Downtime occurs when heroes are in a hospitable environment for a week or longer. Hospital environments can include towns, temples, or other locations in which they are relatively safe and comfortable. The following are some of the things that heroes can do during downtime. Not every downtime location may cater to every single one of the following:
Build An Institution: When the players decide to build an institution, the GM creates an institution tracker. If the players are bolstering an already existing institution, then the GM decides which step on the tracker it currently occupies. The GM should also take this opportunity to develop some quick notes on the institutional scene as it exists, jotting down a few lines about rival institutions. The player and GM should agree on the fictional and mechanical advantages for moving up the track based on what the institution is and how much of a stake the character has in it.
Benefits:
- goods and services available through the institution free of charge
- may aid in rolls to build relationships
- may entitle you to profit sharing
- may aid in rolls to gather intelligence
Institution Track:
| Rank | GP Investment |
|---|---|
| Inconsequential | 500 |
| Minor | 1000 |
| Middling | 2500 |
| Major | 5000 |
| Influential | 10,000 |
| Infamous | 25,000 |
| Legendary | N/A |
- Roll to Progress on the Track: 2d6 + modifier
- Modifier normally +0
Can make modifier +1 if spending 150%, or +2 if 200%
Result of 2d6 + modifier roll:
Total Meaning < 7 The institution tracker does not advance. If it is a new institution, it fails to take hold 7-9 Growing Pains: The institution tracker advances one step but is subject to growing pains 10+ Growth: The institution tracker advances one step
Growing Pains (1d10)
1. Envy! Less successful rivals resent the newfound success of the institution. They begin circulating unsavory rumors about the institution that threaten to undermine the whole operation. Something must be done to bolster the institution’s reputation in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.
2. Competition! New peer rivals step up the competition, ruthlessly cutting prices or stealing current patrons, in an effort to strangle the upstart. Something must be done to overcome this problem in the next 3 downtimes or it will lose its newfound gains, falling one step on the institution tracker.
3. Emulation! The sudden rise of the institution has led to rampant emulation. Whatever your institution’s thing is, suddenly everyone is doing that thing, in the most aggravating way possible. Unless the institution somehow distinguishes itself in the next 3 downtimes, it will lose its newfound gains, falling one step on the institution tracker.
4. Puritanical Opprobrium! The rising institution has been chosen as an example of the rot within society by some zealous sect, grasping politician, self-righteous reformer, or two-bit orator. There are rising protests, speeches, or boycotts against the institutions. Something must be done in the next two downtimes or it will lose its newfound gains, falling one step on the institution tracker.
5. Shortage! Owing to its recent success, something necessary for growth of the institution is now in short supply. Whatever is in short supply will have to be provided in the next 2 downtimes or the institution will lose its newfound gains, falling one step on the institution tracker.
6. Blackmail! A NPC or faction blackmails the character, threatening the institution to try to get the character to do something for them. If the action is not performed by the end of the next downtime, the institution will lose its newfound gains, falling one step on the institution tracker.
7. Sabotage! Peer rivals engage in some act of sabotage to ruin their new competitor, e.g., arson, spoiling or poisoning supplies, sneaking a giant spider in the basement, or cursing customers. Something must be done to overcome this problem by the end of the next downtime or it will lose its newfound gains, falling one step on the institution tracker.
8. Unwanted Legal Attention! The growth of the institution attracts the attention of the authorities, who busy themselves with inspections, assessing fees, and so on. To acquire the necessary licenses, the PCs must pay the level of the institution x 300 GP by the next downtime (or find some other solution) or have the institution shuttered.
9. Unwanted Criminal Attention! A criminal outfit notices the success of the institution and decides to shake it down in some aggravating and ongoing way. The character must pay the current institutional level x 100 GP per downtime until the criminal problem is resolved or it will fall one step on the institution tracker for each missed payment.
10. A Dangerous Offer! An institution of one rank higher offers an alliance with the upstart. Accepting means accruing the even more powerful enemies of this institution who will react on the next downtime. Declining means that the higher ranked institution will seek revenge in the near future.
Carousing/Revelry: Revelry is a downtime action in which a character flush with gold spends it on wild revelries, whether a feast lasting many nights, raucous tavern crawl, or the extended use of mind-altering substances. The player describes where and with whom their character intends to share their revelry keeping in mind that it must involve the expenditure of large sums. The character spends up to Level x 2d4 x 50 GP. This excess provides a rich and memorable experiences.
They roll 2d6 adding a base modifier equal to their constitution modifier.
| Result | Meaning |
|---|---|
| <7 | Some Regrets: Receive 1 XP per GP spent but roll on the Revelry Mishaps table |
| 7-9 | Wild Experience: Receive 1 XP per GP spent |
| 10+ | Something to Remember: Receive 1 XP per GP spent and roll on the Revelry Boons table |
Revelry Mishaps (1d8)
Hangover! The player suffers –1 on all physical actions next session. The player should describe the hangover and their character’s appearance at the start of the session.
Brawl! The character starts the next session 1d4 HP below maximum (min. 1). The player will collaborate with the GM to say who the fight was with and how it ensued.
Lost Possession! The player should dice randomly to see which item from their character sheet they lost. If it is an important item, the GM will determine who has it. The character may use the Gather Information downtime action to reveal this information. An adventure or confrontation will usually be required to recover it.
Acting the Fool! The player should describe the embarrassing public episode that led to their character’s new bad reputation. They receive –1 on all reaction rolls and attempts to cultivate relationships in the area. This condition can only be removed by succeeding at an adventure that cultivates their renown in the area.
Secret Divulged! The character lets slip something crucial they shouldn’t have, like the location of a dungeon, or the possession of a magical weapon. This will come back to haunt them. The player and GM may collaborate on the secret revealed and the GM will decide who has heard, placing the information in the hands of a rival, or the authorities, or creating a rival adventuring party.
Offense Given! Either lose 1 tick on a relationship clock or acquire a new rival. The player will narrate who is offended and how in collaboration with the GM.
Financial Loss! The character failed at gambling, or made a very imprudent investment, or was conned. The player will narrate this loss in collaboration with the GM. They lose Level x 1d4 x 50 additional GP with no additional XP gain. If they cannot pay, they are now in debt to unsavory characters who will blackmail the character into going on adventures or performing other services for them.
Illness! The character has acquired some long-term illness from their revels, whether a parasite from street food, a sexually transmitted disease, or an allergic reaction. The effect should be mild but real. Examples might include needing to eat double rations (for a parasite) or a 1 in 6 chance each session of fevers giving a –1 on all rolls (disease). The cure will usually require an adventure to locate the necessary elements of the cure (rare salts, curative springs, etc).
Revelry Boons (1d8)
Magical Night! After a magical night, the character feels like they’re still walking on water. They may take +4 on saving throws for the next session.
Carousing Patron! The drinks were freeing flowing over the course of the night, but many of the expenses were covered by a drinking companion. The character retains half the GP spent on carousing but takes the full XP reward.
Experience of a Lifetime! The character will never forget this night. The player should share with the group one memory or image or scene from the evening that their character will carry with them forever. They acquire an additional 50% experience bonus from their carousing expenditure.
Drinking Friends or Romance! The character shared some special times with an old friend or made a new one. Increase the character’s relationship tracker by one step with this person. The player may pick the NPC, or if it’s a new friend make a proposal to the GM and open a tracker at the acquaintance level.
Golden Opportunity! During their revels, the character finds a unique opportunity to set back the interests of a rival by going on an adventure. If the character has no rivals, treat this as the following result.
Secret Information! While under the influence, someone lets slip a secret of some significance. The GM should provide the player with real actionable intelligence, ideally in the form of an adventure hook, or at the least something very amusing (and potentially compromising) about a known NPC.
Business Prospects! During the revelries, the character is presented with a one-time opportunity to found a new institution. They may pay half price in the next downtime to Build an Institution and take +1 on the roll.
Living Legend! It was legendary night, and the character did something amazing that the player may narrate. What the character did is now the talk of the town: receive +1 to reaction rolls and cultivating relationships in the region until their reputation changes.
Keeping In Form (Combat Sparring)
Anyone may spend a downtime practicing at arms. The player must choose a weapon type (sword, knife, bow, etc) with which their character practices. They roll 2d6. Although any class may keep in form, only fighters (or fighter sub-classes) receive a base modifier equal to 1/3 their level rounded up. Situational modifiers are granted for having a training partner. If the character is assisted by another player character as a training partner, both may take the downtime action adding +1 to their roll.
| Result | Meaning |
|---|---|
| <7 | A little rusty. Pick one: +1 to hit, +1 to damage, –1 AC (melee) or +10 ft range (missile) until the next downtime. |
| 7-9 | In Good Form: Pick two from the above list. |
| 10+ | In Top Form: Pick three from the above list |
Wizard-Priest Equivalents of Staying In Form:
- +2 to all saving throws of a particular sort (Poly, Breath, etc.)
- +1 to all saving throws
- +1 to any rolled Surges
- +1 to turn/destroy undead
- +1 bonus to AC












