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brightshore:rules:downtime [2019/11/23 19:11]
jude
brightshore:rules:downtime [2019/11/23 19:16]
jude [Travel]
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 For each day of downtime you spend, you must also pay your character'​s daily lifestyle expenses. Each one comes with its own cost and benefits. The wealthier your lifestyle, the more your character can associate with other wealthy characters, allowing them to gain influence among the town's elite. For each day of downtime you spend, you must also pay your character'​s daily lifestyle expenses. Each one comes with its own cost and benefits. The wealthier your lifestyle, the more your character can associate with other wealthy characters, allowing them to gain influence among the town's elite.
  
-  * //​**Wretched (no cost).**// You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.  +//​**Wretched (no cost).**// You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better off than you. A wretched lifestyle presents abundant dangers. Violence, disease, and hunger follow you wherever you go. Other wretched people covet your armor, weapons, and adventuring gear, which represent a fortune by their standards. You are beneath the notice of most people.  
-  ​* ​//**Squalid (1 sp).**//You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment,​ in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.  + 
-  ​* ​//**Poor (2 sp).**// A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections,​ but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers,​ peddlers, thieves, mercenaries,​ and other disreputable types.  +//**Squalid (1 sp).**// You live in a leaky stable, a mud-floored hut just outside town, or a vermin-infested boarding house in the worst part of town. You have shelter from the elements, but you live in a desperate and often violent environment,​ in places rife with disease, hunger, and misfortune. You are beneath the notice of most people, and you have few legal protections. Most people at this lifestyle level have suffered some terrible setback. They might be disturbed, marked as exiles, or suffer from disease.  
-  ​* ​//**Modest (1 gp).**// A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.  + 
-  ​* ​//​**Comfortable (2 gp).**// Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-­‐‑class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople,​ and military officers.  +//**Poor (2 sp).**// A poor lifestyle means going without the comforts available in a stable community. Simple food and lodgings, threadbare clothing, and unpredictable conditions result in a sufficient, though probably unpleasant, experience. Your accommodations might be a room in a flophouse or in the common room above a tavern. You benefit from some legal protections,​ but you still have to contend with violence, crime, and disease. People at this lifestyle level tend to be unskilled laborers, costermongers,​ peddlers, thieves, mercenaries,​ and other disreputable types.  
-  ​* ​//**Wealthy (4 gp).**// Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.+ 
 +//**Modest (1 gp).**// A modest lifestyle keeps you out of the slums and ensures that you can maintain your equipment. You live in an older part of town, renting a room in a boarding house, inn, or temple. You don’t go hungry or thirsty, and your living conditions are clean, if simple. Ordinary people living modest lifestyles include soldiers with families, laborers, students, priests, hedge wizards, and the like.  
 + 
 +//​**Comfortable (2 gp).**// Choosing a comfortable lifestyle means that you can afford nicer clothing and can easily maintain your equipment. You live in a small cottage in a middle-­‐‑class neighborhood or in a private room at a fine inn. You associate with merchants, skilled tradespeople,​ and military officers.  
 + 
 +//**Wealthy (4 gp).**// Choosing a wealthy lifestyle means living a life of luxury, though you might not have achieved the social status associated with the old money of nobility or royalty. You live a lifestyle comparable to that of a highly successful merchant, a favored servant of the royalty, or the owner of a few small businesses. You have respectable lodgings, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants.
  
 Note that if you do activities during downtime that that provide you a lifestyle at a certain level and you choose to use a lower lifestyle, you do not get a rebate for the difference between the lifestyles. However, you are allowed to pay the difference between the granted lifestyle and a higher lifestyle to upgrade to that one. Note that if you do activities during downtime that that provide you a lifestyle at a certain level and you choose to use a lower lifestyle, you do not get a rebate for the difference between the lifestyles. However, you are allowed to pay the difference between the granted lifestyle and a higher lifestyle to upgrade to that one.
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 For the purposes of Brightshore,​ a guild is any organization to which a player can belong that has a collective purpose. This includes the Guard, the Arcanum, the Defenders, trade guilds, and the like. This does NOT include the religious orders, shrines or [[brightshore:​rules:​business|businesses]]. For the purposes of Brightshore,​ a guild is any organization to which a player can belong that has a collective purpose. This includes the Guard, the Arcanum, the Defenders, trade guilds, and the like. This does NOT include the religious orders, shrines or [[brightshore:​rules:​business|businesses]].
  
-====General ​rules====+====General ​Rules====
 A player must spend 15 days of downtime per month to stay in good standing with the guild. If they do so, they can live the entire month at a modest lifestyle at no additional cost.  A player must spend 15 days of downtime per month to stay in good standing with the guild. If they do so, they can live the entire month at a modest lifestyle at no additional cost. 
  
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 Being a member of a guild carries with it some benefits beyond lifestyle. A character may, if they spend 15 days that month working for a guild, make up to three distinct, guild appropriate checks of their choosing. This does not count any checks that might arise as part of arbitrating those three checks. Being a member of a guild carries with it some benefits beyond lifestyle. A character may, if they spend 15 days that month working for a guild, make up to three distinct, guild appropriate checks of their choosing. This does not count any checks that might arise as part of arbitrating those three checks.
  
-For example, a Defender on patrol outside the city may make three survival ​checks to track threats, or perhaps three charisma ​checks to chase down rumors, or some combination thereof.+For example, a Defender on patrol outside the city may make three Survival ​checks to track threats, or perhaps three Charisma ​checks to chase down rumors, or some combination thereof.
  
 Additionally,​ the character will have access to knowledge and contacts that make sense within the guild. Guards will know of other guards, but may also know of repeat offenders, or rumors about certain people, or information of a similar nature. Additionally,​ the character will have access to knowledge and contacts that make sense within the guild. Guards will know of other guards, but may also know of repeat offenders, or rumors about certain people, or information of a similar nature.
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 =====Travel===== =====Travel=====
  
-If you wish to travel a significant distance outside of Brightshore to get to another area (for instance, Boviomatua, Avismere, Kevonia Ma, Saltrock) ​where you must travel through the wilderness, use these rules for determining whether you can make the trip:+If you wish to travel a significant distance ​through the wilderness ​outside of Brightshore to get to another area (for instance, Boviomatua, Avismere, Kevonia Ma, Saltrock), use these rules for determining whether you can make the trip:
  
-  - Decide where you are going +  - Decide where you are going. 
-  - Form a group of adventurers ​to go with you +  - Form a group of characters ​to go with you. 
-  - Choose ​a Leader and Navigator+  - Choose ​one character in the group to be the Navigator.
   - Tell the Weaver adjudicating your downtime:   - Tell the Weaver adjudicating your downtime:
-    ​* The Leader'​s Persuasion bonus +    * The Navigator'​s Survival bonus. 
-    ​* The Navigator'​s Survival bonus +    * The level of everyone in the group. 
-    * The level of everyone in the group +    * The CR of any NPCs you're bringing with you.
-    * The CR of any NPCs you're bringing with you+
  
-With that, the Weaver will tell you if there is a chance that someone in the party will die, which may be none. If there is a percentage ​chance that someone will die, it is highly recommended that you either not undertake the tripor get higher level/CR party members. If you choose to head out with a chance of death, a percentile die will be rolled to determine how many people die.+With that, the Weaver will tell you if there is a chance that someone in the party will die, which may be none. If there is a chance that someone will die, it is highly recommended that you either not undertake the trip or find higher level/CR party members. If you choose to head out with a chance of death, a percentile die will be rolled to determine how many people die.
  
 =====Other Downtime Activities===== ​ =====Other Downtime Activities===== ​
brightshore/rules/downtime.txt · Last modified: 2019/12/12 11:43 by mark_shetler