# <font size=3><div class="lheading">Downtime Activities</div></font> >[!cite|no-title] >#### [[Rules|Back to Rules]] >[!cite|no-title transcript] >Between quests, your party spends time at their liberty, attending to personal needs and side projects. These are called **downtime activities** _(See list below)_. > >- Acquire Asset >- Long-Term Project >- Recover >- Train >- Indulge Vice > >You may choose the same activity more than once. You can only attempt actions that you're in a position to accomplish. If an activity is contingent on another action, resolve that action first. > >Activities on the downtime list are limited; normal actions are not. During downtime, you can still go places, do things, make action rolls, gather information, talk with other characters, etc. In other words, only activities that are _on the list_ are limited. > >For any downtime activity, take **advantage** to the roll if a **friend** or **contact** helps you. > >Depending on the downtime length, players are granted a certain number of downtime activities. > >|Downtime|Length|Downtime Activities| >|-|:-:|:-:| >|Short Rest|10 min|1| >|Long Rest|8 hrs|2| >|Free Time|+1 Day|Dm Discretion| >[!grid|col-2] >>[!cite|no-title transcript] >>## Acquire Asset >>Gain temporary use of an asset: >>- _One special item or set of common items, tools, or similar._ >>- _A cohort_ (an expert or gang). >>- _A vehicle._ >>- _A service._ Transport from a smuggler or driver, use of a warehouse for temporary storage, legal representation, etc. >> >>"Temporary use" constitutes one significant period of usage that makes sense for the asset—typically the duration of one quest. An asset may also be acquired for "standby" use in the future. You might hire mercenaries to guard a dungeon, for example, and they'll stick around until after the first serious encounter, or until a week goes by and they lose interest. >> >>To acquire the asset, describe how you go about gaining this asset, and the DM will assign **a skill check**, and/or a **gold sum range**. The result of the skill check or percentage of the gold sum paid indicates the quality of the asset you get. >> >>If you acquire the same asset again, you get advantage to your roll, and a discounted gold sum. If you continue to re-acquire an asset every time it's used, you can effectively rent it indefinitely. >> >>If you want to acquire an asset permanently, you can work on it as a long-term project to set up a permanent acquisition. > >>[!cite|no-title transcript] >>## Long-Term Project >>When you work on a long-term project (either a brand new one, or an already existing one), describe what your character does to advance the project clock, and roll a skill check on one of your downtime activity actions. Mark segments on the clock according to your result: >> >>|Roll|Consequence| >>|:-:|:-:| >>|1-11|One Segment| >>|12-16|Two Segments| >>|17-19|Three Segments| >>|20|Five Segments| >> >>A long-term project can cover a wide variety of activities, like doing research into an arcane ritual, investigating a mystery, establishing someone's trust, courting a new friend or contact, changing your character's vice, and so on. >> >>Based on the goal of the project, the DM will tell you the clock(s) to create and suggest a method by which you might make progress. >> >>In order to work on a project, you might first have to achieve the means to pursue it—which can be a project in itself. For example, you might want to make friends with a member of the City Council, but you have no connection to them. You could first work on a project to **Persuade** in their circles so you have the opportunity to meet one of them. Once that's accomplished, you could start a new project to form a friendly relationship. > >>[!cite|no-title transcript] >>## Recover >>When you recover, you seek treatment and heal your injuries, curses, and ailments. You might visit a physicker who can stitch your wounds and soothe your mind with anatomical science or a witch who specializes in healing charms and restorative alchemy. If you don't have a contact or fellow PC who can provide treatment, you can use the **acquire asset** activity to gain access to a healer, who can provide service for the whole party. >> >>Recovery can be used in helping with ailments such as curses and cursed items, curing poisons, ending conditions, resurrection/healing spells, recovering lost limbs, aiding in organ transplants or blood transfusions, etc. >> >>Note that it's the recovering character that takes the recovery action. Healing someone else does not cost a downtime activity for the healer. > >>[!cite|no-title transcript] >>## Train >>When you spend time in training, you seek someone with proficiency or expertise in a skill, language, tool, weapon, armor, spell, or similar. If you don't have a contact or fellow PC who can provide training, you can use the **acquire asset** activity to gain access to a mentor, who can provide service for the whole party. Otherwise, training does not require a mentor, but mentor-less training will take longer. >> >>Training otherwise functions similar to a **long term project**. >> >>|Roll|Consequence (With Mentor)|Consequence (Without Mentor)| >>|:-:|:-:|:-:| >>|1-11|One Segment|Zero Segments| >>|12-16|Two Segments|One Segment| >>|17-19|Three Segments|Two Segments| >>|20|Five Segments|Four Segments| >> >>Mentors with **Proficiency** or **Expertise** in the skill are required if you wish to gain proficiency in said skill. A Mentor with **Expertise** in the skill is required if you wish to gain expertise in said skill. >> >>Characters with **Half-Proficiency** cannot teach others said skill, but have their clocks halved if they train that skill to gain proficiency. >> >>Training a skill requires the correct tools on hand, as well as frequent access to a specialised area to train (such as a workshop, a lab, sparring grounds, etc) in order for the character to benefit from the training. >[!cite|no-title transcript] >## Indulge Vice >_Continue the Story_ >%%Visit your **vice purveyor** to relieve **stress**. See [[Stress & Trauma]] for details.%%