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brightshore:rules:downtime [2019/11/23 19:13]
jude
brightshore:rules:downtime [2019/11/23 19:20]
jude
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 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.
    
 +=====Brewing Healing Potions=====
 +Brewing healing potions requires proficiency with the herbalism kit, knowledge of how to brew the level of potion you require, and ingredients,​ which may be both mundane and special. Below is a table of the recipes, downtime costs, and materials it takes to make them. The recipe for a simple //potion of healing// is known by all characters with proficiency in the herbalism kit.
 +
 +^ Potion ^ Downtime ^ Mundane Ingredient Cost ^ Special Ingredient ^
 +| Potion of Healing | 5 days | 25 gold | None |
 +| Potion of Greater Healing | Unknown | Unknown | Unknown |
 +| Potion of Superior Healing | Unknown | Unknown | Unknown |
 +| Potion of Supreme Healing | Unknown | Unknown | Unknown |
 +
 =====Crafting===== ​ =====Crafting===== ​
  
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 While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day.  While crafting, you can maintain a modest lifestyle without having to pay 1 gp per day. 
 +
 +=====Guild Activities=====
 +
 +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]].
 +
 +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. 
 +
 +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.
 +
 +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.
  
 =====Practicing a Profession===== ​ =====Practicing a Profession===== ​
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 | 8th | 160 days | 50,000 gp | 25,000 gp | | 8th | 160 days | 50,000 gp | 25,000 gp |
 | 9th | 240 days | 250,000 gp | 50,000 gp | | 9th | 240 days | 250,000 gp | 50,000 gp |
- 
-=====Crafting Potions of Healing===== 
-Crafting potions of healing requires proficiency with the herbalism kit, the knowledge of how to craft the level of potion you require and ingredients,​ which may be both mundane and special. Following is a table of the recipes and costs in downtime and materials it takes to make them. The recipe for the Potion of Healing is assumed to be known by all characters with proficiency in the herbalism kit. 
- 
-^ Potion ^ Downtime ^ Mundane Ingredient Cost ^ Special Ingredient ^ 
-| Potion of Healing | 5 days | 25 gold | None | 
-| Potion of Greater Healing | Unknown | Unknown | Unknown | 
-| Potion of Superior Healing | Unknown | Unknown | Unknown | 
-| Potion of Supreme Healing | Unknown | Unknown | Unknown | 
  
 =====Training===== ​ =====Training===== ​
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 The training lasts for 250 days and costs 1 gp per day. The full cost must be paid up front. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool or instrument. ​ The training lasts for 250 days and costs 1 gp per day. The full cost must be paid up front. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool or instrument. ​
- 
-=====Guild Downtime===== 
- 
-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==== 
-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.  
- 
-====Guild Perks==== 
-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. 
- 
-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. 
  
 =====Travel===== =====Travel=====
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 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: 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