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Post by Chris on May 21, 2020 16:53:13 GMT -5
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Post by Chris on May 28, 2020 7:58:53 GMT -5
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Post by Chris on May 28, 2020 8:00:30 GMT -5
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Post by Chris on May 28, 2020 8:49:42 GMT -5
Special Breachill downtime activity
BEFRIEND A LOCAL
CONCENTRATE DOWNTIME LINGUISTIC
You spend the day in the company of an NPC whose companionship you value in order to strengthen the bonds of your friendship with them. You can always roll a Diplomacy check to determine your degree of success when you try to Befriend a Local, but you can instead attempt another skill check of your choice to engage that NPC in an area of expertise they might be interested in. For example, if you seek to befriend a local smith, you could instead roll a Crafting check to make friends. Or if you seek to befriend an herbalist, you could attempt a Medicine check or a Nature check. As you interact with an NPC, you might discover other personality traits that suggest other skill check options—for example, after a few days of chatting with a local hunter you might learn that they have a deep appreciation of music, allowing you to attempt a Performance check to befriend them. If you elect to attempt a skill check other than Diplomacy, your GM will decide if the check you chose is applicable—if not, the outcome of your check is one degree of success worse. Regardless of the skill you choose, the DC is 20.
Critical Success You befriend the NPC, and that NPC particularly favors your company. If the NPC is a merchant, goods and services purchased from them are discounted by 10% rather than 5%. If the NPC is not a merchant, their friendship instead grants you a +1 circumstance bonus to Diplomacy checks you attempt as part of downtime activities in Breachill, as long as they favor you. These benefits are permanent, as long as you don’t take actions that jeopardize this friendship (as determined by the GM). Once you have permanently gained an NPC’s favor in this way, the GM might decide the NPC helps you in other ways as well.
Success Per critical success, except the NPC’s favor lasts for a number of weeks equal to your Charisma modifier (minimum of 1 week).
Failure The NPC does not favor you.
Critical Failure The NPC is offended or insulted by something you did. You no longer gain the effects of an ongoing success or critical success with that NPC, and the DC to use Befriend a Local with that NPC in the future increases by 5.
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Post by Chris on May 28, 2020 8:57:35 GMT -5
Standard of Living | Week | Month | Year
| Subsistence* | 4 sp | 2 gp | 24 gp | Comfortable | 1 gp | 4 gp | 52 gp | Fine | 30 gp | 130 gp | 1,600 gp | Extravagant | 100 gp | 430 gp | 5,200 gp |
* You can attempt to Subsist using Society or Survival for free. You currently enjoy an adventurer's Discount of 5% off all goods and services in Breachill. This is not reflected in the above chart.
A character can live off the land instead, but each day they do, they typically use the Subsist activity to the exclusion of any other downtime activity.List of activities and times Activity | Requirement | Reference | Time | Limitation | Befriend a Local |
| Age of Ashes Players Guide | 1 day |
| Buying & selling |
| Core 502 | 1 day per few items | In Breachill only Common items up to level 4 and uncommon items up to level 2 can be bought or sold
| Earn Income | trained craft, lore, perform | Core 236 | 1+ days | In Breachill max level 4 jobs | Long Term Rest |
| Core 502 | 1+ days |
| Retrain Feat of Skill | teacher, training cost | Core 502 | 1 week |
| Retrain Class Feature | teacher, training cost, varies | Core 502 | 1 month minimum |
| Subsist |
| Core 240 | 1+ days |
| Craft | trained craft, raw materials, formula, workshop | Core 244 | 4+ days |
| Treat Disease | trained medicine | Core 248 | 8 hours |
| Create Forgery | trained Society | Core 251 | 1 day - 1 week |
| Some Class features, feats, spells, rituals | varies | varies |
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| Citadel Altaerein - Administer |
| pdf | 1 day | only 1 person per day (but may be aided) | Citadel Altaerein - Organize Labor | | pdf | 1 day | workers cost 1 gp per day, specialists cost 5 gp per day | Citadel Altaerein - Basic Repair - Clean |
| pdf | 8 days |
| Citadel Altaerein - Basic Repair - Clear Courtyard | trained craft or hired stonemason; organized workers | pdf | 6 days |
| Citadel Altaerein - Basic Repair - Make General Repairs | trained craft; specialty crafting (woodworking) or hired woodworker; organized workers
| pdf | 14 days |
| Citadel Altaerein - Basic Repair - Rebuild Battlements | expert craft; specialty crafting (stonemasonry) or hired stonemason; organized workers
| pdf | 28 days |
| Citadel Altaerein - Basic Repair - Rebuild Collapsed Stairs | expert craft; specialty crafting (stonemasonry) or hired stonemason; organized workers
| pdf | 4 days, 4 days, 8 days | times vary depending on stairs | Citadel Altaerein - Basic Repair - Repair Crumbled Walls | expert craft; specialty crafting (stonemasonry) or hired stonemason; organized workers
| pdf | 3 areas, 8 days each area |
| Citadel Altaerein - Upgrade - Build Infirmary
| All basic repairs completed;master craft, master medicine, or hired medic; organized specialists
| pdf | 20 days |
| Citadel Altaerein - Upgrade - Build Library
| All basic repairs completed; master craft, master lore, or hired bookmaker; organized specialists
| pdf | 20 days |
| Citadel Altaerein - Upgrade - Build Training Facility
| All basic repairs completed; expert in desired skill or hired trainer; organized specialists
| pdf | 40 days per training room |
| Citadel Altaerein - Upgrade - Build Workshop (Crafting)
| All basic repairs completed; master in desired craft, specialty crafting (any) or hired specialist; organized specialists
| pdf | 20 days per room |
| Citadel Altaerein - Upgrade - Upgrade Defenses
| master craft; specialty crafting (stonemasonry) or hired stonemason; organized specialists
| pdf | 40 days |
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