1. Abilities

Minor Downtime Actions

 Minor Downtime

Minor Downtime consists of short bursts of time (a few hours to a full day) that occur during transitions or rests.

The Point System

  • Daily Pool: At the start of each day (or rest), you gain points equal to your Proficiency Bonus
  • Usage: Points are spent to perform or progress downtime actions.
  • Progression: If you cannot afford an action’s total cost, you may contribute your current points toward it and finish it later.

One Point Actions

ActionDescriptionLimits
MingleInteract with NPCs (equal to CHA mod, min 1) to barter or gather info.Once per day
Call to StarsA small ritual or prayer to the void. May trigger a random deity interaction.

Rest

Remove 1 Exhaustion rank OR 1 physical condition; gain 1d6 Temp HP.

Once per session

MeditateCenter your mind to restore 1d6 + Cha mod Sanity.Once per session
MaintainRefurbish non-magical gear. Weapon: +1d4 dmg. Shield: +1 AC. (Lasts until Jam/Break).
Assist NPCWork with a single NPC to uncover lore and improve your relationship.Once per day
AttunePerform a ritual to bond with a magical item.
JournalingRecord your journey. This grants you a Recall Die (d4) that may be added to any history or intelligence check.Once per session


Two Point Actions

ActionDescriptionLimits
PrayPrepare a complex ritual to a specific deity. Cast Augury with that deity as the target.Must have Piety with the deity
CraftWork on creating a new item or object from scratch.Requires resources, skills, & tools
Modify QuartersPersonalize and improve your living space for RP value and future story boons.Access to your personal space
LearnStudy a specific subject to acquire a new minor skill, dialect, or language.

Access to instructor or materials

ScavengeSearch the immediate area for parts. Roll a relevant tool check to find 1d4+prof mod scraps
Group BondingBoth players gain a bond die (1d6). They can roll this die and add it to any check made to assist the other person before the next downtime session.Two or more players take this action


Three Point actions

ActionDescriptionLimits
ResearchInvestigate a topic, uncover hidden lore, or identify spell scrolls and magic items.Access to a library, archives, or expert
Modify/UpgradeImprove the tier or quality of your equipment. (Prerequisites)

Modify Simple: Anyone


Modify Martial: Tinker's Tools


Upgrade Either: Smith's/Tinker's Tools

TrainPractice physical or mental drills to progress toward a new feat or tool proficiency.Potential trainer or training manual
Mental FortificationEngage in rigorous mental exercises. Choose one mental skill. Until your next long rest, you can treat a roll of 9 or lower as a 10.One per Session
AlchemyUtilize the alchemy system to brew potions or concoct chemical mixtures.Alchemist’s Supplies & Ingredients


Four Point Actions

ActionDescriptionLimits
Engrave RuneUse Magitech tools to carve a makeshift, functional rune into a piece of equipment.Requires Magitech Tools
DevelopDeepen your narrative growth by increasing the stage of an applicable Story Feat by one.Scaling Cost: Cost doubles each time you take this action
Deep PreparationSpend a large amount of time preparing for a single task, choose one specific check you plan to make the following day. Gain expertise and advantage on that specific check when it occurs.

One Per session

InspirationThrough training and rest you feel inspired, gain a heroic inspiration point.Oner per session

Kanka is built by just the two of us. Support our quest and enjoy an ad-free experience for less than the cost of a fancy coffee. Become a member.