Post by Kai Wren on Apr 28, 2020 20:11:38 GMT
A character may request a downtime activity once every week. These are activities undertaken alongside adventuring and are assumed to take place off-screen, though you should feel free to chart your character's downtime activity through social threads.
Downtime activities fall into three broad categories. Social, Research and Crafting.
A social downtime is a way to build a Reputation as a character which can be useful, or a hindrance, in appropriate social situations. You will gain an appropriate notation in the 'Personality Traits' section of your character sheet.
These are ranked from 1 to 3 and may act, at the DM's discretion, as an additional bonus (or penalty) to appropriate social interactions. A character may have up to 3 Reputations simultaneously. A character may also choose to expend one point of their Reputation to gain advantage on an appropriate social check as agreed by the DM. Each social downtime may raise or lower a reputation by 1 point.
Example Reputations would include: Drunkard, Charming, Well-Read, Aggressive and Famous Gladiator. Any reputation may be requested though ultimate discretion stays with staff to ensure they are tasteful and coherent with other Reputations.
A research downtime is a way to obtain further information regarding an ongoing element of Waterdeep's lore. For instance, you may wish to learn who the current Masked Lords are, what the status of the various factions are, what rumours are abound in the criminal underworld and so on. You will need to roll an appropriate skill at the same time as making a research downtime. Certain character traits may allow Advantage or other bonuses and not all research options will be available to all characters. It is unlikely that a brutish Orc mercenary is likely to be let into the inner sanctum of Blackstaff Tower to conduct intricate arcane research, for instance.
Spell Research also falls under this remit. Custom spells and magic items may be researched by player character magic users who have reached at least 10th level. This is a lengthy process which will take many weeks and will require working with the head of staff to set parameters and ensure some semblence of game balance is maintained. Unique adventures for strange and rare materials may also be required to complete the work after the original research.
A crafting downtime is a way to create items both mundane and magical.
Basic mundane equipment may be created if you have the relevant tool proficiencies. A character may create up to character level x 50gp in mundane equipment per week. This costs 1/2 the book price of the equipment crafted. (E.G. a 3rd level character crafting Drow Poison will take 2 weeks and expend 100gp rather than the book price of 200gp)
Magical equipment requires relevant tool proficiencies and spells depending on the magic item to be crafted. A character may create magical equipment of value up to their casting levels x 500gp. A character completes character level x 100 gp in progress towards a magic item for each week of downtime dedicated to the act. Once the time has passed, the character expends 1/2 the value of the item in GP to create it. Note that particularly legendary and impressive items may require specific materials which must be adventured for; the staff member will tell you if this is the case when you submit the crafting downtime.
E.G. a level 3 wizard with the Magic Weapon spell and Blacksmith's Tools proficiency may create a +1 Sword (as this has a GP value of 1000). It will take them 4 weeks to produce the work. 900gp in the first week.
After the 4 weeks have passed the character spends 500gp and has their +1 Sword.
Downtime activities fall into three broad categories. Social, Research and Crafting.
A social downtime is a way to build a Reputation as a character which can be useful, or a hindrance, in appropriate social situations. You will gain an appropriate notation in the 'Personality Traits' section of your character sheet.
These are ranked from 1 to 3 and may act, at the DM's discretion, as an additional bonus (or penalty) to appropriate social interactions. A character may have up to 3 Reputations simultaneously. A character may also choose to expend one point of their Reputation to gain advantage on an appropriate social check as agreed by the DM. Each social downtime may raise or lower a reputation by 1 point.
Example Reputations would include: Drunkard, Charming, Well-Read, Aggressive and Famous Gladiator. Any reputation may be requested though ultimate discretion stays with staff to ensure they are tasteful and coherent with other Reputations.
A research downtime is a way to obtain further information regarding an ongoing element of Waterdeep's lore. For instance, you may wish to learn who the current Masked Lords are, what the status of the various factions are, what rumours are abound in the criminal underworld and so on. You will need to roll an appropriate skill at the same time as making a research downtime. Certain character traits may allow Advantage or other bonuses and not all research options will be available to all characters. It is unlikely that a brutish Orc mercenary is likely to be let into the inner sanctum of Blackstaff Tower to conduct intricate arcane research, for instance.
Spell Research also falls under this remit. Custom spells and magic items may be researched by player character magic users who have reached at least 10th level. This is a lengthy process which will take many weeks and will require working with the head of staff to set parameters and ensure some semblence of game balance is maintained. Unique adventures for strange and rare materials may also be required to complete the work after the original research.
A crafting downtime is a way to create items both mundane and magical.
Basic mundane equipment may be created if you have the relevant tool proficiencies. A character may create up to character level x 50gp in mundane equipment per week. This costs 1/2 the book price of the equipment crafted. (E.G. a 3rd level character crafting Drow Poison will take 2 weeks and expend 100gp rather than the book price of 200gp)
Magical equipment requires relevant tool proficiencies and spells depending on the magic item to be crafted. A character may create magical equipment of value up to their casting levels x 500gp. A character completes character level x 100 gp in progress towards a magic item for each week of downtime dedicated to the act. Once the time has passed, the character expends 1/2 the value of the item in GP to create it. Note that particularly legendary and impressive items may require specific materials which must be adventured for; the staff member will tell you if this is the case when you submit the crafting downtime.
E.G. a level 3 wizard with the Magic Weapon spell and Blacksmith's Tools proficiency may create a +1 Sword (as this has a GP value of 1000). It will take them 4 weeks to produce the work. 900gp in the first week.
After the 4 weeks have passed the character spends 500gp and has their +1 Sword.