During your travels, you'll have prolonged periods of downtime. Periods of downtime are can vary in duration, but any time you have more than an hour to yourself, you can choose from the following options to spend it how you'd like.
Downtime activities other than the ones presented below are possible. If you want your character to spend his or her downtime performing an activity not covered here, discuss it with your DM.
<br>
___
### Associate Work
If you are a member of a guild or group, like the Dominion of Vel, the Knights of Kahreya, The Concord, the Trade & Commerce Alliance, or some other association, you can spend some time fulfilling the duties of your station.
- Affected by Lifestyle: Yes
- Financial Component: No
- Location: Varies, may require a Skiff
- Minimum Time Spent: 8 hours
To work for your association, roll a DC 10 skill check determined by the DM based on the nature of your work. On a success, you earn shard equal to the [[Currency & Lifestyle#Lifestyle|lifestyle]] that your rank or level within your association offers.
Using this downtime option often may offer additional benefits provided to you by the group you're associated with.
*Note: This downtime activity has been simplified. Normally there would be an Associate level that could be increased to allow a character to earn raises within the association they work for. Due to the unique mechanics presented in the 'Teeth in the Dark' Campaign, the Associate level has been temporarily removed.*
<br><br>
### Busking & Performing
You've got a talent, market it! Busking & performing allows you to use your natural talent to make a bit of shard. The more popular you are, the more you'll earn!
- Affected by Lifestyle: Yes
- Financial Component: No
- Location: Settlements
- Minimum Time Spent: 1 hour
In order to busk or perform, the character decides first how long they wish to perform for, then makes an skill check using a skill or hobby that they are proficient with, as long as it's a skill that could be performed in front of a small audience. Your earnings are the result of your check, multiplied by your Earnings Modifier found in the chart below, multiplied by the number of hours you performed for.
Depending on your [[Currency & Lifestyle#Lifestyle|lifestyle]], you may be able to perform at venues that pay significantly better. In order to perform in any venue except the street, you'll need to roll a minimum check using your skill, or you'll earn no pay. Consult the chart below to determine the minimum check and [[Currency & Lifestyle#Lifestyle|lifestyle]] requirements for playing such venues.
| Venue Type | Lifestyle Required | Minimum Check | Earnings Modifier | Max Performance Length |
| ------------- | :----------------- | :-----------: | :-----------------: | :--------------------: |
| Street | Poor | - | x1 ![[bit.png]] | 8 hours |
| Bars/Pubs | Modest | 15 | x5 ![[bit.png]] | 8 hours |
| Concert Halls | Comfortable | 20 | x1.5 ![[shard.png]] | 4 hours |
| Private Show | Wealthy | 25 | x4 ![[shard.png]] | 4 hours |
Concert Halls may not be available in some locations, and additional checks or information may be required in order to be hired for Private Performances at the DM's discretion.
*Note: This downtime activity has been simplified. Normally there would be a Fame level that a character would need to earn to allow them to work at better venues. Due to the unique mechanics presented in the 'Teeth in the Dark' Campaign, the Fame level requirement has been temporarily removed.*
<br><br>
### Buying / Selling
For most goods, the Trade & Commerce Alliance has a wide variety of products that are available across the Shatter; however sometimes you may need to find or offload something that requires a specialized dealer.
- Affected by Lifestyle: Yes
- Financial Component: No
- Location: Settlements
- Minimum Time Spent: Varies
Finding someone to make a deal with is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate dealer is found.
Declare the item that you're looking to buy or sell, then roll a Charisma ([[Abilities & Skills#Investigation|Investigation]]) check to determine whether or not you can find a dealer. Dealers of items at certain rarities or values may not be available depending on the wealth or size of a settlement. Once you've rolled your check, consult the table below to determine whether or not can find a dealer, and how long it will take you to do so.
| Item Quality or Value | Where to Look | DC to Find Seller | Time Req. |
| ------------------------------------- | ----------------------------- | :---------------: | ----------- |
| Common (<100 ![[shard.png]]) | Small settlements and larger | 10 | 2 hour |
| Uncommon (100 to 999 ![[shard.png]]) | Small settlements and larger | 15 | 4 hours |
| Rare (1,000 to 9,999 ![[shard.png]]) | Medium settlements and larger | 20 | 8 hours |
| Very Rare (10 to 100 ![[credit.png]]) | Large settlements and larger | 25 | 8 hours x5 |
| Legendary (>100 ![[credit.png]]) | Huge Settlements | 30 | 8 hours x10 |
If you are required to spend multiple sessions searching for a dealer, you do not need to spend consecutive downtime's to do so; you can take a break from searching and come back to it later if you wish.
Once you've found a dealer, roll a Charisma ([[Abilities & Skills#Commerce 🛠|Commerce]]) check to determine the seller's starting offer, seen on the chart below. From there, you can haggle however you wish, but be warned; asking for too much or little from the starting offer could hurt your chances at making a deal.
| Check Total | Starting Offer |
| ----------- | ------------------ |
| 1-10 | 50% of base price |
| 11-20 | 100% of base price |
| 21+ | 150% of base price |
Once you've found a dealer, you don't need to spend the downtime to find them again if you should decide against making a deal in that moment.
<br><br>
### Carousing
Carousing is a great way to make new friends, and more importantly, learn all their dirty little secrets. When you're looking to pick up some gossip about the goings on in and around town, carousing is a quick and easy place to start.
- Affected by Lifestyle: Yes
- Financial Component: Yes
- Location: Settlements
- Minimum Time Spent: 4 hours
In order to carouse, you need to spend money to cover the costs of food an drink at an establishment. The amount of money you need to spend is dependant on the quality of the establishment you're trying to enter. You may not carouse at an establishment that is two or more ranks higher than your current [[Currency & Lifestyle#Lifestyle|lifestyle]]. Once you've paid the cost for an establishment, roll a DC 15 Charisma ([[Abilities & Skills#Etiquette 🛠|Etiquette]]) check. On a failure, you spend your money, but are kicked out of the establishment for causing a ruckus, and earn no reward. On a success consult the chart below to determine what you rumours and gossip you overhear during you carousing.
| Establishment Quality | Shard Required | Result |
| --------------------- | :----------------: | ----------------------------------------------- |
| Public House (Poor) | 5 ![[shard.png]] | 1 local rumour that may or may not be true |
| Taproom (Modest) | 15 ![[shard.png]] | 1 true local rumour |
| Parlour (Comfortable) | 40 ![[shard.png]] | 2 true local rumours |
| Social Club (Wealthy) | 100 ![[shard.png]] | 2 true local rumours and 1 true regional rumour |
<br><br>
### Cooking
Why eat rations when the Shatter offers so many unique ingredients to make your own home-cooked meals with? If you've got some left-over monster parts, you can fry them up and see what happens!
- Affected by Lifestyle: No
- Financial Component: No
- Location: Anywhere
- Minimum Time Spent: 1 hour
See the [[Cooking|cooking]] section for more details.
<br><br>
### Crafting
A character who has the time, the money, and the needed tools can use downtime to craft armour, weapons, clothing, or other kinds of nonmagical gear.
- Affected by Lifestyle: No
- Financial Component: Varies
- Location: Varies
- Minimum Time Spent: 8 hours
See the [[Crafting|crafting]] section within this Chapter for more details.
<br><br>
### Crime
Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest.
- Affected by Lifestyle: Yes
- Financial Component: Varies
- Location: Settlements
- Minimum Time Spent: At least 8 hours
A character's ability to commit crime, and the rewards they receive for doing so is dependant on how much they're willing to spend on equipment, what kind of establishments they have access to, and how much time they're willing to spend.
The targets that the character has access to steal from is dependant on their current [[Currency & Lifestyle#Lifestyle|lifestyle]]. The potential rewards that one can earn is dependant on this, as seen in the chart below.
| Lifestyle | Crime DC | Reward Value |
| ----------- |:--------:| ---------------------------------------------------------- |
| Poor | 12 | 10 ![[shard.png]] from a struggling merchant |
| Modest | 17 | 50 ![[shard.png]] from a prosperous merchant |
| Comfortable | 22 | 100 ![[shard.png]] from a noble |
| Wealthy | 27 | 500 ![[shard.png]] from one of the richest figures in town |
If the character is willing to spend additional 8-hour sessions planning their crime, they may be able to decrease the Crime DC. During a planning session a character rolls a DC 10 Intelligence check. On a success, the Crime DC for their planned crime is lowered by their [[Levels & Proficiency Bonus#Proficiency Bonus|proficiency bonus]]. This may be done as many times as the character wishes.
If the character is willing to spend a bit of money, they can also give themselves an edge. When a character is ready to perform their crime, they may choose to spend 1/5th of the potential reward money as seed money. If they do so, the character may roll their Crime Checks with [[Abilities & Skills#Advantage & Disadvantage|advantage]].
Finally, when it's time for a character to perform the crime, they must roll three checks in order. The first can be either a Dexterity ([[Abilities & Skills#Stealth|Stealth]]) or a Charisma ([[Abilities & Skills#Etiquette 🛠|Etiquette]]) check. The second can be either a Dexterity ([[Abilities & Skills#Acrobatics|Acrobatics]]) or a Dexterity ([[Abilities & Skills#Sleight of Hand|Sleight of Hand]]) check. The last can be either a Charisma ([[Abilities & Skills#Deception|Deception]]) or Charisma ([[Abilities & Skills#Persuasion|Persuasion]]). If the character has any tool proficiencies that might be applicable for committing crimes, they may be used in the place of one of the necessary skill checks.
- If none of the checks are successful, the character is caught and jailed. They may be released from jail as soon as they are able to pay a fine equal to the Reward Value of the attempted crime.
- If only one check is successful, the crime fails, but the character escapes.
- If two checks are successful, the crime is a partial success, netting the character half the pay-out (rounded down)
- If all three checks are successful, the character earns the full value of the loot.
<br><br>
### Fighting
Fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches. Unlike committing crimes or gambling, you lose nothing but pride if fail, so if you are a rough and tough fighter looking to make a little coin, try fighting.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Home Base
- Minimum Time Spent: 8 hours
In order to fight, a character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. Part of the challenge in fighting lies in the unknown nature of a character’s opponents.
The character makes three checks: Strength ([[Abilities & Skills#Athletics|Athletics]]), Dexterity ([[Abilities & Skills#Acrobatics|Acrobatics]]), and a special Constitution check that has a bonus equal to a roll of the character’s largest Hit Die (this roll doesn’t spend that die). If desired, the character can replace one of these skill checks with an attack roll using one of the character’s weapons. The DC for each of the checks is 5 + 2d10; a separate DC is generated for each check. Consult the Fighting Results table to see how the character did.
| Fighting Results | Rewards |
| ---------------- | ----------------------------- |
| 0 Successes | Lose all bouts, earn nothing. |
| 1 Success | Win 10 ![[shard.png]] |
| 2 Successes | Win 25 ![[shard.png]] |
| 3 Successes | Win 50 ![[shard.png]] |
<br><br>
### Fishing
Fishing is not only an excellent way to pass the time, but a time-honoured tradition across the Shatter. The Void is an endless ocean filled with creatures, all waiting to be hooked, cooked, eaten or sold!
- Affected by Lifestyle: No
- Financial Component: No
- Location: Void
- Minimum Time Spent: At least 1 hour
With Fishing Tackle, you can spend at least one hour fishing and make a Fishing check. First, declare how many hours you wish to fish for. Then, roll a Wisdom ([[Gear Appendix#Fishing Tackle|Fishing Tackle]]) check. For each hour you declared, add +1 to the total. This combined total is your Fishing check.
Once you've rolled your Fishing check, consult the following table to determine your catch. Depending on your check, you may be required to make a Strength ([[Gear Appendix#Fishing Tackle|Fishing Tackle]]) check to successfully reel in your catch.
| Fishing Check | Catch |
| :-----------: | --------------------------------------------------------------------------------------- |
| <8 | Tiny fish. No value. |
| 8-13 | Small fish. Worth 1 ![[shard.png]] |
| 14-18 | Medium sized fish. Worth 5 ![[shard.png]] |
| 19-22 | Large fish. Worth 10 ![[shard.png]]<br>- DC 10 Strength check to reel in. |
| 23-25 | Huge Fish. Worth 30 ![[shard.png]]<br>- DC 14 Strength check to reel in. |
| 26-27 | Rare Fish. Can be sold as trophy catch for 350 ![[shard.png]] |
| 28+ | Gargantuan Fish. Worth 75 ![[shard.png]]<br>- Requires DC 17 Strength check to reel in. |
<br><br>
### Foraging
Searching Fragments for rare herbs is a cheap and easy way to make helpful [[Flora & Fauna#Tinctures|tinctures]] or simply earn a little extra shard.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Fragments, may require a Skiff
- Minimum Time Spent: At least 1 hour
See the [[Flora & Fauna#Foraging|foraging]] section for more details.
<br><br>
### Games & Gambling
Games of chance are a way to make a fortune — and perhaps a better way to lose one.
- Affected by Lifestyle: Varies
- Financial Component: Yes
- Location: Settlements
- Minimum Time Spent: 4 hours
It isn't difficult to find someone playing something; there are always games being played across the Shatter. When looking for a specific game to gamble on however, a character may need to ask around with a Charisma ([[Abilities & Skills#Investigation|Investigation]]) check first.
When playing game during downtime, the character don't follow the [[#Games & Gambling|standard rules for each game]]. Instead, the character rolls three checks,
The character makes three checks: Intelligence ([[Abilities & Skills#Commerce 🛠|Commerce]]), Wisdom ([[Abilities & Skills#Insight|Insight]]), and Charisma ([[Abilities & Skills#Deception|Deception]]). The DC for each of the checks is 5 + 2d12; a separate DC is generated for each check. Consult the Gambling Results table to see how the character did.
| Gambling Results | Rewards |
| ---------------- | ------------------------------------------------------------------- |
| 0 Successes | Lose all the money you bet, and accrue a debt equal to that amount. |
| 1 Success | Lose half the money you bet. |
| 2 Successes | Gain the amount you bet, plus half. |
| 3 Successes | Gain double the amount you bet. |
<br><br>
### Hunting
Hunting for sport can be a great way to make some shard and kill some time; just as long as the hunter doesn't become the hunted.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Fragments, may require Skiff
- Minimum Time Spent: 8 hours
When a character wishes to hunt, they may make a Wisdom ([[Abilities & Skills#Survival|Survival]]) check. Consult the Hunting Results table to see how the character did.
| Hunting Results | Result |
|:---------------:| ------------------------------------------------------------------- |
| < 10 | Attacked by a beast, lose a number of hit points equal to your level |
| 10 | Tiny beast worth 5 ![[shard.png]] |
| 15 | Small beast worth 10 ![[shard.png]] |
| 20 | Medium beast worth 20 ![[shard.png]] |
| 25 | Large beast worth 30 ![[shard.png]] |
| 30 | Huge beast worth 75 ![[shard.png]] |
If you are successful in hunting, you may sell it's carcass for the listed price. Alternatively, as part of this downtime you can make use of the [[Flora & Fauna#Harvesting|harvesting]] rules to butcher the carcass for parts that may sell for more than the body is worth as a whole. This is a gamble; if you ruin the carcass, it may end up worthless. After [[Flora & Fauna#Appraising|appraising]] a carcass, you may still decide to sell the body if you find that the harvestable parts aren't worth the time or effort.
See the [[Flora & Fauna#Harvesting|harvesting]] section for more details.
<br><br>
### Performing Sacred Rights
A pious character can spend time between adventures performing sacred rites at a Paragon's Shrine. Between rites, the character spends time in meditation and prayer.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Shrine
- Minimum Time Spent: 8 hours
A character who is a Herald, Champion or Favoured of a Paragon may lead these rites, which might include weddings, funerals, and ordinations. A layperson can offer sacrifices at a shrine or assist a Herald with a rite.
A character who spends their time performing sacred rites gains [[Alignment & Inspiration#Inspiration|inspiration]] at the beginning of the next active day segment day. An active day segment is an 8 hour period not spent performing downtime activities or sleeping.
<br><br>
### Relaxation
Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break. This option is also ideal for players who don’t want to make use of the downtime system.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Home Base
- Minimum Time Spent: 8 hours
At the end of a period of relaxation, a character briefly gains [[Abilities & Skills#Advantage & Disadvantage|advantage]] on one check or saving throw against a [[Ailments#Diseases|disease]], [[Adventuring Gear#Poisons|poison]] or [[Ailments#Addiction and Withdrawal|addiction]] they may be suffering from. Additionally, they may remove 1 point of [[Ailments#Continuing Madness|continuing madness]] if they have any, and gain 1d10 [[Damage and Healing#Temporary Hit Points|temporary hit points]].
<br><br>
### Research
Forewarned is forearmed. The research downtime activity allows a character to delve into lore concerning a monster, a location, a magic item, or some other particular topic.
- Affected by Lifestyle: Varies
- Financial Component: Varies
- Location: Settlements
- Minimum Time Spent: 8 hours
The character declares the focus of the research — a specific person, place, or thing. The character may need to pay a 5 ![[shard.png]] fee to access the information they're looking for, determined by the DM. After an 8-hour period of research, the character makes a check depending on the kind of research they're doing, adding their [[Abilities & Skills#Investigation|Investigation]] proficiency to the check.
The DM determines whether your check is a success or failure, based on how hard it may be to acquire that information.
<br><br>
### Self-Sufficiency
If you don't wish to spend an amount of shard to keep up your [[Currency & Lifestyle#Lifestyle|lifestyle]], you may instead choose to work towards self-sufficiency. Maintaining self-sufficiency doesn't require you to spend any shard, but it does require you to put in the work.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Fragments, may require a Skiff
- Minimum Time Spent: 8 hours, three times per [[Previous Currency & Lifestyle#Lifestyle|Lifestyle Period]].
See the [[Previous Currency & Lifestyle#Self-Sufficiency|self-sufficiency]] section for more details.
<br><br>
### Sleep
Sleeping is an important, but often overlooked, period of downtime that allows an adventurer's body and mind to heal.
- Affected by Lifestyle: No
- Financial Component: No
- Location: Anywhere
- Minimum Time Spent: 6 hours
At the end of their sleep, a character regains all lost hit points. The character also regains up to half of their total [[Abilities & Skills#Hit Dice|hit dice]] if any had been spent.
While multiple long rests can be taken in a day, a character can't receive the benefits of sleeping more than once in a 24-hour period.
Going without sleep does have its consequences. See the [[Survival Needs#Sleep|sleep]] section for more details.
<br><br>
### Training
Given enough free time, a character can learn a language, dialect or pick up proficiency or expertise with a tool, weapon category or armour type.
- Affected by Lifestyle: No
- Financial Component: Varies
- Location: Varies
- Minimum Time Spent: 8 hours
To learn a new language, dialect or proficiency, a character must spend twenty 8-hour sessions training. In order to train, the character must make a DC 10 ability check. The kind of check required is chosen by the DM and should be the ability that makes the most sense for learning your new skill. You must also have the appropriate resources available to learn a skill, such as a training dummy for weapons, or applicable books for learning the subject you're training in.
If you are able to find someone who is proficient in that skill who can help to train you, each training session counts as two of the required sessions; therefore it's possible to learn a new language, dialect or proficiency in as little as 10 sessions if you have a skilled teacher. Another player may assist you with this, but it will count as their downtime activity, and earn no reward for doing so. Finding someone capable enough to teach you a skill may be a challenge, and they will more often than not require fees for their services.
If you wish to extend your training further, it's possible to gain [[Levels & Proficiency Bonus#Expertise|expertise]] in a skill or hobby. If a character wishes to undergo this training, they must spend thirty 8-hour sessions training. These thirty sessions are separate from any training sessions made to gain expertise, and you may not have assistance from a teacher for this training. In order to train for expertise, the character must make an DC 15 ability check, adding the skill proficiency they wish to gain expertise in.
<br><br>