Necromancers Killed our Master Club

Additional Downtime Actions

Following on, and improving, my Networking downtime action. I outline a framework for Long Term Projects, with some examples and some alternative ways to use the networking rules.

Table of Contents:

Long Term Project
: Craft
: Train
Network
: Spy
: Crime
: Gather Knowledge

Long Term Project

Check

Critical: Progress 4 ticks.
Great: Progress 3 ticks.
Mixed: Progress 2 ticks.
Fail: Progress 2 ticks but you encounter a complication you must overcome before you can progress further.

Craft

Requires: A forge, magic circle or other crafting tools.

When crafting you should first decide what you wish to make, such as: a weapon, magical item, scroll or piece of art, and what effect or benefits you wish it to apply. Your GM should give you a blueprint containing what clock the item will take to complete and what Materials you will have to gather.

Complication example: Your equipment breaks and you must spend 1 coin to replace it.

Train

Requires: A trainer with the talent you wish to learn.

Complication Example: Your trainer is ill, occupied or otherwise unable to help, you must find a way to regain their services or find a new one.

Network

You meet new people or deepen your relationships with those you know.

Skill Check

Describe how you network and roll a skill check, add +1d for each coin you spend to buy good drinks or food

Critical: Earn 2 Favor, and somebody kindly covers 1 coin of your costs.
Great: Earn 2 Favors.
Mixed: Earn 1 Favor.
Fail: Earn 1 Favor, however a complication arises that must be resolved before you can use it.

You can expend a Favor at any point to Know a Guy that the party needs or Call in a Favor from a character you know.

Spy

Networking but you gain Secrets instead of Favors.
When you spy you sneak about, gossip with contacts or lure contacts into compromising situations.

Skill Check

Describe how you gather your secrets and roll a skill check, add +1d for each coin you spend to grease the wheels

Critical: Learn 2 Secrets, and steal enough to cover 1 coin of your costs.
Great: Learn 2 Secret.
Mixed: Learn 1 Secret.
Fail: Learn 1 Secret, but you get caught and reduce a faction or characters relationship by 1

You can expend a Secret at any point to Blackmail a character, forcing them to help you (but lose -1 relationship) or to Know a Secret relevant to your situation. Agents can also expend secrets to gain XP.

Crime

You gamble with thieves, contact the black market or burgle a home. You find a package of goods that may or may not be illicit.

Skill Check

Describe what crime you commit and roll a skill check, add +1d for each coin you exchange with the right people

Critical: You find 2 Unmarked Packages (1 slot each), and steal enough to cover 1 coin of your costs.
Great: You find 2 Unmarked Packages.
Mixed: You find 1 Unmarked Package.
Fail: You find 1 Unmarked Package, but are caught by the law, you must pay a 1 coin fine or lose 1 downtime action in jail.

Unmarked Packages can be opened to reveal legal or illegal items needed by the party worth no more than 1 coin per package.

Gather Knowledge

You gather knowledge by searching libraries, talking to scholars or exploring ruins.

Skill Check

Describe where you begin your search and roll a skill check, add +1d for each coin spend on ink and books

Critical: You find 2 Lore and gain access to a rare tome on a subject of your choice.
Great: You discover 2 pieces of Lore.
Mixed: You discover 1 piece of Lore.
Fail: You discover the location of 1 piece of Lore, but it is hidden in an obscure location you do not have access to.

Lore can be expended to Spout Lore that will be helpful at a given moment or to Reason Lies and prove another characters statement false (even if it was previously true).

#Downtime #GLOG #Mechanic #NKoG