1. Notas

03 - Downtime Rules

Rules

Experience points awarded through questing grant you an amount of days to spend in downtime activities. Once your quest is over, and the GM uses the bot command to give out XP, downtime will be automatically added to your  wallet


1 XP = 7 downtime days (DT)


The main downtime activities you can spend DT in are:

Earn Income

Ventures

Retraining

Complex Crafting


Earn Income

You use one of your skills to make money during downtime.

First, go to #city-rolls and declare the amount of downtime days you're going to work, and one of the following skills: Crafting, Performance or any Lore skill. Next, choose the task level (equal or lower than First Landing level), which determines the DC. Roll once. On a failure, you can abandon early and reduce the amount of days to 7 if you originally declared more.

Regardless of the result, you may not use the same skill again for Earning Income until you go on another quest. Check the Earn Income table (also pinned in #city-rolls) and receive gold according to the result of the check.


 Beyond the Portal Bot - Earn Income

Use the command /spend in #downtime, and specify:
  • Downtime days (DT) spent.
  • A description that includes the check outcome and gold recieved.

The tool will guide you through each step with drop down menus. And will automatically substract the amount of days used from your wallet. Then, you can use the /spend command again and introduce a negative gold value to add the gold you earned to your wallet. Post it in #downtime too.

Ventures

Ventures are collective projects that act as "downtime pools". They are tasks that several characters can spend days working on, such as the construction of trade routes, town upgrades, and organisation-specific projects.

Contribute to a venture

First, go to #ventures and choose one of the available ventures to participate. Each venture has a DC and skills associated with it. Next, go to #city-rolls and establish how many downtime days you want to contribute to it. Choose one of the skills and roll a single check. Some ventures may have a proficiency requirement on one or more of the skills. On a failure, you can abandon early and reduce the contributed value to 7 if you originally contributed more. Regardless of the result, you cannot contribute to the same venture again until the end of your next quest. Spend the downtime you contributed. If you finish a venture, regain any exceeding amount of days that you can spend in any other project. 

Critical success Progress the venture twice as many days as you spent.
Success Progress the venture the number of days you spent.
Failure Progress the venture half the number of days you spent.
Critical failure Progress the venture a quarter of the number of days you spent.


 Beyond the Portal Bot - Ventures

The different outcomes are already coded into the bot. Use the /venture contribute command in #downtime. You just need to specify:

  • Venture ID
  • Amount of downtime days (DT) spent.
  • The result of the check (Success/Failure)

The tool will guide you through each step with drop down menus, and will automatically add the DT to the venture pool.


Back to the first entry

Retraining

Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn't meet your expectations. We follow the standard PF2 rules for Retraining, with some special rules. You can only retrain into non-common options if you have Access to them. Here is a summary table of what you can retrain:


Retraining

DT cost

Feat7 DT
Skill training7 DT
Spell in repertoire7 DT
Language28 DT
Subclass (druid order, wizard school...) or Class Archetype
28 DT
Class28 DT* (see below)


Retraining class

Class change should be an important narrative development. Your character must overcome some kind of challenge to achieve this, either by questing or weaving a narrative that justifies it. Let GMs know about your intent of changing class, and set a quest goal for it. Maybe it's looking for a mentor, or learning magic in some location of importance out in the New World...

Retraining a class costs 4 weeks of downtime. The character can enter downtime debt for this purpose, spending DT they would get on their next quest(s). You can change any character choice, except ancestry and heritage, as part of this retraining (including ability boosts, feats, spells, etc). Any changes in equipment follow the standard rules (can be sold at half price). You don't need to spend additional downtime to swap each feat individually.

Each character is limited to one class retrain per career. This limitation includes new class releases; so if your character changes class when a new book comes out, they will not be able to retrain it again (or vice versa).

Instead of retraining into a new class, you can choose to retrain into your existing class to rebuild your character. This uses the 1/character limitation on class retraining.


Respeccing after the first quest

Once you finish your first quest, you can respec your character. The only choices you may not change are your class and ancestry (nor heritage). You can also change your starting equipment by selling it at full price. Be sure to post a list of changes in #cc-discussion so anyone can confirm the character is rebuilt correctly.


 Beyond the Portal Bot - Retraining

Use the command /spend in #downtime, and specify:
  • Downtime days (DT) spent.
  • A description that includes which options (feats, spells, skills...) you retrained out from and into.

The tool will guide you through each step with drop down menus. And will automatically substract the amount of days used from your wallet.