Downtime Guide

Downtime activities are a two step process, with a possible third (resources), resolution and possible complications. Find the conversion table below. The format below shows how to use the server's downtime logs. In any log

Downtime Activities
Downtime activities are a two step process essentially, with a possible third, resources, resolution and possible complications.

Find the conversion table below. When it's time to make the rolls, please peform them in #bot-spam and ping a staff member to verify

Format
Character: Your character's name goes here

Downtime: The downtime activity goes here

Start/End date: The real-world date goes here

Tool's Proficiency: If a proficiency matters for the downtime, list it here

Yield: This is what you gain from the downtime

Flavor: This is just a brief in character summary of what your character is doing

Crime
Sometime it pays to be bad, a character might choose to turn to criminal activities for economical gains, at the chance of arrest (or worse)

Resources: A character must spend 1 workweek and 25gp for the reconnaissance of potential targets before committing the intended crime.

Resolution: Character makes up to three checks depending on the size of the task, the DC can vary.

Stealth, Dexterity (thieve's tools proficiency) and a choice between Investigation, Deception or Perception. If all checks fail the character is caught and jailed, additionally they must pay a fine equal to the value of the task. If the character succeeds one check the heist is a failure but the character escapes. If all three checks are successful the character earns the full value of the heist.

For any criminal activities, succeeding only a singular check results in a complication. These complications are at the discretion of a GM.

Gambling
Games of chance are a way of making a fortune, or a better way to lose one.. Resources: 1 workweek of effort, minnium of 1gp maximum 50gp stakes Resolution: Character makes deception, intimidation or persuasion and insight checks. If the character is proficient with a gaming set, it may choose to exchange one of the relevant checks. The DC is 2d10+5 for EACH individual check

Pit-Fighting
Pit fighting includes bare knuckle fighting, wrestling and other none-lethal pre determined matches in a organised fashion. Most of the fights will be against the local monstrosities and beasts of the region. If you wish to introduce competitive combat-to-the-death type situations, normal combat rules apply.

RESOURCES: One workweek

RESOLUTION: The character makes 3 checks, athletics and a special constitution check that has a bonus equal the roll of the characters largest hit die. Character may choose the replace one of the rolls with one weapon attack. The DC for each of the checks is 5+2d10, generate a seperate DC for each check

Characters involved in pit fighting must deal with their opponents, the people who bet on matches and the promotors. Every workweek spent in pit fighting brings a 10% chance of complications.

Research
Forewarned is forearmed, a character may decide to dive into scholarly pursuits about the lore regarding a monster, location, magic item or a particular topic.

Resources: A character needs access to a library or a sage to conduct the research. It requires 1 workweek of effort, as well as 50gp worth of materials, bribes, gifts and other expenses.

Resolution: Character declares the focus of the research, the character makes a intelligence check with a +1 bonus per 100gp spent beyond the initial 50gp, to a maximum of +6. If the character has access to a well-stocked library or a sage it has advantage on the check. Magic item lore require 3 long rests and the DC is set to strictly 21 and above. Additionally you only find one piece of lore instead of three. For any magic item lore, consult a GM.

The greatest risk in research is uncovering false information, not all lore is truthful or accurate, a rival with a scholarly bent might  lead you astray, specially if the subject is known to the rival. Every workweek spent researching brings a 10% chance of complications.

Training
Given enough free time and the services of a instructor, a character may learn a new language or proficiency in a tool.

Resources: Receiving training in a language or tools proficiency normally takes 4 workweeks (to a minimum of one workweek), but this time is reduced by the number of workweeks equal to the characters Intelligence or Wisdom modifier (penalty in these ability scores do not affect the time required) training costs 25gp per workweek and requires another player to serve as a teacher. Additionally the money spent is transferred to the teacher or spent in materials required to learn. (Maximum of 2 learned tools profiencies at a time).

A new proficiency can be learn without a teacher from the library, however it's time required to finalize is doubled.

Complications that arise while training typically involve the teacher, for every four workweek spent in training has 10% chance of complications.

Work
When all else fails, a character can turn a honest trade to earn a living, this activity represents the characters attempt to find temporary work, the quality and wage which is difficult to predict.

Resources: preforming a job requires one workweek of effort.

Resolution: To determine the wage of the character, roll a 2d10 and times the result by x4. If a character is Proficient in a tools set for their work they can add their proficiency bonus with a tool to the equation. The rolls are made at the end of your downtime.

Ordinary work is rarely filled with complications, still you can encounter unsavory costumers, work colleagues or employers. Every workweek spent Working brings 10% chance of complications