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In this world we have two extra resources available to players:

Reputation

Reputation is a measure of how well your character is liked within the guild and the larger the world. It can be used to gain access to special resources, information, and support from the factions. A character is awared reputation based on their actions and interactions during the sessions and as a reward for side objectives in a quest.

Downtime

Downtime is a resource that represents the time a character has available for activities outside of combat and exploration. It can be used to gain new skills, improve equipment, or pursue personal interests. Your character earns ten days of downtime for each quest you take part in and complete.


Downtime Activities

Downtime activities are a way for characters to spend their downtime between adventures. They can be used to improve skills, craft items, or pursue personal goals.

Downtime Cost!
For each downtime activity, that is not a rest, you take you must spend 2 renown and 2 gold or 1 renown and 5 gold to reflect lifestyle expensses. This is in addition to any other costs associated with the activity.

The following is a list of downtime activities that characters can engage in:

Shopping Actions

Shopping (non-magical items): Spend downtime days purchasing non-magical items from various vendors and markets. The days needed is set by the most expensive item you wish to purchase during this action.

Shopping (magical items): Spend downtime days purchasing one magical item. Choose one type of magical item from the table below and spend the listed number of downtime days searching for it. Once the search is complete, you may purchase an appropriate item of that type for the listed price in both gold and renown. The exact item must be approved by the Dungeon Master before the downtime days are spent. Particularly unusual items may be unavailable, even if they would normally fall within one of the listed categories.

Shopping (non-magical items) Shopping (Magical Items)
Item Value Downtime Days Magical Item Classification Downtime Days Cost to Buy
1-25 gp 1 day Common Potion 4 days 75gp, 1rp
26-75 gp 2 days Common Spell Scroll containing a cantrip or 1st-level spell 5 days 135gp, 3rp
76-150 gp 3 days Common Weapon, Armour, or Wand 6 days 180gp, 5rp
151-250 gp 4 days Common Wondrous Item 7 days 200gp, 7rp
251-450 gp 5 days Uncommon Potion 10 days 375gp, 5rp
451-750 gp 6 days Uncommon Spell Scroll containing a 2nd or 3rd-level spell 12 days 800gp, 10rp
751+ gp 7 days Uncommon Weapon or Wand 14 days 900gp, 14rp

Spellcasting Services

You spend five downtime days seeking spellcasting services from temples and local mages. At the end of this action, you may purchase the casting of a spell from the list below.

Spell Cost GP Cost RP
Cure Wounds 10 GP 2 RP
Identify 20 GP 5 RP
Lesser Restoration 40 GP 10 RP
Prayer of Healing 40 GP 10 RP
Dispel Magic 90 GP 15 RP
Remove Curse 90 GP 15 RP
Divination 210 GP 30 RP
Greater Restoration 450 GP 45 RP
Raise Dead 1'000 GP 60 RP
Resurrection 3'000 GP 60 RP
True Resurrection 30'000 GP 80 RP

Crafting

If you have the toolset to do so you may spend downtime crafting. Follow the rules from the Player's Handbook, Ch6 for help working out the time and cost needed per item. You can only craft items that are listed under your artisan tools, Tools.

Bastion Turn

Activating a Bastion Turn: (7 days) To activate a Bastion Turn, you must spend a seven of downtime days to run and manage your facilities. Other than this your facilities work as normal.

Expanding: (7 days) You can expand your facilities by spending seven downtime days for planing and investing the needed resources to create new structures. Master's Guide Ch8 explains how much you need to invest. Once the inventment is done your construction timer will tick down passivly as you spend downtime on other projects.


Reputation Rewards

Reputation is a measure of how well your character is liked within the guild and the larger the world. It can be used to gain access to special resources, information, and support from the factions. A character is awared reputation based on their actions and interactions during the sessions and as a reward for side objectives in a quest.

Characters gain Renown by completing Guild missions, fulfilling additional objectives, protecting others, resolving dangerous situations, and advancing the Guild’s wider goals. Renown is normally awarded to every character who meaningfully contributed to the objective. The GM determines the amount gained according to the significance of the character’s actions. Most adventures should award between 2 and 10 Renown, depending on the number and importance of the objectives completed.

characters may also loss reputation for their actions. The amount lost should reflect the seriousness of the offence. Minor misconduct might cost 1–5 Renown, while betrayal or a major public scandal could cost 10 Renown or more. A character who seriously betrays the Guild may also be declared Not in Good Standing, preventing them from using Guild titles or claiming Renown rewards until the matter is resolved.

Claiming Renown Rewards. Renown may be spent to request support from the Guild. Claiming a Renown reward normally requires 1 Downtime Day and reduces the character’s current Renown by the listed cost. Rewards may be claimed repeatedly, provided the character has enough Renown to pay for them.

Rewards

10 Renown — Guild Briefing. The Guild provides its available intelligence concerning one mission, location, organisation, or known threat. Before the adventure begins, you may ask the GM one specific question and receive an accurate answer based on what the Guild currently knows. The Guild provides food, secure accommodation, basic treatment, and the equivalent of a Poor lifestyle.

15 Renown — Contact. he Guild arranges assistance from a local contact. The contact may provide useful information, an introduction, access to a restricted location, help with a simple task, or another minor favour connected to the Guild’s work.

25 Renown — Equipment. The contact remains an independent character and will not knowingly place themselves in serious danger. The Guild provides a loan of specialised equipment and supplies appropriate to the mission. This may include alchemical items, silvered weapons, climbing equipment, disguises, medicines, maps, protective charms, ammunition, spell components, or one suitable minor magical item. The exact equipment is agreed upon with the GM and is normally provided for a single adventure unless stated otherwise.

35 Renown — Guild Support. The Guild performs one significant service for the character. This might include:

The service must be something the Guild could reasonably arrange and cannot automatically resolve the central threat of an adventure.

50 Renown — Specialist. The Guild assigns one suitable specialist to assist the character for up to five days.The specialist might be a scout, scholar, healer, investigator, engineer, diplomat, monster hunter, spellcaster, or other trained Guild member. The specialist will face serious danger in support of a legitimate Guild mission but will not knowingly violate the Guild’s principles. The specialist may be represented by an appropriate sidekick.

65 Renown — Field Base. The Guild establishes a temporary base within the current region. The base might be a camp, office, sanctuary, safe house, research post, infirmary, supply station, or fortified position. It remains available for the duration of the adventure. The base provides secure shelter, basic supplies, communications with the Guild, and services appropriate to the members operating it. >The base cannot be established somewhere the Guild could not reasonably reach or operate. The player selects if it is managed by a Keeper or a Venture Officer.

80 Renown — Guild Relic. The Guild entrusts the character with one Rare magical item for the next adventure. The relic could be associated with the guild's history, mission, or traditions.The exact item is agreed upon with the GM. The character may suggest the kind of item they are seeking, but the final item must be appropriate to the campaign and the resources available to the Guild. Receiving a relic represents a major act of trust. Deliberately selling, abandoning, or misusing it may result in severe Renown loss.

100 Renown — Guild Operation. The character may request that the Guild organise a major operation affecting an entire region. The character may request that the Guild organise a major operation affecting an entire region. The Guild commits substantial personnel, equipment, specialists, intelligence, and long-term support to the objective. The player may propose the operation’s goal and use it to place a new mission or situation onto the questboard. Possible operations include:

The operation does not automatically succeed. The characters must still confront the central threat, undertake the most dangerous parts of the mission, and make any important decisions. The GM determines the operation’s final scope and how it enters the campaign.


Magical Item Ownership

Unlike in standarad play limitations have to be applied to how many magical items a character can bring on each quest at any given time.

Ownership. When a magical item is found or acquired it can be used, passed around and carried by any character in the party until the end of the quest. At that point one player must be sellected to own the item.

Ownership Limitations. When an item is owned by a character, it can only be used by that character and cannot be passed on or transferred to others.

During each adventure or quest you may only bring along a set number of items based on your character's level. The table below shows the number of items you can carry:

Perminence

Only perminent items are effected by this table. Items that are not permanent, such as the artificiere plans, are not subject to these limitations.

Tier (Levels) Uncommon + Common Consumables
T1 1-4 1 5 5
T2 5-10 3 5 10
T3 11-16 6 5 10
T4 17-20 10 5 15