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. You may only choose to perform a max of two downtime activities per 8 hour downtime period regardless of how long those activities may take or whether or not they fill the full 8 hours. <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 - Counts towards Training: No 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: 2 hour - Counts towards Training: Varies 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 - Counts towards Training: No 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 - Counts towards Training: No 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: 2 hours per meal. - Counts towards Training: Yes 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 - Counts towards Training: Yes 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 - Counts towards Training: No 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> ### Exploration Exploration is the process of discovering new routes of travel through the Void, learning the network of pathways that tie a Cluster together. - Affected by Lifestyle: No - Financial Component: No - Location: Settlements - Minimum Time Spent: 8 hours - Counts towards Training: No In order to Explore, you must have access to a Fragment and have time to explore the area around a settlement fully. For this reason, Exploration cannot be performed while travelling. Before and after using this downtime activity, the DM must inform you whether or not there are any more paths to be discovered. The character that's exploring makes either an Intelligence or Wisdom check, their choice, adding their proficiency with [[Abilities & Skills#Navigation 🛠|Navigation]] or a [[Adventuring Gear#Navigation Kit|Navigation Kit]] to the check. If you have proficiency with both, and access to a Navigation Kit, you may make this check with advantage. Once you've rolled your Exploration check, consult the table below to determine what you discover. The rewards for this table are cumulative; you earn the reward for every result that your final check is higher than. | Exploration Result | Rewards | | :----------------: | ------------------------------------------------------------------- | | 12 | 1 new safe path discovered. | | 16 | All safe paths discovered. | | 20 | 1 new [[Navigating the Void#Deep Void\|Deep Void]] path discovered. | | 24 | All [[Navigating the Void#Deep Void\|Deep Void]] paths discovered. | <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: Settlements - Minimum Time Spent: 8 hours - Counts towards Training: No 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: 2 hours - Counts towards Training: Yes 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 ([[Adventuring Gear#Fishing Tackle|Fishing Tackle]]) check. For every two hours after the first that you declare, add +1 to the total. If you have bait, add it's quality to the total as well. 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 ([[Adventuring Gear#Fishing Tackle|Fishing Tackle]]) check to successfully reel in your catch. | Fishing Check | Catch | Value | Weight | | :-----------: | ----------------------------------------------------------- | :----------------: | :-----: | | <8 | Tiny fish. Can be used as +1 Bait. | - | - | | 8-13 | Small fish. Worth 1 ![[shard.png]]. Can be used as +2 Bait. | 1 ![[shard.png]] | 1lb. | | 14-18 | Medium sized fish. | 5 ![[shard.png]] | 5lb. | | 19-22 | Large fish. DC 8 Strength check to reel in. | 10 ![[shard.png]] | 20lb. | | 23-25 | Huge Fish. DC 10 Strength check to reel in. | 30 ![[shard.png]] | 80lbs. | | 26-27 | Rare Fish. DC 12 Strength check to reel in. | 350 ![[shard.png]] | 120lbs. | | 28+ | Gargantuan Fish. DC 14 Strength check to reel in. | 75 ![[shard.png]] | 200lbs. | <br><br> ### Foraging & Picking 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: 8 hours - Counts towards Training: No See the [[Flora & Fauna#Foraging|foraging]] and [[Flora & Fauna#Picking|picking]] sections 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 - Counts towards Training: Varies 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 - Counts towards Training: No 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> ### Maintenance Whether it’s tightening the bolts on a Detondrin Thruster, scrubbing the hull of a Skiff, or taking inventory of the Armoury, keeping a Fragment and its facilities in working order takes time and effort. - Affected by Lifestyle: No - Financial Component: Varies - Location: Fragment (Owned Buildings) - Minimum Time Spent: 8 hours - Counts towards Training: No During an 8-hour period, a character can perform routine maintenance or repairs on one of the buildings or facilities located on their Fragment. The exact cost and effects of this maintenance vary depending on the facility being worked on. If a Building is being repaired after a [[Defending Your Fragment#Raids|Raid]], the cost is either the full cost of the building, or 500 ![[shard.png]], whichever is less. When you declare that you are spending downtime on Maintenance, refer to the specific Building you are working on (such as an Armoury, Garage, or Skiff Dock) to determine the cost and any necessary checks required to complete the work. <br><br> ### Performing Sacred Rites 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: 4 hours - Counts towards Training: No 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 temporarily gains a 1st level spell from a spell list determined by the Paragon who's rites were performed. Once this spell has been earned, a character can cast that spell twice, without expending any spell slots, and without requiring a spellcasting focus. This benefit lasts until rites are performed again or the spells uses have been expended. A character uses their classes spellcasting modifier when casting this spell. Alternatively, if Sacred Rites are performed to an entity such as a Warlock's patron, they may also gain a spell in a similar manner chosen from a spell list that best fits that entity. | Paragon | Associated Spell List | | ---------------------------------------------- | :-------------------: | | Kahreya, Koris, Oreus, Ozros, Rhyond | Arcane | | Alodar, Beynn, Cyrix, Dalgost, The Unnamed One | Divine | | Barrogoth, Haphit, Kaldmiir, Valketh, Woe | Occult | | Eltia, Fyena, Kiowen, Nythis, Nytaris | Primal | | Jynryss, Kal-Drameth, Molgeron, Xafiiysha | Cursed | <br><br> ### Recruitment A Fragment is only as strong as the people who live on it. Whether you need an experienced botanist for your Greenhouse, a master smith for your Garage, or just a few extra hands to run the Skiff Dock, recruiting is how you find them. - Affected by Lifestyle: Yes - Financial Component: Varies - Location: Settlements - Minimum Time Spent: 8 hours - Counts towards Training: No To recruit individuals to work or live on your Fragment, you must spend time canvassing local taverns, union halls, and job boards. The maximum number of Hirelings you can recruit is determined by the number of empty beds in your Fragment’s [[Fragment Upgrades#Barracks|Barracks]]. When you spend downtime Recruiting, declare the type of Hireling you are looking for: Unskilled or Skilled. **Recruiting Unskilled Hirelings:** Unskilled hirelings are common laborers, deckhands, and militia. At the end of 8-hours, Roll a DC 10 Charisma ([[Abilities & Skills#Persuasion|Persuasion]]) check. On a success, you manage to recruit 1d4 Unskilled Hirelings who are willing to sign on to your crew for a standard daily wage (6 ![[shard.png]] per lifestyle period). **Recruiting Skilled Hirelings:** Skilled hirelings are specialists (such as chefs, alchemists, mechanics, and navigators). To find a Skilled Hireling, you must first spend a sum of Shard to spread the word and attract specialized talent. After paying this recruitment fee, roll a Charisma ([[Abilities & Skills#Persuasion|Persuasion]]) check against the DC on the table below. If you fail the check, you do not recruit a Skilled Hireling and the recruitment fee is lost. | Settlement Lifestyle | Recruitment Fee | DC to Find Skilled Hireling | | -------------------- | ------------------ | --------------------------- | | Poor | 10 ![[shard.png]] | 18 | | Modest | 25 ![[shard.png]] | 15 | | Comfortable | 50 ![[shard.png]] | 12 | | Wealthy | 100 ![[shard.png]] | 10 | If you are successful, you recruit 1 Skilled Hireling for a standard daily wage (20 ![[shard.png]] per lifestyle period) specializing in a set of tools or an academic skill of your choice (subject to the DM's approval, as certain settlements may not have specific specialists available). Regardless of whether they are Skilled or Unskilled, once a Hireling has agreed to join your crew, you are responsible for their daily wages and their upkeep (Lifestyle costs) while they are aboard your Fragment. <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: 2 hours - Counts towards Training: No At the end of a period of relaxation, a character gains a number of temporary hit points and an additional effect depending on how long they chose to relax for. Additional effects are cumulative; you gain the additional effects of the time you spent relaxing, as well as effects for every level above that. | Time Spent Relaxing | Temporary Hit Points Gained | Additional Effect | | :-----------------: | :-------------------------: | ------------------------------------------------------------------------------------------------ | | 2 hours | 1d4+1 | Advantage on one check or saving throw against [[Adventuring Gear#Poisons\|poison]]. | | 4 hours | 1d6+2 | Advantage on one check or saving throw against [[Ailments#Diseases\|disease]]. | | 6 hours | 1d8+3 | Advantage on one check or saving throw against [[Ailments#Addiction and Withdrawal\|addiction]]. | | 8 hours | 1d10+4 | Remove 1 point of [[Ailments#Continuing Madness\|continuing madness]]. | <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: No - Financial Component: Varies - Location: Settlements - Minimum Time Spent: 4 hours - Counts towards Training: No The character declares the focus of the research — a specific person, place, or thing. The character may need to pay a fee to access the information they're looking for, determined by the DM. After an 8-hour period of research, the character makes an Intelligence check, adding an appropriate skill proficiency. The DM determines whether your check is a success or failure, based on how hard it may be to acquire that information. <br><br> ### Salvaging Drifting through the Shattered Realm in search of valuable scrap is a dangerous but lucrative profession. Whether you are stripping the hull of a derelict vessel or picking through the floating ruins of a forgotten citadel, one man's junk is another's treasure. - Affected by Lifestyle: No - Financial Component: No - Location: Fragments, may require a Skiff - Minimum Time Spent: 8 hours - Counts towards Training: Varies To salvage, a character must make three ability checks, with a DC determined by how dangerous or depleted the chosen salvage region is (Standard DC is 12). The checks are: - Intelligence ([[Abilities & Skills#Investigation|Investigation]]) or Wisdom ([[Abilities & Skills#Perception|Perception]]) - Strength ([[Abilities & Skills#Athletics|Athletics]]) or Dexterity ([[Abilities & Skills#Sleight of Hand|Sleight of Hand]]) - An appropriate [[Adventuring Gear#Tool Sets|Tool]] proficiency or Constitution ([[Abilities & Skills#Survival|Survival]]) Consult the Salvaging Results table to see how the character did. | Salvaging Result | Rewards | | ---------------- | --------------------------------------------------------------------------------------------------------------------- | | 0 Successes | You yield no salvage. | | 1 Success | A meager haul. You return with 1d4 units of Salvage determined by the DM. | | 2 Successes | A decent haul. You return with 2d6 units of Salvage. You may choose the type for half; the rest are chosen by the DM. | | 3 Successes | A motherlode! You return with 3d8 units of Salvage and can freely choose the types. | Salvage can be sold to specific buyers across the Shatter, or used to offset the material costs of [[Crafting|crafting]]. When used in crafting, 1 unit of salvage replaces 25 ![[shard.png]] worth of value. | D6 | Salvage Type | Weight | Common Uses & Crafting Applications | | --- | ------------- | ------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | | 1 | Construction | 10 lbs. | Masonry, hull plating, wood. Used to repair Skiffs, or upgrade bases. | | 2 | Raw | 10 lbs. | Unrefined ores, gemstones, scrap metal. Used in blacksmithing, jewelcrafting, or general forging. | | 3 | Equipment | 5lbs. | Rusted weapons, piecemeal armor, tools, and mundane gear. Can be refurbished, stripped for parts, or sold to mercenaries. | | 4 | Hazardous | 10lbs. | Volatile fuels, unstable chemicals, active ordnance. Used to craft explosives or specialized traps. | | 5 | Historic | 5lbs. | Relics, intact art, lore fragments. Highly sought after by scholars or collectors. | | 6 | Technological | 2lbs. | Smashed tech, advanced mechanical parts. Used by Tinkers to craft specialized gadgets. | | 7 | Magical | 2lbs. | Cracked Aeos crystals, ruined spell focuses. Substituted for expensive material components. | | 8 | Contraband | 5lbs. | Restricted narcotics, smuggled luxury goods. High value to the right buyer, but carrying it into large settlements risks arrest or confiscation. | <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: 24 hours, broken up over the course of a Lifestyle Period. - Counts towards Training: No No check is required for this downtime activity. If you complete this downtime activity during a [[Previous Currency & Lifestyle#Lifestyle|lifestyle period]] you can eke out the equivalent of a [[Previous Currency & Lifestyle#Poor|Poor Lifestyle]], which begins during the next lifestyle period. Proficiency in the [[Abilities & Skills#Survival|Survival]] skill lets you live at the equivalent of a [[Previous Currency & Lifestyle#Modest|Modest Lifestyle]] if you perform this activity. See the [[Currency & Lifestyle#Self-Sufficiency|self-sufficiency]] 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 - Counts towards Training: Yes To learn a new language, dialect or proficiency, a character must spend a number of 8-hour sessions training. In order to train, the character must make an ability check that makes the most sense for learning your new proficiency, chosen by the DM. If the result of your ability check is 15 or higher, add 2 successes towards proficiency. If the result is below 15, add 1 success towards proficiency. After you have achieved 40 successes, you are considered proficient. If you have the appropriate resources available to learn a skill, such as a training dummy for weapons, applicable books for learning the subject you're training in, or you're able to find someone who is proficient in that skill who can help to train you, you may add 1 additional success whether you succeed or fail. Another player may assist you with this, but it will count as their downtime activity, and they earn no reward for doing so. If you wish to extend your training further, it's possible to gain [[Levels & Proficiency Bonus#Expertise|expertise]] in a skill or hobby. These sessions are separate from any training sessions made to gain proficiency, and you may not have assistance from a teacher for this training. In order to work towards expertise, you must spend 50 ![[shard.png]] towards specialist equipment which can be purchased from any TCA terminal. This equipment is a one-time purchase, can only be used towards expertise in one skill, and is only usable for one character; it cannot be shared with an ally after you've gained your expertise. The equipment can be flavoured however you'd like; difficult training locks for Thieves Tools or rare texts on the Paragons for Religion for example. During training for expertise, the character rolls their ability check, adding their proficiency bonus for the skill they wish to train. If the result of this check is 20 of higher, count 1 success towards expertise. After you have achieved 30 successes, you gain expertise. <br><br>