Downtime Central

Downtime.

    In between each expedition your character can opt to use this time to perform a single downtime activity. Send a message or post in the discord how you would like to spend your downtime and the results if applicable. A non-exhaustive list of activities will follow. These will be fleshed out in the near future.




 Carousing. 

    Most carousing will use this carousing table. In the future there will be a couple more distinct carousing tables.

 Finding the right buyer. 

    Much of the treasure liberated from the darkness of the dungeons can be easily made "liquid" into gold pieces, the standard currency. This includes gems, jewelry, and the like. Some treasures may require finding the right interested party to truly appreciate the value of some of the strange artifacts and objets d'art that decorate some of the treasure hoards of the deeps. Roll 2d6. A result of 6 or less leads nowhere. 7-9 results in a buyer but with a complication (they lowball you, you must perform a task for them first or spring them from a prison, etc) or extra cost. 10-12 finds a buyer that will purchase said items at cost. Beyond a 12 results in an eager buyer will to pay more for the acquisition or begins a relationship with a buyer for future use without spending downtimes.
 

Magical research. 

    This is covered in the OSE SRD here.
 

Other research.

    You may spend a downtime attempting to research a non-magical topic or unknown artifact. This may require access to certain groups or resources. The player rolls 2d6 + intelligence modifier. A 6 or less results in failure. 7-9 rewards you with information but it may be vague or mixed with falsehoods. 10-12 rewards you with solid research. Results beyond 12 may garner more information or a connected secret or rumor. This will operate along a track similar to Cultivate a relationship below. Simple topics may require only 1 success. Truly bananas, eldritch-weirdness may require 6 or more success to completely research with each step adding a bit to the story.
    Obscure research topics will require you to have access to some esoteric source of knowledge such as a dense, difficult tome with relevant information or a cultivated relationship with an expert in the field.
Simply finding the right source of knowledge may require it's own research.
 

Language learning.

    A player may learn languages in a few different ways. First, A player may study from a text purchasable for 100 GP. This method is the hardest. The learner starts a "language learning track" that has 6 steps. The learner may make an attempt during each downtime rolling 2d6 + intelligence modifier. in this manner they only succeed with a 10 or above and take one step towards completion. (not all languages are available this way)
    Second, If another player agrees, they may spend downtimes together in a one-on-one language teaching session. roll 2d6 for each downtime and add the intelligence modifiers for both the student and the teacher. A 10 or higher succeeds in completing one step and a result beyond 12 completes 2 steps. 
    Third, a player may attend classes paying 100 GP per session. roll 2d6 + intelligence modifier. A result of 6 or less fails. 7-9 also fails but your next attempt will have a +1 bonus. 10-12 completes one step of the track and a score beyond 12 completes 2 steps. (not all languages are available this way)
    All of the above methods require 6 steps to complete the learning of a language. 
 

Cultivate a relationship

    Players will be able to cultivate relation ships with NPC's of note. relationships with NPC's will be measured on a "relationship track" with more progress representing a greater familiarity and closeness with the said NPC. Players may spend a downtime to attempt to start relationships with NPC's that would seem appropriate. For instance, it's reasonable to assume that just about anyone could start a relationship with the local rat-catcher, Jammy Richardhands, but very few would have the access required to start a relationship with the Sultan or his close court members.
    To begin with, a player must describe how they intend to cultivate the relationship. For instance, someone seeking to cultivate a relationship with a local rumormonger might entice them with a bit of lore or share some juicy political rumor. A player will also need to make a reaction roll of 2d6 + charisma modifier with a 6 or less failing. 7 or higher adds one step along the track. Each further step along the track raises the difficulty by 1. Advancing to step 2 requires an 8, step 3 needs a 9 and so on.
    Important NPC's can provide unique opportunities and be important allies. They can be sources of information or hard to get supplies but it is important to consider that they will have their own goals and ambitions themselves. Attempting to exploit relationships without mutual benefit may result in losses along the relationship track, and end to communication, or even the cultivation of an enemy or rival.
    Most relationship tracks will range from 4 to 6 steps in the track representing how close or trusted the player is to the NPC. 
    A step of 1 would represent an acquaintance. This person might do a simple favor or turn a blind eye if the situation would not put be to compromising. 
    2 would represent an associate with aligning interests or a business partner. They like you enough to keep a lookout for you or let you in on some information... possibly at a cost. They would do simple favors without a though.
    A 3 is a decent friend. These NPC's are willing to share information and help out as long as they would not reasonably be put into danger or suffer a loss for doing so. Friendship is often said to be a two way street and these NPC's would expect mutual aid if in peril. 
    4 good friends. These NPC's are willing to help out however they can, even in perilous situations. This sort of loyalty is not without conditions though. Poor treatment of friends like this can quickly lead to a seething resentment or outright betrayal.
    5 Partners. Without asking, you could have the shirt of their back. This kind of intimacy and trust is reserved for lifelong partners and family like bonds.
    6 or higher will be reserved for special and unusual circumstances. Perhaps some bonds are so strong that they transcend mortal limitations.   
    Making use of cultivated relationships: To make use of these relationships, a player can rely on their natural charm by rolling a reaction roll (2d6 +charisma bonus) or they can leverage the strength of their relationship and roll 2d6 + their relationship step. The latter method is reserved for when the player is attempting to coerce or manipulate the NPC into a non mutually beneficent course of action and can easily result in a loss of relationship status.  
    Either way, a result of 6 or less fails and may result in a loss of progress. 7-9 is a partial success. The NPC co-operates but there may be a cost or complication involved. 10+ The NPC does as desired, within the limits of relationship level.
 

Thieving around

     I will be using these rules for thieving downtimes. Tell me the size of the job and the form your illicit activities will be taking (picking pockets, B&E, etc).

Backyard brawls/ Pit fighting

    Players may spend their downtime participating in sporting combat arranged by local fighting circuits. These bouts may be arranged to end in a number of conditions such as first blood drawn, knock out, concession, or another arranged condition. Fights to the death are Illegal in Urbo Ĉielarko.
A donwtime of pit fighting begins by investing in your matches. You may spend up 100 gp per 3 levels of your character. This represents bets placed on your self or money spent to prepare or promote for the fights. 
    Next the player will roll 2d6. A result of 6 or less is a loss and the player losses their investment as well as suffers an injury.
    A result of 7-9 is a win but with a complication.
    A result of 10+ is a total win and the player doubles their investment.
    Injuries. roll 1d6: 
1. Player starts the next session with half their hit points. 
2. The player sprains or dislocated something; they suffer a -1 their attacks and physical ability checks in the next session. 
3. The player is maimed and loses the function of a random body part (lets decide randomly). There is a 50/50 chance for this to be permanent or lasts for the next session.
4. The player suffered a head wound that has a lasting effect; randomly lose 1 point of intelligence, wisdom, or charisma.  
5. The player suffers a traumatic experience and for the next 1d6 session, they must save vs. death at the beginning of each combat or be stunned for 1d3 rounds, reliving the moment in their psyche.
6. The player suffer minor injuries and begins play next session with -1d4 hit points.
    Complications. Roll 1d6: 
1. The player wins but they were swindled out of their winnings, one way or another. They do recover their initial investment.
2. The player defeated a noble or other important person and they (or their family) will not suffer the disgrace lightly. They use their influence to: (roll 1d6) 1-2. bar you from other matches. 3-4 Drag your name, lose 1-4 relationship points randomly. 5-6. send a group of thugs to ambush you. roll on the injury table above.
3. You win a fight that you were supposed to lose. You are either asked to partake in another match and throw it, next downtime (automatic loss), or you will gain an enemy in the criminal underworld.
4. You get swept up in the victory celebrations. Make a carousing roll and accept the results but you dont gain any of the EXP normally awarded.
5. Your win inspires you to continue fighting! BRING 'EM ON! You over confidently sign up for a match next downtime with a champion. You must spend 200gp x your level on this match, accruing debt if necessary. You are out of your league and you roll 2d6 -2 for this match result. If you win, you are recognized as a circuit champ and gain +1 reaction roll with common folk.
6. You were inadvertently matched with a friend or family member. you win the match but lose the relationship. -If another player volunteers, they may face off against you in which case you would both roll against each other, restarting the process. 

Building an institution

 

 

     

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