle and Daub (clay/sticks), Wood, or Stone, or another material. You decide this for each individual component in your structure.
    • Wattle and Daub: Wattle and Daub reduces the Build Cost by 50 percent, but the structure is considered to be made from Soil for purposes of its Durability. The Wattle and Daub material is not suitable for any Industrial or Supported components.
    • Wood: Wood does not change the Build Cost of a component. The structure is considered to be made from Wood for purposes of its Durability.
    • Stone: Stone increases the Build Cost by 50 percent, but the structure is considered to be made from Stone for purposes of its Durability.
    Component SB Build Cost Build Time Buy Cost Tags
    Animal Pen 1 150 gp 8 DTD 450 gp Agriculture
    Arcane Laboratory 1 3,000 gp 32 DTD 9,000 gp Industrial
    Armory 1 500 gp 8 DTD 1,500 gp --
    Auditorium 1 2,000 gp 20 DTD 6,000 gp Supported
    Ballroom 2 750 gp 12 DTD 2,250 gp Supported
    Barbican 1 1,000 gp 16 DTD 3,000 gp Supported
    Barracks 1 400 gp 8 DTD 1,200 gp --
    Bath 0.5 400 gp 8 DTD 1,200 gp --
    Battle Ring 1 800 gp 8 DTD 2,400 gp Supported
    Bedroom Suite 1 800 gp 12 DTD 2,400 gp --
    Bedrooms 1 600 gp 12 DTD 1,800 gp --
    Belltower 1 1,000 gp 12 DTD 3,000 gp Supported
    Burial Ground 1 350 gp 4 DTD 1,050 gp --
    Ceremonial Room 1 2,000 gp 20 DTD 6,000 gp Supported
    Chapel 1 1,000 gp 24 DTD 3,000 gp Supported
    Classroom 1 500 gp 8 DTD 1,500 gp --
    Common Area 1 500 gp 8 DTD 1,500 gp --
    Confessional 0.5 150 gp 4 DTD 450 gp --
    Courtyard 1 100 gp 4 DTD 300 gp --
    Crypt 1 600 gp 12 DTD 1,800 gp Supported
    Dining Hall 2 2,000 gp 16 DTD 6,000 gp --
    Dock 1 500 gp 8 DTD 1,500 gp Supported
    Farmland 1 600 gp 12 DTD 1,800 gp Agriculture
    Gameroom 1 300 gp 16 DTD 900 gp --
    Gatehouse 0.5 1,000 gp 16 DTD 3,000 gp Supported
    Guard Post 0.5 300 gp 8 DTD 900 gp --
    Hatchery 1 500 gp 12 DTD 1,500 gp --
    Infirmary 1 900 gp 16 DTD 2,700 gp Supported
    Kitchen 1 1,000 gp 16 DTD 3,000 gp --
    Labyrinth 1 500 gp 12 DTD 1,500 gp --
    Laundry 0.5 200 gp 8 DTD 600 gp --
    Library 1 1,000 gp 8 DTD 3,000 gp --
    Observation Dome 1 3,000 gp 20 DTD 9,000 gp Supported
    Pit 0.5 25 gp 4 DTD 75 gp --
    Privy 0.5 150 gp 4 DTD 450 gp --
    Prison Cell 0.5 500 gp 4 DTD 1,500 gp Supported
    Rangelands 8 1,200 gp 32 DTD 3,600 gp Agriculture
    Reservoir 1 800 gp 20 DTD 2,400 gp Supported
    Ritual Chamber 2 3,000 gp 32 DTD 9,000 gp Supported
    Servant's Quarters 1 400 gp 8 DTD 1,200 gp --
    Shop 1 400 gp 8 DTD 1,200 gp --
    Sports Field 4 2,000 gp 20 DTD 6,000 gp --
    Stable 1 250 gp 8 DTD 750 gp --
    Storage 1 250 gp 4 DTD 750 gp --
    Study 0.5 400 gp 8 DTD 1,200 gp --
    Tavern 2 900 gp 16 DTD 2,700 gp --
    Throne Room 2 3,000 gp 24 DTD 9,000 gp Supported
    Torture Chamber 1 2,000 gp 8 DTD 6,000 gp --
    Training Area, Combat 1 1,000 gp 16 DTD 3,000 gp Industrial
    Training Area, Guile 1 2,000 gp 16 DTD 6,000 gp Industrial
    Training Area, Magic 1 3,000 gp 20 DTD 9,000 gp Industrial
    Trophy Hall 1 1,000 gp 8 DTD 3,000 gp --
    Vault 0.5 2,500 gp 16 DTD 7,500 gp Supported
    Workshop 1 500 gp 16 DTD 1,500 gp Industrial

    Structure Add-Ons

    Given below are a list of Add-Ons that can be applied to a Structure Component, adding unique qualifiers to that Component's effects or simply making it easier to build the intended Component.  
    Component Build Cost Build Time Buy Cost Restrictions
    Airtight 750 gp 4 DTD 2,250 gp Supported
    Fabricate Spell ~10% ~25% -- 1 cast per SB; does not work with Quality components
    Locks Lock Cost x 5 Unchanged Lock Cost x 15 --
    Magically Treated 6,000 gp 12 DTD 18,000 gp Ability to Cast 5th level spells
    Magical Wards Varies Varies Base x 3 Varies
    Mold Earth Unchanged ~10% -- Only works on Agriculture, Soil, or Courtyard projects
    Secret Door Varies 4 DTD Base x 3 --
    Soundproofed 750 gp 4 DTD 2,250 gp Supported
    Stone Shape spell ~10% ~10% -- 3 casts per SB
    Thick Walls +50% 4 DTD +50% --
    Thin Walls ~25% Unchanged ~25% --
    Trapped Varies Varies Base x 3 Varies

    Other Buildings

    Instead of acquiring a plot of land or building a structure through Structure Components, you can build other large Structures, such as Vehicles, or Monuments These rules fall under Vehicle Crafting Rules and Great Works respectively. (To be linked in the near future).   Crafters and the like often need Workshops to achieve the finest of wares, this may not always be the case for those just getting started, thus, you can rent out a Workshop or Harvesting Structure for 1/100th of its list Build value per Downtime day.
     

    Carousing

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime making contacts, socializing, and otherwise spending time among a certain class of individuals; however, this action is not cheap. When you attempt to carouse, you must choose between lower-, middle-, or upper-class folk. Not all NPC's are caroused equally; important NPC's may deny carousing altogether, while other's may need additional requirements, costs, or entirely different avenues to pursue for such a contact.

    You are limited in the class of folk you can carouse with based upon your own background and Influence, as given below:

    Class and Influence Table

    Social Class Contact Examples Requirements
    Lower-Class Contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town. Any Birth or Profession can Carouse with this class; Higher-Class character’s may find it difficult to mingle with lower-class individuals.
    Middle-Class Contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments. Bastard, Clergy, Mage, or Warrior birth; any Profession besides Unemployed can carouse with this class. A PC can carouse with this class freely, regardless of requirements.
    Upper-Class Contacts include nobles and their personal servants. This includes banquets, state dinners and other official events. Bastard, Gentry, or Mage birth; Artist, Courtier, Court Mage, Entertainer, Knight, Merchant, or the Noble profession can carouse with this class. Influence can be spent to carouse with this class outside of these requirements, Prestige Modifier of 1 or more allows carousing with this social class. A character can attempt to pretend to be of the upper-class to carouse with this class.

    Cost to Carouse

    For every week spent carousing you must pay a fee, meant to represent the cost of attending events, bar tabs, finery, and similar expenses of the evening. This fee is based upon the social class that you have caroused with, as given below:
    • Lower-class: 10gp per week
    • Middle-class: 50gp per week
    • Upper-class: 250gp per week

    Effects of Carousing

    For each week of carousing, a player stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.

    Carousing Table

    Check Total Result
    1-4 Character suffers a complication and makes a Hostile contact.
    5-8 Character has made a Hostile contact.
    9-12 Character has made no new contacts.
    13-16 Character has made an Allied contact.
    17-20 Character has made two Allied contacts.
    21+ Character has made three Allied contacts.
    Contacts are NPCs who now share a bond with the character. Each one either owes the character a favor or has some reason to bear a grudge. A hostile contact works against the character, placing obstacles but stopping short of committing a crime or a violent act. Allied contacts are friends who will render aid to the character, but not at the risk of their lives.   Once a contact has helped or hindered a character, the character needs to carouse again to get back into the NPC’s good graces. A contact provides help once, not help for life. The contact remains friendly, which can influence roleplaying and how the characters interact with them, but doesn’t come with a guarantee of help.   At any time, a character can have a maximum number of unspecified allied contacts equal to 1 + the character’s Charisma modifier (minimum of 1). Specific, named contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact.

    Complications

    Characters who carouse risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town.
    Lower-Class Carousing Complications
    D8 Complications
    1 A pickpocket lifts 1d10 x 5 gp from your person.*
    2 A bar brawl leaves you with a nasty scar in a place of your choice.*
    3 You have fuzzy memories of doing something very, very illegal, but cannot remember exactly what.
    4 You are banned from a tavern after some obnoxious behavior.*
    5 After a few drinks, you swore in the town square to pursue a dangerous quest.
    6 Streaking naked through the streets seemed like a great idea at the time.
    7 You are jailed for a week at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 10 gp or try to resist arrest.*
    8 You earn modest winnings from gambling. You recuperate your lifestyle expenses for the month and gain 1d20x4 gp.
    * = (This may involve a rival).
    Middle-Class Carousing Complications
    D8 Complications
    1 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*
    2 You swore to complete some quest on behalf of a temple or a guild.
    3 A social gaffe has made you the talk of the town.*
    4 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6x5 gp.*
    5 You have made a foe out of a local spellcaster.*
    6 You have been recruited to help run a local festival, play, or similar event.
    7 You made a drunken toast that scandalized the locals.
    8 You spent an additional 100gp trying to impress people. If you cannot afford this fee, you find yourself in debt to a local guild or a rival for 100gp.*
    * = (This may involve a rival).
    Upper-Class Carousing Complications
    D8 Complications
    1 A pushy noble family wants to marry off one of their scions to you.*
    2 You tripped and fell during a dance, and people can’t stop talking about it.
    3 You have agreed to take on a noble’s debts.*
    4 You have been challenged to a joust by a knight.*
    5 You have made a foe out of a local noble.*
    6 A boring noble insists you visit each day and listen to long, tedious theories of magic.
    7 You have become the target of a variety of embarrassing rumors.*
    8 You spent an additional 500 gp trying to impress people.
    * = (This may involve a rival).

    Contacts - DM notes

    You can assign specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate of Karstein are the character’s allied contacts. Assigning specific NPCs gives the players concrete options. It brings the campaign to life and seeds the area with NPCs that the characters care about. On the other hand, it can prove difficult to track and might render a contact useless if that character doesn’t come into play.   Alternatively, you can allow the player to make an NPC into a contact on the spot, after carousing. When the characters are in the area in which they caroused, a player can expend an allied contact and designate an NPC they meet as a contact, assuming the NPC is of the correct social class based on how the character caroused. The player should provide a reasonable explanation for this relationship and work it into the game.   Using a mix of the two approaches is a good idea, since it gives you the added depth of specific contacts while giving players the freedom to ensure that the contacts they accumulate are useful.   The same process can apply to hostile contacts. You can give the characters a specific NPC they should avoid, or you might introduce one at an inopportune or dramatic moment.
     

    Crafting

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime plying your trade as a crafter, designing and building items that can be used by others in a variety of ways. Use of this downtime follows the Crafting rules as given under the Crafting Rules page in the Equipment Guide.

    Effects

    • You may or may not craft the desired item after the indicated time has been dedicated to this activity towards the desired item, depending on the results of your Craft Score compared to the item’s Craft DC.
    • Batches are no longer naturally craftable, they now require structures to achieve, for example you no longer craft 8 potions of healing using 1 action, instead you craft only a single potion of healing, a workshop returns the ability to do so, using workshop rules.
    • For every day spent Crafting, you gain 2 Downtime XP Tick.
    • Additionally, for every 30 days spent Crafting, you gain 1 Influence within your current Region.
    • Alternitvely, you can scrap an item for its raw materials. When scrapping an item, you must spend an amount of time equal to half the wh in wh, and the full wh of the base item as mh to scrap the item, requiring a DC 10 + 4 per Complexity step above Simple, and a DC 6 if Complexity is Basic. On completion of the scrap, half of all raw materials are reclaimed; though any magical aspects of the item are lost, including reagents.

     

    Gambling

    Show Spoiler
    • Prerequisite(s): None.
    • Resources: This activity requires a stake of at least 10 gp, to a maximum of 1,000 gp. Certain facilities may increase this gambling limit, but they are organizations and contacts that you must earn. This coin is considered spent when taking this downtime activity.
    You can spend your Downtime playing in games of chance, whether to blow off steam or to attempt to make a fortune, that is for you to decide, but as with any gamble it is a risk, probably a costly one.

    Effects

    For every seven days spent Gambling, make a series of three checks; a Wisdom (Insight), a Charisma (Deception), and a Charisma (Intimidation). If you have proficiency in an appropriate Gaming Set, that proficiency can replace the relevant skill in any and all of the checks. The DC for each of these checks is equal to 5 + 3d10 and is generated separately for each of the three checks. The Event handler consults the table given below to determine the results of your gamble.

    Gambling Results:

    RESULT Value
    0 Successes. The chance of a complication occuring increases by 5 percent. You get back 0% of your original bet.
    1 Success You get back 50% of your original bet.
    2 Successes You get back 150% of your original bet.
    3 Successes You get back 200% of your original bet.
    * = (This may involve a rival).

    Complications:

    Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every 7 days spent gambling brings a 5 percent chance of a complication, examples of which are on the Gambling Complications table.

    Gambling Complications:

    D8 Complication
    1 You are accused of cheating. You decide whether you actually did cheat or were framed.*
    2 The town guards raid the gambling hall. See Event Handler to determine if you avoid capture, and thus Jail time. If gambling is legal in your region. This event may be a different organizational raid, such as a rival guild.*
    3 A noble in town loses badly to you and loudly vows to get revenge.*
    4 You won a sum from a low-ranking member of a thieves’ guild, and the guild wants its money back.*
    5 A local crime boss insists you start frequenting the boss’s gambling parlor and no others.
    6 You accrue a debt with the gambling organization, equal to your original bet.*
    7 You accrue a debt with the gambling organization, equal to double your original bet.*
    8 A high-stakes gambler comes to town and insists that you take part in a game.
    * = (This may involve a rival).  

    Resolution

    The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.   The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 3d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.
     

    Gather Information

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime asking about town and questioning the local populace in order to gather rumors and information. The information gathered from this action is limited, some may not be true, some may be partially true, in all such cases the information is limited to the general populace and their knowledge. They do not have the level of knowledge as those within libraries and research.

    Effects:

    When gathering information, choose either rumors or subject.   Rumors: You must spend at least 6 Downtime Days towards this action. When you do so, your Event handler makes a Gossip check on your behalf and consults the following table. For every 2 additional days spent gathering rumors, add a +1 bonus to your result.
    • 10 or lower: No information is gathered.
    • 11-19: You discover a single rumor that is based upon the given region that you are in when this activity was started. This rumor may be sketchy, ambiguous, or misleading, but some portion of it is true.
    • 20-24: You discover a single rumor that is based upon the given region that you are in when this activity was started. This rumor may not be entirely clear, but it does have some truth to it, and could lead to an adventure, or to further your adventure’s goals.
    • 4+: For every 4 above the result, you discover an additional rumor or an already found rumor is expanded upon.
    Subject: You must spend at least 6 Downtime Days towards this action. When you do so, your Event handler makes a Gossip check on your behalf and consults the following table. For every 2 additional days spent gathering information on your chosen subject, add a +1 bonus to your result.
    • 10 or lower: No information is gathered.
    • 11-16: You discover a single piece of information that is based upon the given subject. This rumor may be sketchy, ambiguous, or misleading, and it may very well be false, but it is a rumor that is floating around about your given subject.
    • 17-20: You discover a single piece of information that is based upon the given subject. This information may be sketchy, ambiguous, or misleading, but at least a portion of it is true.
    • 21-24: You discover a single piece of information that is based upon the given subject. This information may not be entirely clear, but it does have some truth to it, and could lead to an adventure, or to further your adventure’s goals.
    • 25-30: You discover a single piece of information that is based upon the given subject. This information is true, though it may not be the information you seek. Either way, it could lead to an adventure, or to further your adventurer’s goals.
    • 4+: For every 4 above the result, you discover an additional piece of information.
    Regardless on whether you are gathering information on a subject or on rumors, this information is spread to the regional noticeboard, unless you spend 20 Influence to halt this spread. Certain class features and feats can reduce this cost or alter how these rumors spread.   Finally, the base DC will fluctuate based upon the information to be gathered, as the people may simply not know the answer, or only key individuals may know. For obscure information, the DC will increase. Generally this is on an increasing scale of 1-8 per step away from the information the people have. For example, when trying to look into if the citizenry of Razvan know of any local places of interest, the DC would increase for specifics on these locations due to the extreme danger of the Noctis Woods and the locals unwillingness to go deep within the forest. In this case, the base DC of this question would be increased by 4 in total, though asking key individuals could remove this increase in the DC. While looking into information regarding the lost relics of The Warden, would have a step increase of 8, with a total of 2 steps away as the village itself while close to the Warden's haunting grounds, so much time has passed that few still recall where this key piece of information might be found, giving us a total increase to the DC of 16.
     

    Harvesting | Rules Link

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime plying your trade as a harvester of materials, using one of the many harvest Tools, as you seek out and produce raw materials from your trade. Use of this downtime follows the Harvest rules as given under the Harvest Rules page on World Anvil.

    Effects

    • For every day spent Harvesting, you gain 2 Downtime XP Tick.

     

    Mercantilism

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime plying your trade as a merchant, selling your wares to local merchants and NPCs, or selling your wares to civilians and other PCs. When selling to other PCs, you do not need to spend any Downtime.  

    Mercantilism Capacity

    When performing Mercantilism you have a base shopping capacity of 25 lbs a day.
  • For each ton of cargo capacity from structures and vehicles you own you increase this capacity by 100%.
  • For each Magical Extradimensional Space you carry you increase this capacity by 50% per Rarity Tier of the enchantment.
  • For example, a Vardo (4 tons) increases capacity by 400% to a total of 125 lbs. With a Vardo and a T2 bag of holding you would increase the capacity by 500% to a total of 150 lbs.  

    Selling Items

    When acting as a Merchant, you increase the weight at which you can sell items, as given below:
    • Day (1): You can sell materials of up to Tier 2, and Mundane items of Average or lower quality. You can sell items weighing no more than 25 lb. or you can sell 1 big ticket item (items weighing in excess of 30 lb. but less than 500 lb.)
    • Day (2): You can sell materials of up to Tier 2, and Mundane items of Fine or lower quality. You can sell items weighing no more than 50 lb. or you can sell 2 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.)
    • Day (3): You can sell materials of up to Tier 3, you can sell Magic Items of up to Poor (T1) Rarity per enchantment, with each enchantment beyond the first increasing the time required by 50 percent. Mundane items of Excellent or lower quality can also be sold at this time. You can sell items weighing no more than 75 lb. or you can sell 3 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.)
    • Day (4): You can sell materials of up to Tier 3, you can sell Magic Items of up to Fine (T2) Rarity per enchantment, with each enchantment beyond the first increasing the time required by 50 percent. Mundane items of Exceptional or lower quality can also be sold at this time. You can sell items weighing no more than 100 lb. or you can sell 4 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.)
    • Day (5): You can sell materials of up to Tier 3, you can sell Magic Items of up to Excellent (T3) Rarity per enchantment, with each enchantment beyond the first increasing the time required by 50 percent. Mundane items of Superior or lower quality can also be sold at this time. You can sell items weighing no more than 125 lb. or you can sell 5 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.), alternatively, you can sell 1 super big ticket item (items weighing 500 lbs. or more)
    • Day (6): You can sell materials of up to Tier 3, you can sell Magic Items of up to Superior (T4) Rarity per enchantment, with each enchantment beyond the first increasing the time required by 50 percent. Mundane items of Superior or lower quality can also be sold at this time. You can sell items weighing no more than 150 lb. or you can sell 6 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.), alternatively, you can sell 1 super big ticket item (items weighing 500 lbs. or more)
    • Day (7+): For every day above 6 that you spend mercantilism, you gain an additional 25lb. worth of sell weight, or the ability to sell 1 additional big ticket item. While for every 5 days above 5, you can sell 1 additional super big ticket item.
    • Day (30): You can sell materials of up to Tier 4, you can sell Magic Items of up to Masterpiece (T5) Rarity per enchantment, with each enchantment beyond the first increasing the time required by 50 percent. Mundane items of Masterpiece or lower quality can also be sold at this time. You can sell items weighing no more than 750 lb. or you can sell 30 big ticket items (items weighing in excess of 30 lb. but less than 500 lb.), alternatively, you can sell 6 super big ticket items (items weighing 500 lbs. or more)

    Item Types

    Additionally, sellings items of certain types have different requirements depending on the items tag.
    • Arms and Armor: Arms and Armor do not adjust the number of DTDs required to sell them.
    • Alchemical Items: Alchemical Items require 2 DTD and adjust the base weight to be 10lb. instead of 25lb. of alchemical items to sell them.
    • Vehicles: Vehicles require 2 DTDs per individual vehicle to sell them.
    • Creatures: Creatures require 2 DTD per individual Domestic creature to sell them, otherwise, they require 4 DTDs per individual non-domestic creature to sell them.
    • Trade Goods: Trade Goods are sold for 5% more than normal (or 25% if sold through a Storefront Action) and do not adjust the number of DTDs required to sell them.
    • Art Objects and Treasures: Art Objects are sold for 10% more than normal (or 50% if sold through a Storefront Action) and do not adjust the number of DTDs required to sell them.
    • Mundane: Mundane items sold do not adjust the number of DTDs required to sell them.
    • Magical Potions, Oils, and Reagents: Magical Potions, Oils, and Reagents require 3 DTDs and adjust the base weight to be 12lb. instead of 25lb. of these consumables to sell them.
    • Magical Scrolls: Magical Scrolls require 4 DTDs and adjust the base weight weight to be 4lb. instead of 25lb. of these consumables to sell them.
    • Magic Items: Magic Items above Poor (T1) rarity require 5 DTDs per individual item to sell them, otherwize, they require 2 DTDs per individual item to sell them.

    Merchant Discounts

    When using Downtime to sell items to NPCs, you sell items at a rate dependent upon your skill as a Merchant, as given below:  
    PROFICIENCY/PROFESSION BONUS
    Untrained You can sell items from NPCs at 40% of their market value.
    Trained You can sell items from NPCs at 50% of their market value.
    Expert You can sell items from NPCs at 55% of their market value.
    Master You can sell items from NPCs at 60% of their market value.
    Merchant Profession If you possess the Merchant Profession Trait, you can sell items for 10% higher than normal.
    For example if you are a Merchant who is an Expert in Merchant’s Tools, you can sell items at 50% of their market value to NPCs.  

    Haggling

    When using Downtime to sell items to NPCs, you can attempt to haggle, your Event Handler will make a Merchant's Tools, Deception, Intimidation, or Persuasion check on your behalf and consult the table below for your results:  
    ROLL PRICE ADJUSTMENT
    1-6 You can sell items to NPCs for 5% less than normal.
    7-13 No change.
    14-17 You can sell items to NPCs for 1d4% more than normal.
    18-23 You can sell items to NPCs for 2d4% more than normal.
    24-29 You can sell items to NPCs for 3d4% more than normal.
    30-37 You can sell items to NPCs for 4d4% more than normal.
    38-47 You can sell items to NPCs for 5d4% more than normal.
    48+ You can sell items to NPCs for 6d4% more than normal.

    Owning a Shop

    If you own a Shop, you can sell using your Shop via the Storefront Action, when doing so, you sell for 30% + your base sell percentage + haggling if you take that option, but do not receive the results of your sold items until the next Upkeep Phase.  

    XP Ticks

    For every day spent acting as a Merchant, you gain 1 Downtime XP Tick.
     

    Practicing a Profession (PaP)

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime engaged in a profession in order to maintain your lifestyle. When Practicing a Profession, your birth and profession traits play heavily into your options given herein, and adjust the rate of income that you earn in a given profession.

    Profession Table

    PROFESSION TIER WEALTH/DAY PROFESSIONS
    T0 5cp/day Hermit, Unemployed.
    T1 1sp/day Farmer, Fisher, Hunter.
    T2 2sp/day Acolyte, Artist, Barber, Brewer, Butcher, Cook, Criminal, Entertainer, Herbalist, Leatherworker, Lumberjack, Mason, Miner, Potter, Smith, Weaver, Woodcarver.
    T3 5sp/day Anthropologist, Architect, Cartographer, Cobbler, Engineer, Investigator, Sage, Sailor, Soldier, Tamer, Outlander.
    T4 1gp/day Apothecary, Alchemist, Charlatan, Court Mage, Enchanter, Gladiator, Glassblower, Jeweler, Merchant, Pirate, Spy.
    T5 2gp/day Adventurer, Courtier, Knight, Mercenary, Noble, Sex Worker.

    Effects

    For every day of Downtime spent practicing a profession, you gain an amount of coin based upon your profession and profession tier.
    • If you are a Civilian you increase your Wealth Tier by 1 step regardless of what profession you are practicing.
    • If your Profession trait matches your desired Profession Tier, you increase your wealth/day by +100 percent.
    • If your Profession trait does not match your desired Profession Tier, you reduce the base wealth/day to a quarter of its former value.
    • For every Proficiency Bonus increase, you increase your wealth/day by +100 percent (At lvl 5, 9, etc).
    • If you own a structure that has a component tied to your given Profession to be Practiced and it is operational, you increase your wealth/day by +100 percent per Quality tier of that structure when practicing that profession.
    • If you are an Expert in the profession’s given Tool, you increase your Profession Tier for the purpose of wealth by 1 step. If you are a Master in the profession’s given Tool, you increase it by 1 additional step. If your profession does not list a tool, or lists that you can choose any one tool of your choice, this benefit does not apply to that profession.
    • If you are already at the highest Profession Tier for any of these increases, you instead increase your wealth/day by +100 percent for every step that you would go over.
    • Being proficient with all Martial Weapons counts as Expertise for the purposes of wealth in the following Professions: Adventurer, Gladiator, Knight, Mercenary, and Soldier.
    For Example: If you are level 1 attempting to practice pottery, you would gain 2sp/day. If you have the Potter profession trait and are an Expert in Pottery Supplies, you would instead gain 10sp/day. Alternatively, a level 9 of the same skill set would instead gain 20sp/day, due to their increase in Proficiency Bonus.  
    Other Effects
    • For every day spent Practicing a Profession, you gain 1 Downtime XP Tick, this is increased to 2 Downtime XP Ticks if your Profession trait matches your Profession tier.
    • For every 4 days spent Practicing a Profession, you reduce your Lifestyle Expenses by (5% + 5% if your Profession trait matches your practiced Profession) x your Tier of Play, per 4 days worked, up to 50%
    • For Example: Pretend that you are paying 30gp for a period's Upkeep. A lvl 1 Miner spending 12 days Practicing as a Lumberjack, not their trait, would let them reduce their Lifestyle Expenses by 30%. The same miner practicing as a miner would reduce their Upkeep to the 50% maximum.

    • For every 30 days spent Practicing a Profession that matches your Profession trait, you gain 1 Influence within your current Region.

     

    Recuperating

    Show Spoiler
    • Prerequisite(s): Modest or greater Lifestyle.
    Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system. A character who does not spend their downtime in a given week is considered to have spent it Recuperating, unless their downtime would otherwise be stored.

    Effects

    • Characters who spend 1 day of Downtime dedicated towards Relaxation refresh any expended Long Rest features, Long Rest features otherwise refresh whenever Time Progresses via a Downtime drop, or functions normally when in a Mission, or if an RP Event allows them to be refreshed for their event. Short Rest features are useable their number of uses per each IRL day outside of session. Similarly, 7 days dedicated towards Relaxation refreshes any weekly use abilities, and so on.
    •  
    • Characters who spend 3 days of Downtime dedicated towards Relaxation along with maintaining at least a modest lifestyle while relaxing grants the following benefits: While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons for one week, including the days spent relaxing. In addition, at the end of the week, a character can end one effect that keeps the character from regaining hit points, or can restore one ability score that has been reduced to less than its normal value. This benefit cannot be used if the harmful effect was caused by a spell or some other magical effect with an ongoing duration. Nor can it be used to recover from an effect that lists a difficult means to recover, such as an effect that is only recovered from a Remove Curse spell, or one that is recovered from a Greater Restoration spell.
    • A character that uses this Downtime Action twice in a row, by spending a total of 6 days of Downtime, reduces any Sanity damage that they are suffering from by an amount equal to their Charisma modifier (minimum 1 point of Sanity damage reduced).
    • A character that has Moderate or lower Corruption that uses this Downtime Action, by spending a total of 3 days of Downtime, reduces any Corruption that they are suffering from by 1.

     

    Researching Lore

    Show Spoiler
    • Prerequisite(s): None.
    • Resources: This activity requires you to have access to a library, a sage (e.g. A Researcher Citizen, or someone with the Sage Profession Trait), or a similar resource in order to study your given topic. Additionally, for every day spent researching, you must spend 3gp on fees in order to use the given resource. This fee is waived if you own the resource used to research.
    You can spend your Downtime studying tomes and pouring over documents in order to research and understand a given subject. The information gathered from this action is of greater value than gathering information from the masses, but is limited to the knowledge of the library used, generally information gathered through research is true, though it may be outdated. The strength of the information gathered is improved as the library is improved in quality.

    Effects

    You must spend at least 10 Downtime Days researching facts and lore, when you do so your Event handler makes an Arcana, History, Lore, Nature, Religion, or Tactics check on your behalf, depending on what you are researching, and consults the following table. For every 2 additional days spent researching, you gain a +1 bonus to your result.
    • 11 or lower: No significant information is discovered.
    • 12-16: You discover a single piece of information tied to your subject based upon the stories and lore found within your given place of research.
    • 17-22: You discover two pieces of information tied to your subject based upon the stories and lore found within your given place of research.
    • 4+: For every 4 above the result, you discover an additional piece of information, or one piece of information discovered already is expanded upon, providing greater insight into the subject.
    • Each piece of information is the equivalent of one true statement about a person, place, or thing. Examples include knowledge of a creature’s resistances, the password needed to enter a sealed dungeon level, the spells commonly prepared by an order of wizards, and so on.
    • The base DC will fluctuate based upon the lore to be researched and the library used. For obscure facts or simply pieces of lore that are not found in your chosen library, the DC will increase. Generally this is on an increasing scale of 1-8 per step away from the information the library has. For example, when trying to look into the Basic History of Dolider, an island that until recently, was cut off from the rest of the world, while using a Berusian library, the DC would at base be increased since Dolider has been so isolated and only recently the portal was opened within Karstein. In this case, the base DC of this question would be increased by 4 in total. While looking into Lichdom and the rituals therein, this lore is very obscure and limited in scope, very few know it, and fewer still libraries can say to hold this information. The DC would be increased by 6 per step due to its obscurity, with most libraries, outside of those held within necromantic strongholds, would be three steps away from this information, giving us a total increase to the DC of 18.
    • The base DC can also be altered by the researcher's set of Lore's, if relevant towards the given question. For example while looking into the Folk Heroes of Arlogas, a character with lore Legendary Heroes, or better still Heroes of Arlogas would reduce the DC by 2 and 4 respectively, as the more specific the lore, the greater the bonus. If the lore were Expertised or Mastered, it would likewise double its or triple its effectiveness, in the above example an Expertise in Lore (Heroes of Arlogas) would reduce the DC by a total of 8.
    Complications: The greatest risk in research is uncovering false information. Not all lore is accurate or truthful, and a rival with a scholarly bent might try to lead the character astray, especially if the object of the research is known to the rival. The rival might plant false information, bribe sages to give bad advice, or steal key tomes needed to find the truth. Complications do not occur with player owned libraries, unless the owner deems it so. In addition, a character might run into other complications during research. Every 7 days spent in research brings a 5 percent chance of a complication, examples of which are on the Research Complications table.

    Research Complications

    D6 Complication
    1 You accidentally damage a rare book.
    2 You offend a sage, who demands an extravagant gift.*
    3 If you had known that book was cursed, you never would have opened it. You trigger a Cursed Event.*
    4 A sage becomes obsessed with convincing you of a number of strange theories about reality.*
    5 Your actions cause you to be banned from a library until you make reparations.*
    6 You uncovered useful lore, but only by promising to complete a dangerous task in return.
    * = (This may involve a rival).   As the Event Handler or DM of the given situation, you are the final arbiter concerning exactly what a character learns. For a monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature that guards the place.
     

    Revelry

    Show Spoiler
    • Prerequisite(s): Modest or greater Lifestyle.
    • Costs: You must pay your lifestyle’s Travel cost per day of Downtime spent to partake in Revelry.
    You can spend your Downtime engaged in a variety of hedonistic activities such as attending parties, binge drinking, gambling, or anything else that helps you to cope with the perils that you face on your adventures; however, while this activity is often necessary, it can be expensive, as such revelry does not come cheap.

    Effects

    For every day spent in Revelry, you gain a benefit based upon the lifestyle of revelry you pursued.  
    • Modest Revelry (1gp/day):
    • Comfortable Revelry (2gp/day):
    • Wealthy Revelry (4gp/day):
    • Aristocratic Revelry (10gp/day):
    For every two days spent in Revelry, you gain a Point of Inspiration, which is lost once used or after a month of in-game time passes. You can have at most three points of Inspiration saved up. For every seven days spent in Revelry, you reduce any Sanity damage you have suffered by an amount equal to your Charisma modifier (minimum 1). Regardless of the number of days spent in Revelry, you must roll a Constitution ability check against a DC of 8. For every two days spent in Revelry, the DC increases by 1. On failure you must roll on the Revelry Table to determine what happens.
     

    Shopping

    Show Spoiler
    • Prerequisite(s): None.
    You can spend your Downtime searching the markets and shops for specific wares that you can then purchase. You purchase items from NPC markets, with the amount and rarity of those items limited by your time, money, and influence spent searching.  

    Shopping Limitations

    • Tier: When Shopping, you cannot buy materials, items or enchantments higher than T3.
    • Properties: When Shopping, you cannot obtain custom properties on Armour or Weapons aside from Armored Clothing and Custom Fitted (fly).
    • Generic Materials: Generic materials that do not specify their origin, such as Common Hide or Fine Fiber, cannot be used for specific spell components. i.e. You cannot specify that the Fine Hide you purchase comes from a rhinoceros for the purpose for Embrace the Wild.
    • Quality Upgrades: You can upgrade existing or new items while shopping for the gold cost, but cannot substitute the cost with your own oil, reagents, or other materials.
    • Pets/Companions: When Shopping, you cannot obtain pets that are Advanced or higher, and only Beasts of Burden or Warhorses are considered trained on purchase. All other pets purchased are untrained.
     

    Long-Term Regional Effects

    Arlogas
    • Quality Oils in Arlogas require a payment of 5 influence for access per Shopping activity.
    • Items require a flat 5 Influence per item at Superior or lesser quality, and 10 Influence per item above that.
    • This influence cost can be reduced through interactions, main factions, citizenship, etc.
     

    Shopping Capacity

    When Shopping you have a base shopping capacity of 25 lbs a day.
  • For each ton of cargo capacity from structures and vehicles you own you increase this capacity by 100%.
  • For each Magical Extradimensional Space you carry you increase this capacity by 50% per Rarity Tier of the enchantment.
  • For example, a Vardo (4 tons) increases capacity by 400% to a total of 125 lbs. With a Vardo and a T2 bag of holding you would increase the capacity by 500% to a total of 150 lbs.  

    Buying Mundane Items or Magical Consumables

    On your first day of Shopping, you can purchase materials of up to T1, Mundane items of up to Average quality and Magic Consumables of up to Poor (T1) quality. You can purchase total weight of items weighing no more than your shopping capacity. Alternatively, you can buy 1 big ticket item (item weighing more than 30 lbs, but less than 500 lbs, or a Mundane rarity animal).
      For each 1 additional day spent:
      • Increase the maximum quality of Mundane Items by a step to a maximum of Superior.
      • Increase the total weight you can purchase by your shopping capacity.
      • Increase amount of big ticket items you can purchase instead by 1.
      For each 2 additional days spent:
      • Increase the maximum material tier by a step to a maximum of T2
      • Increase the maximum Magic Consumable tier by a step to a maximum of Fine (T2)
      For each 5 total days spent:
      • You can, instead of buying anything else, buy 1 large ticket item (items weighing 500 lbs or more, or an Uncommon rarity animal)
      For each 20 total days spent: You can instead purchase your base shopping capacity of one of the following:
      • Up to T3 materials with an additional cost of 1 influence per each raw 50 gp worth of materials (6 lbs of Fever Iron 10gp/lb is 2 Influence, 7 lbs of Drake Bones 15gp/lb is 3 Influence).
      • Up to Superior Quality mundane item with an additional cost of 15 influence
      • Up to Excellent (T3) tier Magic Consumables, with an additional cost of 2 influence per consumable.
      • Alternatively, instead of buying anything else, you an buy 1 Rare rarity animal.
      If you have relevant tool expertise or Journeyman benefit of Master Merchant - you need 10 days instead of 20. If you have both - 5 days.  
      DAY'S SHOPPING MATERIAL QUALITY MAGICAL CONSUMABLE ANIMALS
      Day 1 T1 Average Tier 1 (Poor) Mundane
      Day 2 T1 Fine Tier 1 (Poor) Mundane
      Day 3 T2 Excellent Tier 2 (Fine) Mundane
      Day 4 T2 Exceptional Tier 2 (Fine) Mundane
      Day 5 T2 Superior Tier 2 (Fine) Uncommon
      Day 6 T2 Superior Tier 2 (Fine) Uncommon
      Day 20 T3 Superior Tier 3 (Excellent) Rare

      Buying Magic Items

      You calculate the base time needed the item using mundane item rules above, then add more time and influence based off the Magic Item's enchantments from the table below.   Every additional enchantment after the first increases the days required by 50%. If you have Enchanting Expertise or Journeyman benefit of Master Merchant, you need 12 days instead of 24 for Tier 3 (Excellent) enchantment, or 6 days with both.  
      Enchantment Rarity Days Added Influence
      Tier 1 (Poor) +2 0
      Tier 2 (Fine) +4 0
      Tier 3 (Excellent) +24 10
      For example: If you want to buy an Excellent Fever Iron Greataxe with two Tier 2 (Fine) enchantments; you would first need to spend 20 days and 1 influence (4lbs of 10gp metal) to get the material to T3, by which point the quality is already at least Excellent. Then you would need to spend 4 days on the first enchantment, and 4+50%=6 days on the second enchantment, giving us total of 30 days. Someone with Miner's or Smith's Expertise or Master Merchant would only need to spend 10 days to get the material to T3, or 5 days if both.  

      Market Value

      When using Downtime to buy items from NPCs you buy items at a rate dependent upon your skill as a Merchant, called Market Value, as given below:  
      Proficiency/Profession Bonus
      Untrained You can buy items from NPCs at 175% of their market value.
      Trained You can buy items from NPCs at 150% of their market value.
      Expert You can buy items from NPCs at 125% of their market value.
      Master You can buy items from NPCs at 100% of their market value.
      Merchant Profession If you possess the Merchant Profession Trait, you can buy items for 10% less than normal.
      For example: if you are a Merchant who is an Expert in Merchant’s Tools, you can buy items from NPCs at 115% of their market value.  

      Haggling

      When using Downtime to buy items to NPCs, you can attempt to haggle, your Event Handler will make a Merchant's Tools, Deception, Intimidation, or Persuasion check on your behalf and consult the table below for your results:  
      Roll Price Adjustment
      1-6 You buy items from NPCs for 10% more than normal.
      7-13 No change.
      14-17 You can buy items from NPCs for 5% less gp than normal.
      18-23 You can buy items from NPCs for 10% less gp or 1 influence less than normal.
      24-29 You can buy items from NPCs for 15% less gp or 2 influence less than normal.
      30-37 You can buy items from NPCs for 20% less gp or 3 influence less than normal.
      38-47 You can buy items from NPCs for 25% less gp or 4 influence less than normal.
      48+ You can buy items from NPCs for 30% less gp or 5 influence less than normal.
      For example: if your Event Handler rolls a 23, you can choose to spend 10% less gp, or 1 influence less than normal on your purchase.
       

      Therapy

      Show Spoiler
      • Prerequisite(s): None.
      • Costs: You must pay your lifestyle’s Travel cost per day of Downtime spent to partake in Therapy. This fee is waived if you have a known Therapist allied contact, willing to see you.
      The dangers of the world are great, and even the bravest of adventurers can have their mind shakened from the horrors that they face on the day-to-day. On such occasions, therapy can help ease the mind of the adventurer, giving them some relief from their troubles. Whether this is a trusted friend or confidant, or a licensed professional, in either case, time spent seeking help can aid the mind of any troubled hero. A therapist must be Proficient in Medicine.

      Effects

      Therapy requires four days of Downtime. Upon completion of this Downtime Action, you reduce any Sanity damage that you are suffering from by an amount equal to the Wisdom modifier + Proficiency in Medicine that your Therapist possesses, defaulting to 4 Sanity damage cured.
       

      Travel

      Show Spoiler
      • Prerequisite(s): None.
      You spend your Downtime traveling from one place to another. Border crossings often have a fee tied to them, and unless otherwise noted, crossing from one region to another has a cost tied to it.

      Effects

      • For every day spent Traveling, you gain 1 Downtime XP Tick.
      • A character can travel for 10 hours in a day without exhausting themselves and are assumed to be traveling via the most effective method available, with the various road types in the various regions this ends up being a negligible bonus, thus road type is ignored. Regardless, transitioning from one region to an adjacent region requires 300 miles of travel or for characters that have an Overland Travel Speed of 3mph, 10 days of Downtime at a Medium Pace. Your character sheet should list a Travel Pace under the Movement section on page 1, this gives your Slow/Medium/Fast travel pace.
      • When traveling from region to region, you must spend at least 1 hour of travel per region, regardless of if your reductions would reduce it to a lower value. Teleportation ignores this rule.
      Means of Travel
      When traveling, you can do so either through legitimate means, or through illegal ones, as given below:
      • When transitioning from region to region via legitimate means, you must spend 10gp per creature in your entourage as a border crossing fee. Additionally, any Restricted items on your person add an additional 1gp fee per restricted item for licensing on these items. Traveling with such items can result in denial of transit or confiscation of the restricted goods depending on if you hold any rivals in the border guard or higher-ups in the region. You can attempt to smuggle these goods over the border by making a Deception or Sleight of Hand check opposed by the Border Crossing’s Security DC. Any illegal goods on your person when attempting a border crossing must be smuggled or they will be confiscated, and depending on the severity of the illegal goods, criminal fees or worse may be incurred.
      • When transitioning from region to region via illegitimate means, you do not need to pay a border-crossing fee, but you or your group’s guide must roll a Stealth check opposed by the Border Crossing’s Security DC to pass successfully, failure results in fees 10x the legal border crossing fee, with additional punishments depending on severity of crossing.
      • Regardless of the type of crossing, you remain in your starting Region until all downtime days have been spent to travel.
       
      Teamsters, Guides, and Travel Rulesets
      • Character's with the following Professions as well as Adventurer PCs and those considered Guides for Overland Travel can act as Teamsters and thus can bring with them up to half of their Proficiency bonus in Cartographer's Tools or the Survival skill in additional characters when traveling. Characters brought in this way do not need to spend their Downtime traveling to travel in this way: Adventurer, Cartographer, Outlander, Pirate, or Sailor.
      • When traveling with a vehicle, you can bring an additional number of characters with you during your travel equal to the Passenger capacity of your vehicle, Teamsters with a vehicle add this number to the number of characters that can benefit from traveling with a Teamster.
      • When traveling you can provide your travel benefits to up to your Proficiency bonus in Cartographer's Tools or Survival skill characters, this bonus is increased by the Passenger capacity of any vehicle you are using during your travel. You do not need to be a Teamster to provide this benefit, though you must travel with those benefiting from your travel-based abilities when doing so. For example, as a Guide with the Far-Traveler feature and Expertise in Cartographer's Tools at level 1, you could indicate 4 other characters as traveling companions, when the 5 of you travel, each of you benefits from your Far-Traveler ability for the purposes of days spent traveling.
      • Character's can pay NPC guides, ships, teamsters, and the like to transport them, when doing so, spend 1 DTD and 500gp per region moved as a representation of time and coin spent looking for such a crew to transport you. When moving this way you must move from adjacent region to adjacent region. You can spend an additional 500gp to travel via sea routes instead of land routes, or an additional 1000gp to travel via sky routes.
      • Should you possess a mount or a vehicle, travel via flight or naval or teleportation, or travel at a slow or fast pace, the time required to travel from border to border is reduced based upon the following table:
       
      Travel Routes
      Travelling normally must be done through connected Regions, as listed in the below table, crossing through regulated borders. New travel routes can be discovered and used by characters even if they are not listed on this page. However, you may cross multiple Regions in a single Downtime submission, paying the cumulative time and border fee costs at once.
      • Arlogas to:
        • Elderia (Overland)
        • Berusia (Trackless, Difficult Terrain, Highly Dangerous)
      • Elderia to:
        • Arlogas (Overland)
        • Berusia (Overland)
      • Berusia to:
        • Dolider, Nildurc (Portal)
        • Elderia (Overland)
        • Arlogas (Trackless, Difficult Terrain, Highly Dangerous)
      • Dolider to:
        • Berusia, Karstein (Portal)
       

      Travel Type

      Travel Type Modifier
      Naval Allows travel 20 hours in a day; thus multiplying your overland travel by 20 instead of 10, or simply doubling the normal MPH you can travel; however, naval travel must move along water routes.
      Flight Reduces the base required number of DTDs to travel per region by 50 miles.
      Mount Uses the mount's Overland
      Vehicle Uses the vehicle's Overland
      Slow Pace Uses your Slow Pace MPH. You cannot be ambushed, except by those with the Alert feat.
      Fast Pace Uses your Fast Pace MPH. You double the chance of being Ambushed along the road.
      Guide Guides travel at an increased pace, giving you a 1.5x bonus to your base MPH. This is applied before Fast Pace.
      Difficult Terrain Your MPH is halved when traveling through difficult terrain. This is not applied if a ranger is in the party and possesses the appropriate Favored Terrain or Natural Explorer.
      Trackless Your MPH is halved when traveling off-path through any terrain, e.g. barriers such as ravines, high slopes, and the like that require the party to navigate around obstacles.
      Teleportation via Wayshrine/Menhir 1 hour of Downtime spent total; however, you must be attuned to at least two of the chosen categories to warp between them, just as you would attune to an item. You can only warp from Wayshrine to Wayshrine or Menhir to Menhir, they are not interchangeable. Only items that can fit on your person can be transported with you via this form of travel. Vehicles cannot be transported this way.
      Teleportation via Spell 1 hour of Downtime spent total. Teleportation Miss Chance and Mishaps occur as normal. Only items that can fit on your person can be transported with you via this form of travel. Vehicles cannot be transported this way.
      Teleportation via Vortex Portal (Dolider) 1 hour of Downtime spent total. Teleportation Miss Chance and Mishaps do not occur.

       
       

      Volunteering

      Show Spoiler
      • Prerequisite(s): None.
      You spend your Downtime performing acts of charity and volunteer work, helping the less fortunate and providing for those in need.

      Effects

      • For every 7 days of Downtime spent Volunteering, you gain an amount of Influence equal to 1d4 + your Tier of Play.
      • Optionally, you can spend coin to increase your Influence gain from the above feature, reduce the number of days required to benefit, or both as given on the table below:
      • For every 4 days of Downtime spent Volunteering, you can choose to gift 1 of your unspent Downtime days towards another player. A player can only benefit from the highest number of Downtime gifted to them by a single player, multiple players Downtime gifts do not stack.
      • For every 15 days of Downtime spent Volunteering specifically working towards this boon, you can spend 30 + 5 per Prestige modifier you have in Influence (Which the influence must all come from the same region) and an amount of coin equal to your Current Prestige score x 1000gp to earn 1 Prestige. Your Prestige store cannot be increased higher than half of your Prestige Cap through this method of Prestige gain.
      Cost Benefit
      150gp +1 Influence
      300gp -1 day or +2 Influence
      600gp +3 Influence
      1,200gp -2 days
      1,800gp +1d4 Influence
      2,400gp -3 days
      3,000gp +1d4+2 Influence
      3,600gp -4 days
      4,200gp +1d4+4 Influence
      4,800gp -5 days
      5,400gp +1d4+6 Influence
      6,000gp -6 days

       

      Specific Downtime Activities

      Adventure

      Show Spoiler
      • Prerequisite(s): You must have a level in any non-Citizen class, whether as a PC or Multi-classing Civilian.
      You spend your Downtime performing light adventures, helping out lower-rung adventures, or performing mild duties that are above the standard worker’s job. Usually this entails you cleaning out sewers of monsters, or guarding caravans along the road, what you do specifically is up to you however.

      Effects

       
      • For every day spent acting as an Adventurer, you gain 6 Downtime XP Ticks.
      •  
      • Additionally, for every 1 day of Downtime spent Adventuring, you gain an amount of coin based upon your Hireling Tier. You gain an amount of gold pieces equal to one set of your hireling tier per day spent. For example if you are level 8, you would gain 5gp/day.
      • For every 7 days of Downtime spent Adventuring, you gain an amount of Influence within your Region and a single Settlement of that region equal to 1d4 per your Tier of Play for each week of Adventuring. E.g. A lvl 7(Tier 2) player Adventuring for 14 days would get 4d4 influence.

       

      Alibi

      Show Spoiler
      • Prerequisite(s): None.
      You can spend your Downtime forming an alibi for yourself and a group of five others in order to interfere with or hinder a current or future investigation relating to yourself and your group.

      Effects

       
      • You can spend 1 day of Downtime to require any investigators into a crime that you and your group committed during the current week of play or the upcoming week of play that you were not responsible for the actions. Setting the Investigation DC to determine you or your group are innocent equal to 10 + your bonus in the Deception skill. This does not mitigate any evidence you left at the scene which may lead investigators to you. It simply gives you an alibi that you could not have in fact committed the crime, for you could not have been there and where your alibi places you at the same time.
      • You can add an additional creature covered by your alibi for every additional day of Downtime spent towards this benefit.
      • You can increase the DC to see through your alibi by 4 for every 5 days of Downtime spent towards this benefit.

       

      Blackmail

      Show Spoiler
      • Prerequisite(s): None.
      You can spend your Downtime looking into incriminating or dark secrets about a given NPC, Civilian, or PC. This action does not generate secrets from those that have none, it simply allows you to reveal secrets if any are present, so long as they can reasonably be found. What you do with this information is up to you.

      Effects

      • You can spend 3 days of Downtime to look into the past of a given NPC, Civilian, or PC, referred hereafter as your Target. The political team or your groups GM, whichever is more appropriate, will make a Gossip, History, Intimidation, Investigation, or Persuasion check on your behalf, depending on the best method to attain any relevant information, against a DC equal to 10 + the Deception bonus of your Target - Prestige Modifier + any additional modifiers that may apply. If successful, you will be provided one secret about your target, with an additional secret, if any, for every 4 with which you beat the DC by.
      • For every 3 additional days of Downtime spent towards this action, you gain a +2 bonus on your hidden check to reveal
      • If the subject is dead, History may be most approrpiate, in such cases, regardless of skill used, for every 10 years that the subject has been dead, increase the base DC by 1.
      • Failing the DC by 10 or more reveals to your Target or an individual or group connected to your target that someone is looking into their past. Failing the DC by 10 or more and rolling a natural 1 results in the Target knowing it was you looking into their past.
      • Influence may be used by your Target to adjust your Targets DC for Blackmail. This increase in DC is equal to +1 for every 5 Influence spent, but only applies to a single secret per expenditure. The increase in DC remains until revealed, or until your Target suffers from negative Influence in the given region where Influence was spent.
      • Influence may be used to provide you a bonus on your check to uncover secrets about your Target. This bonus is equal to +1 for every 10 Influence spent. Influence can only be spent this to uncover secrets discoverable within that region.

       

      Coerce

      Show Spoiler
      • Prerequisite(s): None.
      You can spend your Downtime threatening, or otherwise influencing an individual NPC to perform a task on your behalf. When you attempt to coerce, you must choose between lower-, middle-, or upper-class folk. You may be limited in the class of folk you can coerce based upon your own background and reputation, as given below:

      Class and Influence Table:

      Social Class Contact Examples Requirements
      Lower-Class Contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town. Any Birth or Profession can Coerce this class; Higher-Class character’s may find it easier to coerce a lower-class individual, but may anger the common folk.
      Middle-Class Contacts include guild members, spellcasters, town officials, and other folk who frequent well-kept establishments. Bastard, Clergy, Mage, or Warrior birth; any Profession besides Unemployed can coerce with this class. A PC can carouse with this class freely, regardless of requirements.
      Upper-Class Contacts include nobles and their personal servants. This includes banquets, state dinners and other official events. Bastard, Gentry, or Mage birth; Artist, Courtier, Court Mage, Entertainer, Knight, Merchant, or the Noble profession can coerce this class. A Prestige Modifier of 1 or more allows coercing this social class. A character disguised as a member of the upper-class can coerce this class.

      Cost to Coerce:

      For every week spent coercing you must pay a fee, meant to represent the cost of locating and attending events related to a suitable mark for your desired task, this includes paying for bar tabs, finery, and similar expenses of the evening. This fee is based upon the social class that you have coerced, as given below:  
      • Lower-class: 5gp per week
      • Middle-class: 20gp per week
      • Upper-class: 100gp per week
      Additionally, some social-classes will not bend without something to back your threats. Influence is required to push your point forward that you mean business and will follow through on your threats. The influence cost is based upon the social class that have you have coerced, and is spent once upon completing this activity, as given below:
      • Lower-class: 2 Influence (0 for Upper-Class characters).
      • Middle-class: 6 Influence
      • Upper-class: 12 Influence
       

      Effects of Coercing

      By coercing an NPC, you stand to make contact within the selected social class with an individual who can aid you in a single desired task, such as leaving the backdoor of the bank unlocked for you on the evening of your heist. The character chooses the desired access level they are trying to attain from this contact, and makes a Charisma (Intimidation) check with an additional +2 bonus on their check per week of downtime spent after the first. Consulting the table below for the results of their check.

      Coercing Table

      Check Total Result
      Fail by 10 Character suffers a complication and makes a Hostile contact.
      Fail by 5 Character has made a Hostile contact.
      14 Character has made a Coerced contact with minimal access.
      18 Character has made a Coerced contact with basic access.
      22 Character has made a Coerced contact with advanced access.
      26 Character has made a Coerced contact with expert access. You must spend double Influence to achieve this goal.
      30 Character has made a Coerced contact with master access. You must spend triple Influence to achieve this goal.
      Contacts are detailed under the Carousing Downtime action; however, a Coerced Contact is given in detail below:  
      • A coerced contact is one acting on your behalf under duress or negative influence. They will break the law for you, they may even kill for you, after their action is completed they lower their Affinity towards you by one step, and once a coerced contact has helped or hindered you, you will need to coerce them again to gain another ‘favor’ from that NPC. A coerced contact provides help once, not help for life.
      • The coerced contact remains helpful yet unfriendly, so long as they remain coerced, which can influence roleplaying and how the characters interact with them, and so long as they are coerced they will help you and your group; however, because of the negative actions that brought this, if they find an opportunity to get away from your coercion, especially if it will screw you over, they will take it.
      • A coerced contact is considered an allied contact for the purposes of the number of allied contacts a character can possess.
       

      Complications

      Characters who coerce risk bar brawls, accumulating a cloud of nasty rumors, and building a bad reputation around town, if not criminal charges, jail time, or worse.  
      Lower-Class Coercing Complications
      D6 Complication
      1 A pickpocket lifts 1d10 x 5 gp from your person.*
      2 A bar brawl leaves you with a nasty scar in a place of your choice.*
      3 You are banned from a tavern after some obnoxious behavior.*
      4 You are jailed for a week at the end of the downtime period on charges of disorderly conduct and disturbing the peace. You can pay a fine of 100 gp or try to resist arrest.*
      5 You have made an additional Hostile contact.
      6 You earn modest winnings from gambling. You recuperate your lifestyle expenses for the month and gain 1d20x4 gp.
      * = (This may involve a rival).
      Middle-Class Coercing Complications
      D6 Complication
      1 You accidentally insulted a guild master, and only a public apology will let you do business with the guild again.*
      2 A social gaffe has made you the talk of the town.*
      3 You regain consciousness in a strange place with no memory of how you got there, and you have been robbed of 3d6x5 gp.*
      4 You have made a foe out of a local spellcaster.*
      5 You are jailed for three weeks at the end of the downtime period on charges of harassment and disturbing the peace. You can pay a fine of 500 gp or try to resist arrest.*
      6 You spent an additional 1000 gp trying to impress people. If you cannot afford this fee, you find yourself in debt to a local guild or a rival for 1000 gp.*
      * = (This may involve a rival).
      Upper-Class Carousing Complications
      D6 Complication
      1 You tripped and fell during a dance, and people can’t stop talking about it.
      2 You have agreed to take on a noble’s debts.*
      3 You have made a foe out of a local noble.*
      4 You have become the target of a variety of embarrassing rumors.*
      5 You have lost influence within the courts, you take 1d6x5 Influence loss within your current region.
      6 You are jailed for six weeks at the end of the downtime period on drummed up charges, whether real or imaginary, the lords have used their power well against your failed games. You can pay a fine of 2500 gp or try to resist arrest.*
      * = (This may involve a rival).
       

      Guarding

      Show Spoiler
      • Prerequisite(s): None.
      You can spend your Downtime guarding an establishment, caravan, individual, object, and so on, when you do so, your time is spent patrolling, keeping a keen eye, and observing for any nefarious business around your charge.

      Effects

      • When guarding, you must spend 7 Days of Downtime for every week that has passed in game to protect your charge. While protecting your charge, the DC to perform any nefarious deeds relating to your charge is equal to your Passive Perception or Investigation score (if the base DC would be lower), or is increased by your Proficiency bonus in either the Acrobatics, Athletics, Investigation, Perception, or Tactics skill (if the base DC would be higher). This includes attempts to Infiltrate using the Downtime Action, locations that you are guarding.
      •  
      • For every day spent acting as a Guard, you gain 3 Downtime XP Ticks
      • Additionally, for every 1 day of Downtime spent Guarding, you gain an amount of coin based upon your Hireling Tier. You gain an amount of gold pieces equal to one set of your hireling tier per day spent. For example if you are level 8, you would gain 5gp/day.

       

      Infiltrate

      Show Spoiler
      • Prerequisite(s): None.
      You can spend your Downtime attempting to insert yourself or an ally into an organization that is otherwise closed off, secretive, or blocked to you, in order to feed you information, steal resources, or otherwise have an ally on the inside. You must have sufficient IC knowledge of an organization to Infiltrate it.

      Effects

      When infiltrating an organization, you must spend 1 Day of Downtime, with an additional number of Downtime Days and an adjustment to the DC based upon the Secrecy level of the organization compared to your knowledge of the organization, as given on the table Secrecy and Knowledge Table below, after this Downtime has been fully spent, your Event Handler must make a Charisma (Disguise Kit) or Charisma (Deception) on your behalf against the DC of the organization, and consults the results given below:
      • Failed the DC by 10 or more: You or your team fail to infiltrate the desired organization, you or your agent’s are captured and repercussions may take place, they are aware of who ordered the infiltration.
      • Failed the DC by 5 or more: You or your team fail to infiltrate the desired organization and may be captured, see Event Team for setting up an exfil Event, otherwise roll a d100 with a chance of success equal to Total Deception, Persuasion or Stealth modifier x5 as the percentage chance of success.
      • Failed: You or your team fail to infiltrate the desired organization.
      • Success: You or your team successfully infiltrate the organization, entering into the desired level of Secrecy. For every 7 DTDs spent ensconced in this way they can gather information, contacts, or items relating to the organization, making checks as appropriate.
      • Success by 5 or more: Same as above, except you or your team infiltrate at a secrecy level 1 higher than intended, or the time required to garner resources from the organization is reduced to 3 DTDs spent.

      Table: Secrecy and Knowledge

      Secrecy DTDs DC Knowledge DTDs DC
      Public +0 -5 Unaware +60 +14
      Unrestricted +2 -2 Rumors +40 +10
      Internal +5 +0 Aware +20 +6
      Sensitive +10 +2 Initiate +10 +2
      Restricted +20 +6 Member +5 +0
      Secret +40 +10 Officer +2 -2
      Top Secret +60 +14 Leadership +0 -5
       

      Access Level Examples

      • Minimal: A contact with minimal access would be to provide details about their work, could provide a name tag, but nothing more.
      • Basic: A contact with basic access could provide all that a minimal contact could provide, but could also provide access to their work during their shift or could leave behind a uniform.
      • Advanced: A contact with advanced access could provide all that a basic contact could provide, but could also leave the back door unlocked for you, provide you a basic map of their work (not secrets), or grant you access during off-hours.
      • Expert: A contact with expert access could provide all that an advanced contact could provide, but could also provide you a map with greater detail including some secrets and defenses, guard shifts, and not only uniforms for your crew but access badges.
      • Master: A contact with master access could provide all that an expert contact could provide, but could also provide a highly detailed map including most secrets and defenses, all guard shifts and patrol routes, shift changes, can clear the building at a designated time, and could provide for an escape route even going above and beyond what could be expected of them.

       

      Pit Fighting

      Show Spoiler
      • Prerequisite(s): None
      • Resources: This activity requires a stake of at least 100 gp, to a maximum of 5,000 gp. Certain facilities may increase this gambling limit, but they are organizations and contacts that you must earn. This coin is considered spent when taking this downtime activity.
      You spend your Downtime fighting in an arena or fight club, garnering a reputation and earning coin at the risk of your own life.

      Effects

      • For every day spent Pit Fighting, you gain 6 Downtime XP Ticks.
      •  
      • For every 7 days of Downtime spent Pit Fighting, make a series of three checks; a Dexterity (Acrobatics), Strength (Athletics), and a Wisdom (Tactics). If you have Proficiency in Martial Weaponry you add your Proficiency on top of the bonuses for the indicated skill. The DC for each of these checks is equal to 5 + 3d10 and is generated separately for each of the three checks. The Event handler consults the table given below to determine the results of your pit fight. You can replace any one of these checks with a Charisma (Performance) check, a Gladiator profession character can replace any two of these checks with a Charisma (Performance) check and has Advantage on their lowest bonus check.
      • For every 7 days of Downtime spent Pit Fighting, you gain an amount of Influence within your Pit Fighting Organization and the City it took place in equal to 1d4 x the number of successes you’ve achieved in that week of gambling.

      Pit Fighting Results

      RESULT Value
      0 Successes. The chance of a complication occuring increases by 5 percent. You get back 0% of your original bet.
      1 Success You get back 50% of your original bet.
      2 Successes You get back 150% of your original bet.
      3 Successes You get back 200% of your original bet.
      * = (This may involve a rival).

      Complications

      Pit Fighting tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every 7 days spent pit fighting brings a 5 percent chance of a complication, examples of which are on the Gambling Complications table. Additionally the complication chance increases by 5 percent for every fail rolled.
      Pit Fighting Complications:
      D12 Complication
      1 You are accused of cheating. You decide whether you actually did cheat or were framed.*
      2 The town guards raid the fighting den. See Event Handler to determine if you avoid capture, and thus Jail time. If pit fighting is legal in your region. This event may be a different organizational raid, such as a rival guild, or is simply a reroll.*
      3 A noble in town loses badly to you and loudly vows to get revenge.*
      4 You won a sum from a low-ranking member of a thieves’ guild, and the guild wants its money back.*
      5 A local crime boss insists you start frequenting the boss’s fighting pits and no others.
      6 You accrue a debt with the pit fighting organization, equal to your original bet.*
      7 You accrue a debt with the pit fighting organization, equal to double your original bet.*
      8 A high-stakes pitmaster comes to town and insists that you take part in a game.
      9 The crowd loses favor with you. You lose 1d6x5 Influence with the Pit Fighting organization and the city it took place in.*
      10 You are injured in your fight, and lose 3 DTDs as you must recover from your injuries. These DTDs are lost as soon as you are able to lose them.
      11 You are injured in your fight, and suffer a level of Exhaustion until you spend 6 DTDs Recuperating. You must do this for every level of Exhaustion gained in this way.
      12 You are maimed in your fight, your Event Handler will roll randomly to determine what limb or appendage of yours is lost during your fight. It can only be restored through magical means or through means such as regeneration. (1. 1d3 Fingers, 2. Hand, 3. Arm, 4. 1d3 Toes, 5. Foot, 6. Leg)

       

      Performing Sacred Rites

      Show Spoiler
      • Prerequisite(s): You must possess levels in one of the following classes: (Cleric, Druid, Inquisitor, Oracle, Paladin, or Warlock), or possess either the Clergy Birth, the Acolyte Profession, or a similarly appropriate Origin.
      You can spend your Downtime performing sacred duties affiliated with your patron, as you guide your flock through meditation and prayer, or perform ceremonies for the faithful, officiating these most sacred of rites in the name of your patron and in the eyes of the gods.

      Effects

      • This downtime action counts as casting the Ceremony spell during events that you officiate.
      • For every seven days spent performing sacred rites, you gain a point of Inspiration, up to your Inspiration cap.
      • For every day spent Performing Sacred Rites, you gain 2 Downtime XP Ticks.
      • Additionally, for every 3 days spent Performing Sacred Rites, you reduce your Lifestyle Expenses by 25 percent, up to 50 percent total. This is not applicable to the current downtime period, only future upkeep.

       

      Researching Spells

      Show spoiler
      • Prerequisite(s): You must possess the Spellbook class feature.
      You spend your Downtime towards researching new spells to add to your spellbook. You can do so to learn of an existing spell on your class's spell list and add it to your spell book as a part of this downtime action.   Researching spells is dependent on how you go about your research, and is generally a slow and costly process, and thus requires a number of factors; they are as follows:

      Trial and Error Research

      • You must spend 50 gp x (the level of the spell being researched, squared). This cost is spent on rare material components, inscribing tools, and raw research on the given spell. This cost is derived from Arcanist Ink. Minimum 25gp.
      • A spell requires 40 hours (4 minimum) x the level of the spell spent researching it to learn of the new spell and add it to your spellbook.
      • You must have a Passive Arcana skill equal to or greater than 14 + the level of the spell you are wishing to learn, to research the desired spell.
      If you provide the coin, the time, and the understanding required, the spell is successfully researched, and added to your spellbook at the end of the last Downtime Day.
      • You may perform this activity with other Arcanists. So long as participant in the research hit the required Passive Arcana DC of the desired spell, each of you may contribute DTDs towards this activity. Each individual character must spend at least 20 percent of the required number of DTDs to gain the benefits of this activity.

      Schooling Research

      When researching a new spell through schooling that you do not have in your spellbook, a scroll, or otherwise do not have access to, you may only research spells whose level is equal to or lower than your Proficiency bonus.
      • You must spend 50 gp x the level of the spell being researched. This cost is spent on rare material components, inscribing tools, and raw research on the given spell. This cost is derived from Arcanist Ink. Minimum 25gp.
      • A spell requires 16 hours(4 minimum) x the level of the spell spent researching it to learn of the new spell and add it to your spellbook.
      • You must have a Passive Arcana skill equal to or greater than 12 + the level of the spell you are wishing to learn, to research the desired spell.
      If you provide the coin, the time, and the understanding required, the spell is successfully researched, and added to your spellbook at the end of the last Downtime Day.

      Scroll Study

      Alternatively, you can use this Downtime Action, to add spells from a scroll or similarly already researched spell into your spellbook, this replaces the default methods of adding spells to your spellbook, found from the Spellbook feature. When performing this downtime action, you must provide the following:
      • You must spend 10 gp x the level of the spell being researched. This cost is spent on rare material components, inscribing tools, and raw research on the given spell. This cost is derived from Arcanist Ink. Minimum 5gp.
      • A spell requires 4 hours (1 minimum) x the level of the spell spent studying the scroll or similar source to learn of the new spell and add it to your spellbook.
      • You must have a Passive Arcana skill equal to or greater than 10 + the level of the spell you are wishing to learn, to research the desired spell.

      Spellbook Study

      Finally, you can use this Downtime Action, to copy spells from your spellbook to another spellbook, this replaces the default methods of copying spells to a spellbook, found from the Spellbook feature. When performing this downtime action, you must provide the following:
      • You must spend 5 gp x the level of the spell being researched. This cost is spent on rare material components, inscribing tools, and raw research on the given spell. This cost is derived from Arcanist Ink. Minimum 2.5gp.
      • A spell requires 1 hour (1 minimum) x the level of the spell spent studying the scroll or similar source to learn of the new spell and add it to your spellbook.
      • You must have a Passive Arcana skill equal to or greater than 10 + the level of the spell you are wishing to learn, to copy the desired spell.

      Scheme for an Adventure

      Show Spoiler
      • Prerequisite(s): You must be an Adventuring Player, otherwise known as a PC.
      You spend your Downtime towards gathering information and preparation towards an upcoming quest, mission, or event. This activity has a number of degrees of success based upon the number of days spent towards this activity by a given group for the respective mission. Consult with your DM if your mission can be Schemed before you attempt this Downtime Activity, as not all missions can be Schemed, they simply do not hold enough information to gather or the unknown nature of the mission is the point.   Each degree of success provides their own level of information or bonuses as given below:
      • Basic (2 DtD): This degree of scheming provides the adventuring party with only the most basic of information or resources for the given mission.
      • This level of information may tell you and your group that the gala you are attending is in fact a masquerade and you should bring masks to the gala, or perhaps you will learn that the servant’s entrance is never locked, allowing an easier entry for those capable of disguise.
      • Informed (5 DtD): This degree of scheming provides the adventuring party with a moderate level of information or resources for the given mission, as well as the previous degree of information.
      • This level of information may tell you and your group that the gala you are attending has three key figures that are likely to hold important information for your quest, giving you their names and appearance. It could also provide you with a rumor, whether true or not, about each of these key figures.
      • Studied (10 DtD): This degree of scheming provides the adventuring party with a great level of information or resources for the given mission, as well as the previous degrees of information.
      • This level of information may tell you and your group that these key figures at the gala hold a number of vices and virtues and what they are, helping you and your group to wheel-n-deal your way into their good graces and more importantly the goal of your quest. Alternatively, it could provide you with a layout of the gala and key positions there, pathways that are lightly traveled or rarely seen, giving you an opportunity to hide here safely, whether to eavesdrop and learn the key information, or to hide and perform your attack for an assassination on a key figure. All in all this information should provide beneficial information that is both true and keyed to the mission's objective.
      • Detailed (15 DtD; must have access to Detailed Scheming): This degree of scheming provides the adventuring party with a superior level of information or resources for the given mission, as well as the previous degrees of information.
      • This level of information may tell you and your group that one of these key figures at the gala is having an affair with the local lords wife, a most juicy piece of information on this political mission that you could use to exploit this mark to your own benefits and more importantly, reach your quests goal. Alternatively, it could provide you with a servants key and proper disguises for the gala along with backstory, allowing you and your crew to move about with ease. All in all this information should provide beneficial information that is both true and keyed to the mission's objective.

       
       

      Sowing Rumors

      Show Spoiler
      • Prerequisite(s): None.
      • Costs: You must pay 25 gp to sow rumors.
      You can spend your Downtime swaying public opinion about a given subject. Whether the rumor happens to be true or not does not matter; what matters is what people will believe. Because of this, when sowing rumors, your rumor must be believable and hard to disprove, using the fear or desires of the public to work against your subject.  

      Effects

      When sowing rumors, you choose a small area, town, faction, or organization for the rumours to spread in, along with a target lifestyle, with greater cost and difficulty the further you spread them. These rumours can be about an individual, organization, or event, but require a clear explanation as to what will be affected by successfully sowing rumors (which factions, organizations, ect.) The region the rumour is sown in will always be affected, but groups such as organizations and factions may not be.  
      Required Days
      You must spend a number of days of Downtime equal to 20 - the Prestige modifier of your target - their Influence modifier for the region you wish the rumor to be sowed in. At the end of this period of time, your event handler makes a Deception or Persuasion check on your behalf and consults the following table, factoring in believability and other modifiers listed below:  
      Roll Table
      • 10 or lower: Your rumor fails to take hold.
      • 11-16: Your rumor takes hold, though it is not widely believed, and those that do believe were untrustworthy sources to begin with. This rumor is unlikely to cause strife, but with luck it may. It will be spread among taverns and gathering places within your chosen region, and those that believe it will react accordingly. Your target will not lose or gain any Influence from this action.
      • 17-22: Your rumor takes hold, though it has a small following, it is not a sizable portion that believe it. This rumor may cause strife, but it very well could lead to only hushed whispers. It will be spread among taverns and gathering places within your chosen region, and those that believe it will react accordingly. Your target will either lose or gain 1d4 points of Influence in all appropriate groups, factions, and locales.
      • 23-28: Your rumor takes hold, with a sizable portion of the public believing its tale. This rumor could very well cause strife, or darkened whispers, or maybe even trigger some to act upon this information. It will be spread among taverns and gathering places within your chosen region, and those that believe it will react accordingly. Your target will either lose or gain 2d6 points of Influence in all appropriate groups, factions, and locales.
      • +4: For every 4 above the result, your rumor is sown farther and wider, your target loses or gains an additional point of Influence.
       

      Modifiers

      Believability Modifiers to Roll
      • The rumor is impossible: -20
      • The rumor is dubious: -10
      • The rumor is far-fetched: -5
      • The rumor is unlikely: -2
      • The rumor is believable: +0
      • The rumor is highly believable: +5
      • You possess proof: up to +10, could be penalty if proof is falsified or otherwise fake and noticed to be such or is otherwise not actually proof.
       
      Expanding Rumour Range
      You can spend influence and/or increase your DC to spread your rumors to regions you aren't in.
      • You add +3 to the DC for per region that you aren’t in, with an additional +2 for each region the rumors must pass through to reach the intended region.
      • You can spend 10 Influence to spread this rumor to an additional adjacent region, with an additional 5 Influence per non-adjacent region you also wish to spread it to.
       
      Bonus Modifiers to Roll
      You can spend additional days or influence to increase your chances of success in this activity.
      • For every additional day sowing rumours, add a +2 bonus to your result, to a maximum of +10 (5 days total).
      • For every 10 Influence that you spend on sowing rumours, you gain a +2 bonus on your checks result, to a maximum of +10 (50 influence total).
       
      Other Benefits
      • You can spend Influence to reduce the time sink of sowing rumours; for every 10 Influence spent, the time required is reduced by 5 days, to a minimum days required of 1 day.
      • You can spend 5 Influence to negate the GP cost to partake in this downtime action.
      • You can spend 5 Influence to avoid being seen spreading the rumours yourself, letting you designate who or what will be spreading the rumours for you.

       
       

      Train a Creature

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      • Prerequisite(s): None.
      You spend your Downtime towards taming an otherwise wild creature to work towards a given purpose.
      • Every would-be tamable creature has a Training DC equal to 10 + half of that creature’s Charisma score - (2 for every Point of Intelligence score the creature has if below 6, otherwise + that creature's Intelligence modifier (a penalty if below 10)) + 1/5th of that creature's Strength score + that creature’s CR + 2 for every step away from the creature’s alignment you are (0 if unaligned) + that creature’s Charisma score if the creature does not have the Docile trait + 4 if Advanced, ignoring fractions.
      • You can only tame a creature whose Training DC is equal to or lesser than your passive Taming Score (10 + your total bonus in Animal Handling + your total bonus in Tamer's Tools). If you are Proficient in Tamer's Tools, you can replace your Animal Handling ability modifier with your Tamer's Tools ability modifier when calculating your Taming Score.
      • Taming a creature requires a number of Downtime Days equal to the HD of the creature x 10. A number of these hours are wh equal to the HD of the creature to be tamed. As well as sufficient food and housing to keep the creature stable and in good spirits. In most cases a simple set of 1 Animal Feed per day spent is sufficient along with a suitable Structure, per Building and Structure rules. Upon completion of these Downtime Days, the creature(s) to be tamed are successfully tamed and are capable of becoming Pets, per Pet Rules. If you're proficient with Tamer's Tools you reduce the multiplier of DTDs required to tame a creature from 10 to 9, expert's reduce it further from 9 to 8, and master's further still from 8 to 6.
      • You can tame a number of creatures at the same time in this way equal to your Proficiency bonus in the Animal Handling + your Proficiency bonus in Tamer's Tools, minimum of 1 creature. Additionally, successfully taming a pet in this way, teaches the pet its initial Tricks per pet rules, with an additional number of Tricks equal to one-half of your Proficiency bonus in the Animal Handling skill or your Proficiency bonus in Tamer's Tools.
      Alternatively, you can train an already domesticated Pet additional Tricks, up to their Trick cap.
      • You can only teach a Pet additional Tricks if your passive Animal Handling skill meets or exceeds the Training DC of the Pet.
      • Teaching a Pet an additional Trick requires a number of Downtime Days equal to half of the given DC of the desired Trick. Additionally, your Pet will require sufficient food for the duration of the training to keep them well-fed. In most cases a simple set of 1 Animal Feed per day spent is sufficient. If you're proficient with Tamer's Tools you reduce the number of DTDs required to tame a creature by 1, expert's reduce it further from 1 to 2, and master's further still from 2 to 5.
       

      Training

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    • Show Spoiler
        Prerequisite(s): None.
      You spend your Downtime towards training a new feature or retraining an old one into a new one. This uses the Training rules found Here on the Syrik World Anvil.

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