Earning Income:
This activity can be used with the following skills: Animal Handling, Agriculture, Construction, Entertain, Fishing, Healing, Sailing, Tailoring, Alchemy, Brewing, Scribing, Enchanting, Fletching, Jewelling, Smithing, and numerous subskills (which will be listed under each).
When making an Earning Income check, roll 1d4 per your character level, and add your bonuses from that skill after all of the 1d4’s are rolled. That is how many Gold Pieces you receive for a day of downtime spent. Temporary bonuses and abilities that can add a single bonus to a die roll do not apply to this Earning Income check. If you wish to spend multiple days, roll once for each day.
Once you have clicked this link, it will ask you what your bonus is, then roll what you have earned for your day of Downtime: Click to roll Earning Income
Forage:
This activity is based on the Herb Lore skill. When you choose this skill, it is solely based on your ranks in Herb Lore, not your bonus. Each rank gives you one “Foraging Point”, which you can spend on rolls in the following tables:
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Common Plants: 1 Point per roll
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Uncommon Plants: 5 Points per roll
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Rare Plants: 10 points per roll
Your Auditor has the available Foraging roll tables for you, which will be based on the adventure you roll them in.
Scavenge:
This activity is based on the Scavenging skill. When you choose this skill, it is solely based on your ranks in Scavenging, not your bonus. Each rank gives you one “Scavenging Point”, which you can spend on rolls in the following tables:
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Common Parts: 1 Point per roll
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Uncommon Parts: 5 Points per roll
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Rare Parts: 10 points per roll
Your Auditor has the available Scavenging roll tables for you, which will be based on the adventure you roll them in.
Mining:
This activity is based on either your ranks in Athletics, but it gains a bonus equal to your ranks in the Dungeoneering (Survival) and Materials (Construction) skills. When you choose this skill, it is solely based on your ranks in Athletics, not your bonus. Each rank gives you one “Mining Point”, which you can spend on rolls in the following tables:
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Common Ores: 1 Point per roll
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Uncommon Ores: 5 Points per roll
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Rare Ores: 10 points per roll
Your Auditor has the available Mining roll tables for you, which will be based on the adventure you roll them in.
Cultivate:
This activity allows you a chance to turn one organic plant into several of the same type, using the Agriculture skill. To grow an item, you need one Unit of that item, and materials equal to 20% of the purchase cost of that item. Additionally, the downtime required is 1 Day for a Common plant; 5 Days for an Uncommon plant; or 10 Days for a Rare plant, per check.
When making a Cultivate check, make an Agriculture roll. Temporary bonuses and abilities that can add a single bonus to a die roll do not apply to this check. For each check, you gain 1 Unit of the cultivated item per 20 points of your check, rounded down. If your check is not to your liking, you may spend an additional set of downtime (1, 5, or 10 days) to reroll the check, without expending any additional resources – you are simply waiting longer to harvest.
Gambling:
This activity can be used with the following skills: Conversation, Deception, Intuition, Perception, or Gambling. If the Gambling skill is used, you will have advantage on your Gambling check. Each Gambling check takes one day of Downtime.
When making a Gambling check, first declare a number of Gold to gamble. Make a roll for that skill you choose. If your roll is above the number declared, you . Temporary bonuses and abilities that can add a single bonus to a die roll do not apply to this Earning Income check. If you wish to spend multiple days, roll once for each day.
Teach another an Uncommon Skill:
This requires downtime from two players, the “Teacher” and the “Student”. The teacher must have at least one rank in the Uncommon skill that they wish to teach. The teacher must spend 10 days of Downtime to properly teach the skill to a student. The student must also spend 10 days of their downtime, and if it is a subskill, must have at least 1 Rank in the subskill’s parent skill. After both have spent their time, a roll is made: 1d100 + Downtime spent by the teacher (10) Plus total Downtime spent by the student (10 on the first roll) + the student’s related Attribute for the skill.
For example, if the student wanted to learn Swimming from a teacher, the roll would be 100 + 10 + 10 + the student’s Strength score. If the result is 100 or more, the Student has learned the Uncommon skill, and can add 1 rank to it. If the roll is below 100, the Student may spend 10 more days of Downtime to retry the roll, but the student’s roll increases to 20, as it is “total Downtime spent by the student), so the downtime is cumulative. The student may keep trying this until they run out of Downtime, at which case they may try again (with the same bonuses) after their next adventure.
Scribe a Scroll:
The art of Scribing is a delicate dance of magic and craftsmanship, allowing skilled scribes to trap the essence of a spell within the elegant confines of a scroll. Each scroll takes a full day of focused work, a labor of both patience and precision. The spell inscribed must be one the scribe can cast themselves or a faithful copy of magic from a spellbook or another scroll they possess—a scribe of proper rank does not need to cast a spell to scribe it, only to understand its structure.
The power of the spell is bound by the scribe’s own mastery, meaning that a scribe’s rank in Scribing is also its limit on which ranks spells they can make scrolls from. The price for such an endeavor is measured in silver, costing the spell’s Rank multiplied by its Mana Cost, a reflection of the energy and materials invested. For those with a discerning touch, rare inks and enchanted parchments can elevate a simple scroll into a masterpiece of magic, enhancing the spell’s potency or longevity and leaving the mark of true craftsmanship on their work.
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