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## Downtime Expanded The downtime activities here are in addition to those found in Xanathar’s Guide to Everything. ### Gain Renown Many clubs, societies and other organizations allow you to curry their favor in return for special benefits and abilities. After meeting a specific requirement like completing an objective set by the group you may cement your relationship with them by spending downtime performing simple tasks, carrying out business or socializing. After meeting the requirement listed to achieve the next renown rank in your organization, you must gain a number Reputation points equal to the new rank to reach the higher rank. For example, if you were rank 4 in a society, you would need to gain 5 Renown points to reach the next rank. #### Resolution Every week, the player must make a series of checks, with a DC equal to 8 + the rank you are trying to attain. The character makes three checks: Wisdom (Insight), Wisdom (Perception), and Charisma (Persuasion). Consult the Gain Renown Results table to see how the character does. ##### Gain Renown Results |Susccesses | Result| | |:--|--|:--| | 0 |No Renown points and you suffer a renown complication. If this happens two weeks in a row, lose all Renown points gained towards the next rank. | | 1 |Choose one: no Renown points; or one Renown point and you gain one harmful contact in the organization. | | 2 |One Renown point. | | 3 | One Renown point and choose one: you gain another Renown point; or you gain one allied contact in the organization. | \columnbreak #### Complications Climbing up the ladder of influence and power always attracts intrigue and schemes. Usually there's 10 percent chance for complication unless you have a week of no successes which guarantees you experience one. ##### Gain Renown Complications | d12 | | Complication | |:--:|--|:--| | 1 | Your closest contact in the organization becomes a victim of a plot. You are among the suspects. | | 2 | Information you worked hard to acquire turns to be a trap, and someone was harmed because of it. | | 3* | Someone is spreading false rumors about your private life. They alienate people from you. | | 4 | You are forced to show subordination or servility before other people's judging looks. | 5* | Your loyalty is being questioned among high ranks. You need to prove yourself, or lose trust. | | 6* | One of your allied contacts desired to get in the organization. You will lose them if you refuse. | | 7* | You are asked to take into hiding one of fellow members, hunted by enemies or your own people. | | 8 | You are tasked to carry one extremely precious item, making you a target to enemy plots to seize it. | | 9 | One of the higher ranks members has a romantic relationship with you, that you can't refuse to. | | 10 | A child of the highest rank official has a grudge with you, and wants to make your life a living hell. | | 11 | The organization has rare opportunity to put someone expendable in risky position - it's you! | | 12* | Another organization makes you an offer to betray your brethren for great wealth and favor. | \pagebreakNum ### Practicing a Profession You can work between adventures, allowing you to maintain a modest or better lifestyle, to advance in your field or career, and complete personal projects. In order to practice a profession, the player must decide what it is. The following page contains comprehensive list of appropriate professions for you to choose from. Once it is decided, you must assign one or several Ability Scores to that profession that best represents how you perform it.
| Professions | |:---:| | Adviser (royal, military) | Animal Trainer (animal) | Archer | Armourer | Baker | Barber | Bard, Minstrel | Barkeeper | Blacksmith | Bladesmith | Bodyguard | Brewer | Butcher | Carpenter | Carriage Driver | Cheesemaker | Combat Instructor | Cook | Cooper (barrels) | Dentist | Dressmaker | Dryer | Farrier (horse shoes) | Fisherman | Fletcher (arrows) | Florist | Gardener | Glazier (glass) | Goldsmith | Hatter | Healer | Inventor (magic) | Inventor (science) | Inventor (weapons) | Jester / Fool | Professions (cont.) | |:---:| | Jeweler | Lady's Maid | Locksmith | Logger (cut trees) | Mapmaker | Merchant (product) | Midwife | Miner | Musician | Nurse / Wet Nurse | Painter | Papermaker | Poitoneer | Potter | Professor (science) | Ropemaker | Saddler | Sailor | Sculptor | Shipwright (ships) | Shoemaker | Silversmith | Stable hand | Stonemason | Surgeon | Sweet Maker | Tailor | Tanner (leather) | Toymaker | Trapper (animals) | Tutor | Undertaker | Weaver (fabric) | Weelwright (wheels) | Wiseman/woman
\columnbreak ##### Profession Approach | Ability | Approach | |:--------------:|:--| | Strength | Applied to crafts that require strength to work with hard materials (like smithing). | Dexterity | Required for crafts that involve fast and intricate operation (such as glassblowing). | Constitution | For boring and repetitive jobs that require stoic patience from dawn until dusk. | Intelligence | Understanding the principles and theories behind a field of study, create new designs and products. | Wisdom | Used when learning from others, the nature and from experience, and teaching that knowledge to others. | Charisma | Gives crafts and knowledge an artistic touch, expressing personality, fashion and affecting others in dramatic way. Player chooses the intensity of his work week. If he wants to stay in touch with other characters and even have time for some minor campaign-related activities (like looking around for clues, meeting a contact, relaxing at the local bar, etc.) he must choose a normal work week. If he wants to make the most out of his professinal vocation or complete a personal project, he may choose to forgo any social contacts for the duration of the week and stay focused from dusk until dawn. ##### Work Intensity | Checks | Intensity | |:--------------:|:--| | 3 | **Normal.** You may maintain some social life and do minor other activities during work week. | 4 | **Busy.** You may stay in touch with one other party character or allied contact, others need to visit you. | 5 | **Intense.** You have no time and energy other than to eat and sleep. You gain 1 level of Exhaustion after this downtime activity.
Player must make number or ability score checks based on the intensity of his work week against DC 12. Every success improves the odds of earning more and getting inspired for a personal project. Exceptional success (beating the DC by 10 or more) gives advantage to the next check. Critical success counts as two successes. The downtime activity ends when you accumulate three failures. Critical failure counts as two failures. If you make two failures in a row, you gain 1 level of Exhaustion after this downtime activity. \pagebreakNum ##### Profession Result | Successes | Result | |:--------------:|:--| | 0 | You waste 2d6 x 5 sp worth of materials and produce nothing. If you are working on a project, lose 1 project point. If this happens two weeks in a row, lose all project points earned so far. | 1 | You make 1d6 sp profit from your work. | 2 | Choose one: you make 1d6 x 5 sp profit from your work; or if you are working on a project, gain 1 project point. | 3 | You make 1d6 x 5 sp profit from your work. Then choose one: roll one extra die; or if you are working on a project, gain 1 project point. | 4 | You make 2d6 x 5 sp profit from your work. Then choose one: double your profit; or if you are working on a project, gain 2 project point. | 5 | You make 3d6 x 5 sp profit from your work. Then choose one: triple your profit; or if you are working on a project, gain 3 project point.
#### Personal Projects Player may choose to devote their professional work week to a special project; a masterpiece weapon or armor, exquisite glass vase, a monumental poem, or a weird invention. The project is completely left to player's imagination and must be discussed and approved with the DM. Each Project requires an amount between 4 and 10 project points accumulated over the course of several work weeks. Also, the DC of the downtime rolls while player has a project is increased to DC 12 + half the project points needed to complete it. For example, making a masterwork sword as a King's gift requires 8 project points and raises the DC to 16. When the Project is complete, the DM grants the player the item he has worked on. It has great personal value to the player's character and should not be easily traded for gold. #### Complications There are rarely any complications while practicing a profession. There is a 5 percent chance of complication for every failure rolled during a week of downtime. \columnbreak ##### Profession Practice Complications | d8 | Complication | |:---:|:-----------| | 1* | Your work or ongoing project attracts the attention of a competitor who has hired thugs to damage your property, threaten your relatives and drive you away. | 2 | Ignorant neighbors consider your success to be aided by deal with dark forces. You can't prove them wrong. They act hostile and envious. | 3* | Your success or ongoing project draws attention from local thieves or criminal organizations that demand protection money equal to half your profit. | 4 | You break equipment critical for your work or ongoing project. You need to invest 5d6 x 5 sp and spend a week repairing it before you continue work. | 5 | You ran out of inspiration. Until you take this downtime and score 2 successes or more, you must forgo any profit and project points. | 6* | You are approached by a person who wants to be your apprentice. He may be useful and give advantage to one of your rolls, or be an agent of your competitor. | 7* | Local competitor contacts you, asking for trade secret that will make him more profitable. It is up to you to help him or not. | 8* | Local competitor contacts you, offering a partnership. It will either be profitable, giving advantage to one of your roll, or he will take over the fruits of your work. ### Prepare for a Task Planning can be a powerful tool, if you know what you're up against beforehand. By spending time and money you can prepare yourself to meet a particular enemy or situation. Prepare for a Task works similarly to Research, except instead of useful pieces of lore you gain Preparation Points you can expend to gain advantage to skill checks, saving throws and attack rolls you make while dealing with the enemy or situation you're prepared for. These preparation points are only good for one encounter and any leftover are lost, as the enemy changes tactics or situation changes each time, throwing off your perfect preparations. For example, if you are preparing to perform a heist on the Hall of Heroes, you may use your preparation points to gain advantage on skill checks intended to gain entry or defeat its defenses. Preparing for a Task takes one week and at least 100 sp of research and training material, as well as access to source of information and appropriate training room. At the end of the week, the character makes an Intelligence check with a +1 for each 100 sp spent beyond the first 100 sp, to a maximum bonus of +6. Trainer who has inside knowledge of the enemy or circumstance you intend to face may grant advantage to this check. You determine how good your preparation is with this table: \pagebreakNum ##### Preparations | Check | Result | |:---:|:-----------| | 1-5 | Your preparations bear no fruit | 6-10 | You gain one preparation point | 11-20 | You gain two preparation points | 21 | You gain three preparation points A player can only prepare to meet one enemy or circumstance, and may have a number of unexpended preparation points no higher than 1 + their Intelligence modifier (minimum of 1). If you prepare to meet a new enemy or circumstance any preparation points you gained preparing for the old enemy are lost. ### Running a Business Adventurers can end up owning business's that have nothing to do with delving into dungeons or saving the world, however the business may have an effect on your world and its events. If a character decides to maintain a business venture they have acquired, an influential business may allow the player to be regarded as a noble and live an aristocratic lifestyle, a shady business may be discovered and be ruined by the locals, and a tavern patron may give the party their next quest. The influence of the business is up to you as a DM. #### How to handle a business The player chooses a skill check to represent how they handle their business. | Skill Check | Description | |:---:|:-----------| | Persuasion | The business is run diplomatically with good business sense. | | Performance | The business attracts the populace with spectacles and shows. | | Intimidation | The business has a tight grip on its competition and employees. | | Deception | The business is shady and tricks the populace into overspending. | | Insight | The business predicts the local trends and prices. | | Any Field Expertise | If the business requires trade knowledge, such as an Arcane or Herbalist shop, and you have applicable Field Expertise, you may add your proficiency to the Business roll. | If the business is managed by a hired NPC, the rolls are made with his Attribute score. However you may still apply your Field Expertise when applicable if the worker can find you anytime to provide consultation. #### The Result While spending time on this downtime activity, in addition to maintaining their lifestyle, each week the player running the business rolls on the Running a Business table using the skill check that was chosen for this week. If the character is required to pay a cost as a result of this table but fails to do so, the business begins to fail. For each unpaid debt incurred in this manner the business takes a -3 penalty to subsequent rolls made on this table. When a business is run for multiple weeks, multiply the result on the table by the number of weeks. When a business is run for under a week, the number of days it was worked is added to the next time the business is run. Under certain conditions you as a DM may choose for a player to roll with advantage or disadvantage on the Running a Business check. A festival might increase demand to give the business an advantage, or customers may be too poor to afford its wares, putting the business at a disadvantage. On critical failure, DM chooses a negative incident - broken equipment, sick personnel, competitor smear campaign. ##### Running a Business | Business Roll | Revenue for the week | |:---:|:-----------| | 4- | They must pay twice the maintenance cost. | | 5-9 | They must pay the maintenance cost. | | 10-14 | The business covers its maintenance cost. | | 15-19 | The business earns a profit equal to the maintenance cost. | | 20-24 | The business earns a profit equal to twice the maintenance cost. | | 25-29 | The business earns a profit equal to thrice the maintenance cost. | | 30+ | The business earns a profit equal to four times the maintenance cost. | #### Building a Business Characters might aspire to owning a large successful business. A character may pay for and prepare the property to run a business at a cost and time detailed on the Business Opportunities table. The size of the property is chosen by the character if that size of property is available for purchase. A character that wishes to build an extension of their business must acquire the property from an owner by trade or as a gift. Paying for and preparing the extension costs as detailed on the Business Opportunity table subtracted by the construction cost of the business thus far. If a business is built somewhere where there would not be a populace of sufficient wealth for the business to be run, the business is guaranteed to fail on the Running a Business table. >##### More Business Events > Donjon.com has a very nice generator with more business events. \pagebreakNum ##### Business Opportunities | Property | Maintenance (week) | Cost (gold) | Time (days) | |:---:|:-----------|:---:|:---:| | Farm, Market Stand | 25 cp | 160 | 15 | | Large farm, Large Market Stand | 5 sp | 400 | 20 | | Massive Farm, Small Shop, Tiny Stage, Tiny Inn | 10 sp | 800 | 25 | | Multiple farms, Shop, Stage, Inn | 20 sp | 2,000 | 50 | | Local Farm Monopoly, Large Shop, Large Stage | 80 sp | 4,000 | 50 | | Farm Monopoly, Massive Shop, Massive Stage, Massive Inn | 80 sp | 8,000 | 80 | | Multiple Shops, Multiple Stages, Multiple Inns | 160 sp | 20,000 | 125 | | Local Shop Monopoly, Local Stage Monopoly, Local Inn Monopoly | 320 sp | 50,000 | 250 | | Shop Monopoly, Stage Monopoly, Inn Monopoly | 640 sp | 100,000 | 500 | ### #### Spending Extra Time Instead of the normal time spent on a "workday", you can choose to spend extra time in a day on your activity. Doing this breaks your progress into points rather than days. Instead of needing 5 workdays to finish, you now need 40 progress points. A standard workday grants you 8 progress points and allows for socializing, information gathering, and anything else the DM allows. When you spend extra time, you make an ability check determined by the DM based on your activity. You gain additional progress points for that day equal to your check divided by 5. This extra time prevents you from socializing beyond taking meals with others and sleeping. Spending extra time allows you to possibly finish a downtime activity sooner than the original 5 days. It is especially noticeable when doing longer activities that normally require multiple workweeks to finish. #### Finishing Early You can choose to finish a downtime activity early if you wish. You must have at least 1 day of progress or 8 progress points. When you do this, you make your ability checks as normal, except they have a penalty of -2 per day you did not complete, or for every 8 progress points you didn't obtain. ##### Finishing Early in a Normal Workweek | Workdays Completed | Progress Points Aquired | Check Penalty | |:---:|:---:|:---:| | 1 | 8 | -8 | | 2 | 16 | -6 | | 3 | 24 | -4 | | 4 | 32 | -2 | | 5 | 40 | -0 | ### Version 1.0 This is the changelog. ### Version 1.1 Added "Spending Extra Time" and "Finishing Early".
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