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Mechanics

Downtime Mode

Downtime activities include Craft, [[compendium:action:Earn Income]], [[compendium:action:Treat Disease]], Retrain, [[compendium:action:Learn a Spell]], and Subsist. Time passes quickly between adventures for personal goals.

Downtime mode covers the days, weeks, or months between adventures when characters pursue personal goals. Time passes quickly — the GM narrates or montages through downtime.

Craft — Create items you have the formula for. Requires Crafting proficiency, appropriate tools, and raw materials worth half the item's price. Takes 4 days minimum; you can continue working to reduce the remaining cost by earning income.

Earn Income — Use a trained skill (Crafting, Lore, Performance) to work a job. The GM sets a task level; your check result determines daily earnings per the Earn Income table.

Treat Disease — Use Medicine to help an ally fight off a disease. Roll against the disease's DC; success grants a bonus on their next save.

Retrain — Spend downtime to swap a feat, skill, or class feature for another one you could have taken at the same level. Typically takes a week per feat or feature.

Learn a Spell — Copy a spell from another source into your repertoire or spellbook. Requires the appropriate magical tradition skill (Arcana, Nature, Occultism, Religion).

Subsist — Use Survival or Society to find food and shelter. A DC 10 check maintains a basic lifestyle.

Downtime Events

The GM may introduce events during downtime: a rival's scheme, a natural disaster, an opportunity. These can trigger encounters or modify the next adventure's setup.

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