Monday 21 October 2019

Downtime


Note that these rules assume the reaction roll system described here.

Downtime

Once you have a stable of potential characters, it is desirable to limit play during any given session to one character each.  Characters not in use are enjoying downtime. There are obvious reasons why a party may wish to use downtime even for their main characters, and this is entirely permissible.

Downtime takes place in units of 1 week.

It is entirely possible for costs accrued during downtime to exceed a PC’s capacity to pay. In this case, a PC may borrow up to 10 gp/level from unscrupulous nobles, mob bosses, loan sharks, and similar people. These folks expect to get paid back, with 25% interest, within the next 1d3 weeks, and will take pains to ensure that the PC remembers to pay the debt owed. PCs who owe more than they can pay, or who refuse to borrow, lose all benefits from downtime, including hit point recovery. The end of the week sees them no better off than they began, and they are wanted debtors to boot!

Shenanigans!

Once per downtime, no matter how many weeks that downtime lasts, a player may refuse a die roll result and accept a Shenanigans! result instead. The Shenanigans! table consists of 120 unique events which may occur. This is a living document, which is updated periodically to prevent the same result coming up twice. If the same roll is made before the table is updated, the first available later result occurs. Unlike the other tables in the downtime system, players do not have access to the Shenanigans! table, and whether an entry is good, bad, or indifferent is not dependent upon the roll.

Pay Upkeep

During downtime, a character pays for food, shelter, and other expenses. Depending upon the character’s lifestyle during downtime, there may be secondary effects (as noted below). Cost assumes DCC average prices, and may be higher or lower in certain areas based upon local economy. Actions taken by PCs can also defray costs – for example, establishing a home base.

Condition
Cost
Additional Effects
Squalid
1 gp
DC 10 Fort save or 1d5 points Stamina damage at end of week; 1d5 additional Stamina damage on a natural 1. Social reactions shifted by 2 dice (penalty). Luck check to avoid an Unpleasant Encounter. Character experiences 1d5 – Luck modifier Unpleasant Encounters (1d30 – Luck modifier).
Poor
5 gp
DC 5 Fort save or 1 point Stamina damage at end of week; 1d5 on a natural 1. Social reactions shifted by 1 die (penalty). Luck check to avoid an Unpleasant Encounter (1d20 – Luck modifier).
Average
7 gp
None
Good
10 gp
Luck check to gain a Pleasant Encounter.
Extravagant
25 gp
DC 20 Fort save to heal an extra 1 HD due to good food and pampering.  Social reactions shifted by 1 die (bonus). Character experiences 1 + Luck modifier Pleasant Encounters (to a minimum of 1; 1d20 + Luck modifier).
Rich
100 gp
DC 10 Fort save to heal an extra 1 HD due to good food and pampering. DC 20 Fort save to recover 1 point of permanent Strength, Agility, or Stamina loss (chosen by the player), due to expert medical care. Social reactions shifted by 2 dice (bonus). Character experiences 1d5 + Luck modifier Pleasant Encounters (to a minimum of 1; 1d30 + Luck modifier).
                                
Pleasant and Unpleasant Encounters

Details of these encounters are determined by the player and judge, with the judge having final say.

Pleasant Encounters (1d20 or 1d30 + Luck modifier)
1 or less
Catastrophe! The Pleasant Encounter turns into a Unpleasant Encounter! Roll 1d20 – Luck modifier on the Unpleasant Encounter table.
2
A secretive cult is interested in extending you membership. You may gain their enmity if you refuse to join (DC 10 Personality check avoids).
3
A small animal, such as a cat, dog, bird, mouse, or squirrel, befriends you. There is a 10% chance that the animal may be brought on adventures.
4
You gain access to a shady business deal. If you wish, you may invest up to 100 gp. After 1d5 months, roll 1d12: (1-6) Your money is lost; (7-9) wait another 1d5 months to determine the outcome; (10-11) your investment returns double your money; or (12) your investment returns four times your money.
5
You gain a minor windfall of 2d10 gp.
6
You hear an interesting rumour, which could lead to another adventure.
7
If you are willing to tell tales of your adventures, you gain a free round of drinks. This adjusts your reaction dice by 1 die in your favour.
8
You make a potential friend, albeit one in a lowly position.
9
An omen in your favour grants +1 Luck.
10
You are given a gift worth 1d10 gp.
11
You find yourself the subject of the amorous advances of a commoner. Do you accept?
12
You are offered a business deal. If you wish, you may invest up to 50 gp. After 1d5 months, roll 1d12: (1-4) Your money is lost; (5-6) wait another 1d3 months to determine outcome; (7-9) you make a return of 150% of your original stake, rounded up; (10-11) you make a return of 200% of your original stake; or (12) you make a return of 250% of your original stake, rounded up.
13
You gain a windfall of 2d20 gp.
14
You hear an interesting rumour, which could lead to another adventure.
15
You make a potential friend, who is a commoner.
16
You are given a gift worth 1d20 gp. The person who gives it to you hopes to earn your favour.
17
You are invited to a party, and may make a free Carousing roll if you wish.
18
You are invited to a dinner party; make a DC 10 Personality check to gain a 1 die shift in your reaction dice to your benefit. Fail, and you gain a 1 die shift penalty.
19
You are subjected to the amorous advances of a freeman or freewoman. Do you accept?
20
You are offered a business deal. If you wish, you may invest up to 200 gp. After 1d5 months, roll 1d12: (1-4) Your money is lost; (5-6) wait another 1d3 months to determine outcome; (7-9) you make a return of 150% of your original stake, rounded up; (10-11) you make a return of 200% of your original stake; or (12) you make a return of 250% of your original stake, rounded up.
21
You make a potential friend, who is a freeman or freewoman.
22
You learn a valuable secret. Make a Luck check; if you succeed, no one else knows you learned it. Otherwise, there might be those who would see the knowledge die with you.
23
You receive a gift worth 1d100 gp. The person giving you this gift is trying to earn your favour, and will be offended if you sell it.
24
You earn the favour of a god or other supernatural being, resulting in the gain of 1d3 Luck.
25
You make a potential friend, who is a noble.
26
You are subjected to the amorous advances of a noble. Do you accept?
27
You are offered title some valuable property, such as a mill, which will yield an income of 1d3 x 1d20 gp per month. However, accepting the title includes a demand of fealty to a local noble.
28
You are offered a business deal. If you wish, you may invest up to 100 gp. After 1d5 months, roll 1d12: (1-4) Your money is lost; (5-6) wait another 1d3 months to determine outcome; (7-9) you make a return of 200% of your original stake, rounded up; (10-11) you make a return of 250% of your original stake; or (12) you make a return of 500% of your original stake, rounded up.
29
Marriage is proposed.
30
You make a potential friend, who is a noble.
31
You are offered an alliance with a church, noble house, or other powerful group.
32
You gain a windfall of 1d100 gp.
33 or more
A monstrous being takes a n interest in you,

Unpleasant Encounters (1d20 or 1d30 – Luck modifier)
1 or less
Surprise! The Unpleasant Encounter turns into a Pleasant Encounter! Roll 1d20 + Luck modifier on the Pleasant Encounter table.
2
An unexpected shortfall finds you with 1d10 gp less than you expected.
3
Some small part of your adventuring gear is lost. The value of the item must be at least 1 gp, but the player chooses what is lost.
4
Bad food causes serious problems. The PC only heals half what is expected this week.
5
You make a foe, but one in a lowly position.
6
You are infested with fleas and/or other parasites. You begin the next session with 1d3 points of temporary Agility damage.
7
A hygiene failure results in a 1 die penalty to your reaction dice.
8
You are mistaken for a ruffian, and the hounds are set on you. Take 2d4 damage. Gain 1 Xp if you survive.
9
You have offended a commoner.
10
Duel! The opponent is average. Roll 1d4 under your level or suffer 1d6 damage. Alternatively, you can run and hide, losing prestige.
11
Contact with the plague. Fort DC 10 or suffer 1d5 temporary Stamina damage. Once play begins, you suffer 1d3 points of additional temporary Stamina damage each day that you fail a DC 15 Fort save. Three consecutive saves cure you (but do not heal the Stamina damage).
12
Robbed! 1d5 x 10% of your coins and gems are stolen!
13
Duel! The opponent is inept. Roll 1d6 under your level or suffer 1d7 damage. Alternatively, you can run and hide, losing prestige. If you survive, gain 1 XP.
14
Robbed! All of your coins and gems are stolen!
15
You have offended a freeman or freewoman.
16
Duel! The opponent is skilled. Roll 1d12 under your level or suffer 2d7 damage. Alternatively, you can run and hide, losing prestige. If you choose the second option, you take a 1 die penalty to your reaction dice. If you fight and survive, gain 2 XP.
17
Beaten and robbed! All of your coins and gems are stolen! Make a Luck check for each major item you own, or it is stolen too. Finally, you start play with 1d6 damage from your experience.
18
Duel! The opponent is expert. Roll 1d16 under your level or suffer 3d8 damage. Alternatively, you can run and hide, losing prestige (a 2 die penalty to reaction dice). If you fight and survive, gain 4 XP and a 1 die bonus to your reaction dice.
19
You have offended a member of your own adventuring class.
20
You encountered a dangerous animal. Take 1d4 damage per level. If you live, you defeated the creature and gain 2 XP.
21
You have offended a fey creature, a ghost, or a household spirit. It works against you, causing a -1d penalty to any rolls you must make this downtime. Make a Luck check using 1d24. If you succeed, the creature becomes bored at the end of downtime and abandons you. Otherwise, it continues to play minor tricks on you (as determined by the judge) until somehow dealt with.
22
You are pilloried. Start the next session with 1d5 hp damage and 1 point of temporary Stamina damage. In addition, you suffer a 1 die penalty to your reaction dice.
23
A bounty is issued for your capture or death, with a value of 1d5 x 25 gp.
24
Local authorities issue a warrant for your arrest on a capital crime.
25
You offend a noble.
26
You are accused of sorcery. Make a DC 10 Personality check to win free. If you are a spellcaster, make this check with 1d16. Take a -1d penalty for every corruption you currently possess. If the check fails, the next session starts with you being about to be burned at the stake. Perhaps your friends – or your sorcery – can rescue you?
27
You offend a supernatural being. Lose 1 Luck.
28
You encounter a monster, or a dangerous animal. Take 1d6 damage per level. If you live, you defeated the creature and gain 4 XP.
29
You are cursed! Lose 1d3 Luck, and then make a Luck check. If the check fails, the curse may have other effects chosen by the judge.
30 or more
You are shanghaied or dragooned! For the next 1d20 weeks, you are unavailable for adventuring. On the other hand, this might be good for your physique! For each week, roll 1d16 for Strength and another 1d16 for Stamina; if the result is below your current score, increase your score by 1. As it turns out, the exercise is good for you.

Downtime Actions

A character can do one of the following during downtime:

Ameliorate: A character might do something to shift their effective Upkeep by 1 place. For instance, a cleric might request Divine Aid to treat her Squalid conditions as Poor, because she is a cleric of a god of filth, or because she is living as an ascetic hermit for this period. A thief might attempt forging documents, or picking pockets, to supplement money spent. Success requires a check of some kind, and the failure triggers an Unpleasant Encounter (1d16 – Luck modifier).

From
To
Check DC
Squalid
Poor
5
Poor
Average
10
Average
Good
15
Good
Extravagant
20
Extravagant
Rich
30

Assist: A Lucky Halfling, a Plantient, or other character capable of spending Luck on another’s behalf may assist one other character with their downtime activity. A spellcaster may be able to assist with casting a ritual spell.

Carouse: A character can roll on the General Carousing Table or a Class-Specific Carousing Table using 1d30, or on another class’s Carousing Table using 1d20.

Craft: If a character has the materials and skill, they may wish to craft one or more items. Complex or expensive items may require more than one downtime period to craft. The judge may require a skill check, with failure destroying up to half of the materials.

Cast Spell: Some spells and rituals require a week (or more) to cast. These spells may be cast during downtime.

Heal: Unless this option is chosen, a character heals 1 hp and 1 point of ability damage per day of rest (for a total of 7 points of each). Heal doubles this rate of recovery.

Procure: A PC may wish to gain something rare and/or expensive, such as the herbs used to cast find familiar or plate armour. If this is not immediately available, a character can try to procure them during downtime. Pay the cost for the item, and then make a check. The DC (5 to 20) is set by the judge based upon how difficult the item is to obtain.

·         If the check fails: You only spent 10% of the cost (rounded up) to try to track down a proper armourer, a witch who can sell you a particular potion, etc. Sadly, you were unable to discover what you wanted.
·         If the check succeeds: You have either purchased the item, or you have spent 10% of the cost (rounded up) to determine where you can acquire the item, as determined by the judge. In the latter case, the seller might want something other than/more than money for the item. In some cases, you have just learned of an adventure site where the item can be gained through blood, sweat, and wits.

Proselytize:  Usually reserved for clerics, this is an attempt to convert people to the character’s religion. Non-clerics usually make this check using 1d10 + PRS modifier + ½ level (rounded up). Clerics roll 1d20 + PRS modifier + level.

If more than one cleric uses this downtime action:

·         Allied clerics allow one cleric to make the check, while the other assists. This effectively gives a +1d bonus to the rolling cleric. This bonus cannot exceed 1d30.
·         Opposed clerics each roll a check, but the difference between results is subtracted from the lower roll before determining outcomes.

For obvious reasons, a cleric cannot convert more NPCs than potential converts are available. Clerics of oppressed or secret cults may face serious repercussions for openly proselytizing; these clerics may avoid these penalties by rolling their check with a -1d shift on the dice chain. Finally, if converts come from an established religion, priests of that church may take action against the cleric.

Die Roll
Result
1
Failure and worse – immediately roll an Unpleasant Encounter using 1d10 + Personality modifier + level.
2-11
Failure. Your preaching has no effect.
12-13
Minimal success. 1d3 commoners are converted to your religion.
14-16
Some success. 1d5 commoners are converted to your religion. Roll a Luck check; if successful 1d3 yeomen, freemen, shopkeeps, etc., are also converted.
17-20
Success! 1d6 commoners are drawn to the cause, as are 1d5 yeomen. Roll a Luck check; if successful, a noble (or similar) is also drawn to your religion. The cleric gains 1 point of Luck.
21-24
Success! 1d7 commoners are drawn to the cause, as are 1d6 yeomen. Roll a Luck check; if successful, 1d3 nobles (or similar) are also drawn to your religion. The cleric gains 1 point of Luck.
25-27
Success! 2d4 commoners, 2d3 yeomen, and 1d3 nobles are drawn to your religion. The cleric gains 1 point of Luck.
28-29
Great success! Minor miracles – healing, lost objects being found, the sorrowful being comforted – are associated with your preaching! You gain 3d4 commoners, 3d3 yeomen, and 2d3 nobles as converts. Further, the cleric gains 1d3 points of Luck.
30-31
Great success! As news of the miracles wrought by your preaching spread, you convert 4d6 commoners, 4d4 yeomen, and 3d4 nobles. Half of these converts are non-local, having been drawn by your fame. The local economy reaps the benefits, and social reactions shift by 1 die in your favour. The cleric gains 1d3 points of Luck.
32+
Amazing success! Your god shines through you, performing some great miracle as a sign of divine prowess. 50% of the people within a 5 mile radius now profess to follow your religion, although some may simply be offering lip service. Roll 1d50 to determine the remaining percentage converted in the region (0 to 49%). Social reactions shift by 2 dice in your favour. The cleric gains 1d5 points of Luck.

Research: A wizard wants to discover where a desired spell might be found. A warrior seeks the weakness of a difficult enemy. A Halfling wishes to discover more about family genealogy. A thief wants to know where a great treasure was last seen.

The important variables are the Difficulty of the question, the Resources available, and Expenditures made. The Difficulty sets the DC of the check at the end of the downtime period. Resources determine what die is rolled for the check, with a natural 1 always resulting in failure. Expenditures may increase the die used, but only as indicated below. Note that a success may lead to another source of information, or to an adventure, rather than a direct answer.

Often, the required check is based on Intelligence. However, some attempts at research (such as seeking rumours) might rely on Personality, as determined by the judge.

Difficulty
Check DC
Trivial
5
Easy
10
Average
15
Challenging
20
Esoteric
25
Mind-Boggling
30
Almost Impossible to Answer
35

Resources
Die Used
Expenditures Possible
None
D3
None
Farmstead
D4
10 gp raises to d5, 50 gp raises to d6.
Thorp or Hamlet
D7
10 gp raises to d8, 25 gp raises to d10, 50 gp raises to d12.
Village
D10
20 gp raises to d12, 50 gp raises to d14, 100 gp raises to d16.
Small Town
D12
20 gp raises to d14, 50 gp raises to d16, 100 gp raises to d20.
Large Town
D14
20 gp raises to d16, 50 gp raises to d20, 200 gp raises to d24.
City
D16
20 gp raises to d20, 100 gp raises to d24.
Major City
D20
50 gp raises to d24, 500 gp raises to d30.
Cosmic Nexus
D24
Esoteric exchanges can raise to d30 or higher. These may take the form of service, souls, permanent spellburn, etc.

Schmooze: You wish to gain some local popularity with little risk. Pick a number of gp to spend. You have a percentile chance equal to that to shift your reaction dice by one (bonus).

Train: If you have found a suitable trainer, you may take this time to learn a new skill or occupation. This may take more than one downtime period, and skills may grow incrementally.

Working Holiday: You do whatever is normal for your class. During the downtime period, you make 1d10 gp per level.
                                                                                                                                                                               
Other: As determined by the player, and adjudicated by the judge.

Carousing

Carousing offers a PC the chance to gain XP during downtime. It also provides a chance to gain (or lose) Luck…or even reroll Luck anew! Any character can choose to roll 1d20 + Luck modifier on the General Carousing table, or the Carousing table for their class. They can choose to roll 1d16 + Luck modifier to roll on the Carousing table of a different class. Regardless, the character must abide by the results of the roll. Specifics of the result may be determined by the player, so long as the judge concurs.