Downtime and Pastimes

Downtime

Between journeys there is time: days in a town, a week snowed in at a waystation, a season waiting for a road to open. Downtime is how your character uses it.

Activities

Craft

Make things. See Skills, Kits and Crafting.

Work a trade

Put your skills to work for pay.

WorkSkills or kitsDCPays (on success)
Day laborAthletics, Survival, any kit125 × (2d6 + your proficiency bonus) Stars, a simple repair, and one local contact.
Skilled contractAny kit, Lore, Survival145 × (3d6 + proficiency) Stars, and one small job done: an edge sharpened, armor stitched, a ward sign painted.
Specialist workArtisan or Apothecary1610 × (4d6 + proficiency) Stars, and one lasting upgrade: +1 to attack, AC or a save on one party item for the next adventuring day.

Fail by 5 or more and you earn half, and waste 5 × 1d6 Stars of material.

Train a proficiency

Learning takes a teacher or a great deal more time. Finding a teacher is an Influence or Sage check: DC 12 in a town, 14 in a frontier camp. A teacher charges 2 to 5 Rudys a week and usually a favor.

LearnWith a teacherAloneNotes
A language2 weeks, no roll6 weeks, a DC 14 Intelligence or Wisdom check each weekConversational after one week, fluent after two.
A kit2 weeks, a DC 12 Intelligence or Dexterity check each week6 weeks, DC 14Advantage with a proper shop. Two failures add a week.
A weapon group2 weeks, a DC 13 Strength or Dexterity check each week5 weeks, DC 15Each success is one step. Three steps and you are proficient.
Armor or shields3 weeks, a DC 13 Constitution or Strength check each week6 weeks, DC 15Two failures add a week.

Weapons are best learned from a weapon master: a veteran of the Watch, a retired Ironveil, an old hunter who will take a student. How long a master takes is theirs to say, and the GM's. The table is a guide, not a promise.

Learn a feat

Some feats can be learned as an apprenticeship, outside of leveling.

FeatTime and placeCheck each weekCost
Enchanter's Touch3 weeks in a warded shopLore, DC 145 to 10 Rudys in reagents
Old World Lorekeeper3 weeks at an archive or ruinLore, DC 143 to 5 Rudys for access and copies
Totem-Forged Artisan3 to 4 weeks at a forgeArtisan, DC 15 (advantage at a guild forge)8 to 15 Rudys and slag
Totemic Scholar3 weeks under a mentorLore, DC 155 Rudys and shard samples
Voice of the Many2 weeks with a troupe or factionInfluence, DC 141 to 4 Rudys, and favors
Wayfinder2 weeks with rangersSurvival or Wayfarer, DC 141 to 4 Rudys, and regional maps

Fail a week by 5 or more and add a week.

Join a guild

Smiths, apothecaries, carters, scribes, masons, hunters, mariners. Pay dues of 1 Rudy a week in a small town or 3 in a city. While paid up you have a proper workshop, a teacher on hand, and posted contracts. Each season the guild asks a favor: a delivery, a repair, an escort, a class taught. Refuse and you lose access for a month.

Scout and map

TaskDCTimeGain
Scout a route13A dayOn your next trip that way, ignore the first forced-march penalty and gain advantage on the first navigation check.
Mark hazards14A day+2 to avoid one known hazard on your next trip: a cliff, a sinkhole, a Hollowed pocket.
Map the approaches15A daySkip one random encounter roll, or gain surprise in the first fight.

Secure the camp

WorkDCTimeGain
Windbreak and drainage12Half a dayEach long rest here grants 1 temporary hit point the next day.
Cookfire and smoke baffle12Half a dayOne meal a day grants +1 on the next Constitution save against fatigue or illness.
Hidden approach14A dayAdvantage against being surprised in camp, and +2 to spot prowlers.
Ward effigies15A dayBeasts must pass a DC 12 Wisdom save to approach unseen; on a failure they avoid the camp.
Simple lean-to12An hourTwo sleep dry. Rain does not spoil the rest.
Reinforced shelter15Half a dayBark panels, sap glue and packed earth. Light wind and small predators stay out.
Tree platform15Half a dayRopes, branches and sinew. Nothing that hunts on the ground can reach the sleepers.
Totemic hut18A dayBones, glyphs, branches and cloth, raised for ritual. Inside a Totem's aura, the GM may let it strengthen a rite or a Surge.

Bushcraft materials make these easier: harvested parts lower the DC by 2.

Research

Choose a subject: a beast, a place, a faction, something the Totems do.

DepthWhereDCTimeGain
Field notesCamp or inn12Half a day+1 to your next check about the subject.
Focused studyArchive or guild14A dayOne useful detail: a weakness, a trigger, a safe approach.
Deep diveMentor or library162 daysThe party has advantage on its first check against the subject next session.

Research into Hollowed things risks a Minor Overchanneled result on a natural 1.

Recover

Pastimes

Any of these can be wagered on.

Frontiersman Gambit

The tavern game of the Frontier, played with the sixty-card Totemic Deck: six suits (Pillars, Flames, Waves, Winds, Cores and Aberrants) of ten cards, numbered 1 to 10. Ones count as eleven.

The aim is never to be lowest, and to reach the third round with strong cards still in hand.

Between two players, a Gambit is a formal challenge. Best of three is the honor standard. A single round is a street bet.

First Blood

A duel to the first real wound: the first to deal damage equal to a quarter of the other's hit points wins. Initiative is rerolled each round. There are no fatal blows, and no one draws on their Core. A judge both duelists accept watches over it. Spectators may wager, jeer and give advice, but never interfere.

Bottle Run

A line of bottles along a rail at 10, 15 and 20 ft. Each shooter has one pass, one shot or throw or power, to break as many as they can. Clearing the rail is mastery, or luck blessed by the Totem. Ties move the bottles farther out.

Quickdraw Drop

One round, as many shots as you can make. A roll of 20 or more is a bullseye for 3 points, 17 to 19 the inner ring for 2, anything less that hits the target 1.

Flair Contest

An Elementalist's exhibition, three rounds by Church tradition. A judge, often a Totem Warden, names a theme each round, and each contestant performs it with their Elemental Flair, rolling their casting modifier plus proficiency against the DC.

ThemeDC
Great Storm: a local weather of your element14
Pure Power: break an object or a piece of ground14
Fantastical Display: anything, as long as it dazzles15
Twin Forces: two elements at once16
Bring Balance: subdue a chaos the judge creates20

A success scores 2, missing by 1 or 2 scores 1, and missing by more scores nothing. Each point of mana spent on the display adds 1. The judge adds a point each for best fit, creative risk, and the crowd's favorite. Damage, disruption, or overchanneling costs a point. Highest after three rounds wins; ties go to a Final Flourish.

Totemic Blackjack

Blackjack, played with a Gambit deck: sixty cards, six suits, ranks Ace to 10. An Ace counts 1 or 11, every other card its rank.