Downtime: Difference between revisions
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== Downtime Conceits: == | == Downtime Conceits: == | ||
=== Lifestyle: === | |||
A character is assumed to do enough odd jobs or basic work to maintain a normal lifestyle without additional cost; this includes lodging, food, provisioning, and so on. If you wish to maintain your character at a higher lifestyle level, the cost must be paid as a fixed sum to maintain your lifestyle for your first event on an in-game month, not exceeding that amount regardless of how long you go between sessions. Maintaining a specific lifestyle between games comes with specific advantages that are additive - that is to say, "Wealthy" benefits from "Moderate", and "Aristocratic" benefits from both prior levels. | |||
{| class="wikitable" | |||
|+ | |||
!Lifestyle | |||
!Description | |||
!Advantage: | |||
!Cost | |||
|- | |||
|Moderate | |||
|You maintain an appropriate home, one that is clean, safe, and generally with enough food, water, and other necessities to not have to worry about the day-to-day. | |||
|'''Well-Equipped:''' Once per game session, you may expend any normal item without actually removing the item - e.g. "use up a rope" while not having to remove that rope from your character sheet. | |||
|2gp | |||
|- | |||
|Wealthy | |||
|You're living well, keeping the best of supplies, keeping safe, warm, and with noticable wealth. | |||
|'''Forethought:''' You gain a new action for Inspiration - you may use inspiration in place of a piece of gear you do not currently have.. to have that gear in the current circumstance. This represents a single material item appropriate to the action and use at hand. | |||
|15gp | |||
|- | |||
|Aristocratic | |||
|You live like the rest of the world is poor - and to you, it likely is! | |||
|'''Connected:''' Everyone wants to be your friend. Gain one Favor die (d6) at the start of each session; this is in addition to any earned by the Carouse action, and can be used for the same things. | |||
|35gp | |||
|} | |||
== Downtime Events: == | == Downtime Events: == | ||
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== Downtime Actions: == | == Downtime Actions: == | ||
A character gets two Downtime Actions between games that can be used to do any of the following. It should be noted that extended downtime does not allow additional downtime actions; your actions will replenish once you've headed out and gone on an adventure in the wilds. | A character gets two Downtime Actions between games that can be used to do any of the following. It should be noted that extended downtime does not allow additional downtime actions; your actions will replenish once you've headed out and gone on an adventure in the wilds. | ||
=== Busking: === | |||
A character may use a tool skill, performance, persuasion, or other skill to simply earn a small amount of coin. While this will never make one rich, it can certainly help fix some holes in gear or otherwise address an immediate small shortfall of coin. To Busk, a character makes an ability check against a DC of 8; if this check succeeds, gain one gp per point that your roll exceeds the DC check. Even a mediocre performance gets tips! | |||
=== Crafting: === | === Crafting: === |
Latest revision as of 21:40, 27 October 2022
Adventurers don't exist in a vacuum; they need to be doing something between their dangerous jaunts into the field! So let's go through how downtime works in the Aria of Stars. Downtime should be resolved, if possible, prior to the start time of your session; the GM will be available for this purpose, and can approve downtime actions through the Discord downtime request channel as well.
Downtime Conceits:
Lifestyle:
A character is assumed to do enough odd jobs or basic work to maintain a normal lifestyle without additional cost; this includes lodging, food, provisioning, and so on. If you wish to maintain your character at a higher lifestyle level, the cost must be paid as a fixed sum to maintain your lifestyle for your first event on an in-game month, not exceeding that amount regardless of how long you go between sessions. Maintaining a specific lifestyle between games comes with specific advantages that are additive - that is to say, "Wealthy" benefits from "Moderate", and "Aristocratic" benefits from both prior levels.
Lifestyle | Description | Advantage: | Cost |
---|---|---|---|
Moderate | You maintain an appropriate home, one that is clean, safe, and generally with enough food, water, and other necessities to not have to worry about the day-to-day. | Well-Equipped: Once per game session, you may expend any normal item without actually removing the item - e.g. "use up a rope" while not having to remove that rope from your character sheet. | 2gp |
Wealthy | You're living well, keeping the best of supplies, keeping safe, warm, and with noticable wealth. | Forethought: You gain a new action for Inspiration - you may use inspiration in place of a piece of gear you do not currently have.. to have that gear in the current circumstance. This represents a single material item appropriate to the action and use at hand. | 15gp |
Aristocratic | You live like the rest of the world is poor - and to you, it likely is! | Connected: Everyone wants to be your friend. Gain one Favor die (d6) at the start of each session; this is in addition to any earned by the Carouse action, and can be used for the same things. | 35gp |
Downtime Events:
During downtime, the player will perform the following actions/events automatically:
Level up:
The character will pay level up costs and actually level according to the following table. These costs are representative of new spell pages, practice time, gear repair, and so on - all those little costs that add up over the course of learning your way through a level.
Level Range | Cost to Advance |
---|---|
1-4 | 10gp |
5-9 | 25gp |
10-15 | 150gp |
15-18 | 500gp |
19 | 1000gp |
20 | 5000gp |
Resupply:
The player can spend the coins to buy new supplies, shop, and so on at their convenience; the VTT will be open regularly for maintenance and prep purposes, and the GM will indicate on the Discord when the server is available. Feel free to pop in and buy what you need to brave the wilds; this does not affect any other downtime event or action.
Downtime Actions:
A character gets two Downtime Actions between games that can be used to do any of the following. It should be noted that extended downtime does not allow additional downtime actions; your actions will replenish once you've headed out and gone on an adventure in the wilds.
Busking:
A character may use a tool skill, performance, persuasion, or other skill to simply earn a small amount of coin. While this will never make one rich, it can certainly help fix some holes in gear or otherwise address an immediate small shortfall of coin. To Busk, a character makes an ability check against a DC of 8; if this check succeeds, gain one gp per point that your roll exceeds the DC check. Even a mediocre performance gets tips!
Crafting:
A character with appropriate tools and proficiency can create nonmagical objects and works of art; you will need to be in good standing with the appropriate local craft area if necessary (e.g. the blacksmith/forge to work metal). One downtime action is sufficient to use all of your downtime days to work toward crafting an item; crafting costs 1gp/day used for this purpose. If exotic materials are available, they may be used in the crafting process to create appropriate items out of that material; this requires a raw store of material equal to the end value of the item in addition to the 1gp/day fee.
Each day of crafting adds 5gp of value to your raw item; when you reach the value of the item as expressed in the player's handbook (or the level of value for the piece of art in question), the item is yours, and will go into your character inventory. Spending an additional downtime action will allow an appropriate crafting tools check against a DC of 15 to attempt to 'Mastercraft' an item; this may have some additional benefit (extra hardness on item saving throws, easier maintenance, or the like) than a traditional item.
Exotic materials or mastercrafting are required to create the base of a magical item of anything other than common rarity.
Scribing Scrolls, Creating Potions, and Making Magitech/Alchemical Toys:
Scrolls:
Scribing a spell scroll takes an amount of time and money related to the level of the spell the character wants to scribe. In addition, the character must have proficiency in the Arcana skill and must provide any material components required for the casting of the spell. Moreover, the character must have the spell prepared, or it must be among the character’s known spells, in order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st level, and it costs 1 level to scribe.
For each downtime action, the character may scribe up to five levels of scrolls; this process has a variable cost as expressed on the table below. The total cost is the additive cost for each scroll based on the level of the spell inscribed, plus any materials noted as having a cost in the spell description.
Spell Level | Cost |
---|---|
Cantrip | 15gp |
1st | 25gp |
2nd | 250gp |
3rd | 500gp |
4th | 2500gp |
5th | 5000gp |
6th | 15,000gp |
7th | 25,000gp |
8th | 50,000gp |
9th | 250,000gp |
Potions of Healing
A character who has proficiency in an herbalism or alchemical kit or profession may brew potions of healing. They must choose a potion type and expend the costs below per downtime action spent on potionmaking; outputs are noted.
Type | Cost | Healing | Number Produced |
---|---|---|---|
Healing | 100gp | 2d4+2 | 4 |
Greater Healing | 150gp | 4d4+4 | 3 |
Superior Healing | 1,000gp | 8d4+8 | 2 |
Supreme Healing | 5,000gp | 10d4+20 | 1 |
Training:
Learning a new tool, language, or piloting proficiency (Airship Piloting, Airship Engineering, Ship Piloting, or the like) requires a significant expenditure of time and effort. This is represented by spending 4 downtime actions on proficiency training. THe proficiencies available to learn are indicated in the current Landfall status page, and may be improved by improving the town's facilities.
In addition to the downtime actions, learning a new proficiency in this manner costs an additional 250gp, spent on your trainer, for materials, and for the tools themselves.
Activating a town feature:
Landfall has a lot of services available for characters who are there between excursions, and these can be improved over time. A character may spend a downtime action to 'activate' any of those features, which each have bearing on the next play session. You may use only one of your two downtime actions on this effect; the other must be spent elsewhere.
Advance a town feature:
A character can spend time and effort toward advancing a town feature; this results in improving Landfall for all and unlocking new options for town feature activation.
Magical Item Crafting:
Arguably the most involved downtime action, creating a magic item is a multistep process that is terribly expensive - but it does represent the ability to create (or have created for you) a magical item to your personal specifications. To create a magic item, a character must have the Arcana skill proficiency and a base item to work from; this base item must be Mastercrafted (cost 2.5x, or made specially for the event) for any rarity other than Common. Magic item crafting has the following base component, action, and gold costs in addition to the item base, based on rarity, and you may halve the time and all costs if the item is consumable:
Rarity | Downtime Action Cost | Gold Cost | Component Required? |
---|---|---|---|
Common | 1/2 | 50gp | No |
Uncommon | 1 | 200gp | No |
Rare | 3 | 2000gp | Yes |
Very Rare | 6 | 20,000gp | Yes |
Legendary | 10 | 100,000gp | Yes, and additional factors. |
Components have to be appropriate to the item and resonant with the effect you are attempting to produce; particularly powerful items may require more than one component. These are usually found as treasure and often are creature parts or particularly resonant objects of appropriate rarity in the wilds of the Reach. If the object replicates a spell effect, you must have it available to cast either as a memorized spell or a scroll - and this would be for all spell effects associated with a given item. If this spell comes from a scroll, the scroll is also consumed. The GM will approve all items prior to spending any of the costs.
Of special note are Legendary items - these require one or more components gained by a quest specific to that component as well as standard components. No legendary creation comes without considerable effort!