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brightshore:rules:downtime [2019/10/12 15:46]
j4
brightshore:rules:downtime [2019/11/23 20:24]
atwood ↷ Links adapted because of a move operation
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-=====Downtime Activities=====+======Downtime Activities======
  
 Downtime and what you do with it is a major part of character development in Brightshore. What you do in between adventures is just as important, if not more so, than what you do during your time spent delving in dungeons and slaying monsters. Downtime and what you do with it is a major part of character development in Brightshore. What you do in between adventures is just as important, if not more so, than what you do during your time spent delving in dungeons and slaying monsters.
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 So, for the current month/week, you can't spend any downtime until after 5:00PM if you play on Sunday, and if you play on Wednesday with the same character, you can't spend any downtime until after 9:00 PM Wednesday. Spending downtime will indicate that a character is done adventuring for the week. So, for the current month/week, you can't spend any downtime until after 5:00PM if you play on Sunday, and if you play on Wednesday with the same character, you can't spend any downtime until after 9:00 PM Wednesday. Spending downtime will indicate that a character is done adventuring for the week.
  
-====Lifestyle Expenses==== ​+=====Lifestyle Expenses===== 
  
 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.  +Your lifestyle expenses include the cost of food, shelter, and everyday activitiesYou do not need to pay for these expenses individually during adventures or downtime if they are within the level of lifestyle expenses you paid for that day. 
-    ​* 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. +Note that if you perform activities during downtime that provide a lifestyle at a certain level and you choose to live at 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. 
-    ​* 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. +//**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.  
-    ​* 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.  + 
-  ​* ​**Modest.** 1 gp. +//**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.  
-    ​* 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. +//**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.  
-    ​* 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. +//**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.  
-    ​* 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.+ 
 +//**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.
    
-====Crafting==== ​+=====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===== 
  
 You can craft non-magical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisans’ tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a suit of armor. ​ You can craft non-magical objects, including adventuring equipment and works of art. You must be proficient with tools related to the object you are trying to create (typically artisans’ tools). You might also need access to special materials or locations necessary to create it. For example, someone proficient with smith’s tools needs a forge in order to craft a suit of armor. ​
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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. 
  
-====Practicing a Profession==== ​+=====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:​businesses|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===== 
  
 You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long as you continue to practice your profession. You can work between adventures, allowing you to maintain a modest lifestyle without having to pay 1 gp per day. This benefit lasts as long as you continue to practice your profession.
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 If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. ​ If you have proficiency in the Performance skill and put your performance skill to use during your downtime, you earn enough to support a wealthy lifestyle instead. ​
  
-====Recuperating==== ​+=====Recuperating===== 
  
 You can use downtime between adventures to recover from a debilitating injury, disease, or poison. ​ You can use downtime between adventures to recover from a debilitating injury, disease, or poison. ​
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   * For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you.    * For the next 24 hours, gain advantage on saving throws against one disease or poison currently affecting you. 
  
-====Researching==== ​+=====Researching===== 
  
 The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips.  The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and crumbling scrolls in a library or buying drinks for the locals to pry rumors and gossip from their lips. 
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 For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. ​ For each day of research, you must spend 1 gp to cover your expenses. This cost is in addition to your normal lifestyle expenses. ​
  
-====Scribing a Spell Scroll====+=====Scribing a Spell Scroll=====
  
 Though demand for spell scrolls is quite low in Brightshore,​ you may be able to sell scrolls to other adventurers. This is also the table that is used should you choose to sell any scrolls you find during your adventures. Though demand for spell scrolls is quite low in Brightshore,​ you may be able to sell scrolls to other adventurers. This is also the table that is used should you choose to sell any scrolls you find during your adventures.
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 | 9th | 240 days | 250,000 gp | 50,000 gp | | 9th | 240 days | 250,000 gp | 50,000 gp |
  
-====Training==== ​+=====Training===== 
  
 You can spend time between adventures learning a new language or training with a set of tools or musical instrument. Weavers might allow additional training options. ​ You can spend time between adventures learning a new language or training with a set of tools or musical instrument. Weavers might allow additional training options. ​
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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====+=====Travel=====
  
-For the purposes ​of Brightshore, a guild is any organization ​to which a player can belong that has a collective purpose. This includes the Guardthe Arcanumthe Defenderstrade guildsand the like. This does NOT include the religious ordersshrines or [[brightshore:​rules:business|businesses]].+If you wish to travel a significant distance through ​the wilderness outside ​of Brightshore to get to another area (for instanceBoviomatuaAvismereKevonia MaSaltrock)use these rules for determining whether you can make the trip:
  
-===General rules=== +  - Decide where you are going. 
-A player must spend 15 days of downtime per month to stay in good standing ​with the guildIf they do so, they can live the entire month at a modest lifestyle at no additional cost+  - Form a group of characters ​to go with you. 
 +  - Choose one character in the group to be the Navigator. 
 +  - Tell the Weaver adjudicating your downtime: 
 +    * The Navigator'​s Survival bonus. 
 +    * The level of everyone in the group. 
 +    * The CR of any NPCs you're bringing with you.
  
-===Guild Perks=== +With thatthe Weaver will tell you if there is a chance ​that someone in the party will diewhich may be noneIf there is a chance ​that someone will dieit 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 deatha percentile die will be rolled ​to determine how many people ​die.
-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 guildmake up to three distinct, guild appropriate checks of their choosingThis does not count any checks ​that might arise as part of arbitrating those three checks. +
- +
-For examplea Defender on patrol outside ​the city may make three survival checks to track threats, ​or perhaps three charisma checks ​to chase down rumorsor 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.+
  
-====Other Downtime Activities==== ​+=====Other Downtime Activities===== 
  
 There are almost certainly other activities your character could spend their downtime on. If you have an idea, consult with your Weaver. Also, this list will likely grow as the world itself grows! ​ There are almost certainly other activities your character could spend their downtime on. If you have an idea, consult with your Weaver. Also, this list will likely grow as the world itself grows! ​
  
brightshore/rules/downtime.txt · Last modified: 2019/12/12 11:43 by mark_shetler