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Thread: White Cloud City OOC

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    Jul 2005

    Default Re: White Cloud City OOC

    Spoiler: Downtime Action Rules
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    Between episodes, each PC has the opportunity to take Downtime Actions. These Downtime Actions are intended to represent that the PCs life doesn't just stop between adventures and they will continue to make advancements towards their long-term goals.

    Downtime actions will generally require some sort of check, depending on what you are trying to achieve. The GM will select a target DC and required number of Successes based on what the player is trying to accomplish. If the player passes the check, they will be awarded 1 Success towards accomplishing the goal. For each 5 points by which the check result exceeds the target DC, the player will earn an additional success.

    All Downtime Actions are divided into two types: Training and Social. A player can expect to recieve 2-4 Downtime actions of each type each adventure.

    Training actions encompass a character's personal growth, whether it be by academy instruction, personal training, or seeking out others to learn skills. They often have tangible mechanical benefits, such as Feat Retraining. These downtimes often do not require a check.

    Social actions encompass a large variety of tasks. Common examples include building a relationship with an NPC, contributing to an organization, or undertaking an investigation. These are often of longer term or indefinite duration.

    A player may choose to exchanges 2 Training actions for 1 Social action, or vice versa. A player may choose to exchange any 2 downtime actions for 1 Victory Point.

    There are three main types of Downtime Actions:

    Immediate Actions: Things like learning the answer to a specific question, accomplishing a specific task, and other short-term, one-time things are immediate actions. They are generally similar to Edit Scene and Inspiration uses of Victory Points. You make a check to determine if you succeed. In some cases, where enough persistence will lead to eventual success, you can spend one additional Downtime Action per degree of failure to treat the attempt as a success.

    Extended Actions: Extended actions are those that will take prolonged amounts of time working towards the goal. Extended actions will require a specific number of total degrees of success before they are complete. Some may also include milestones that provide a partial benefit before the task has been fully accomplished. Degrees of failure past the first will deduct from accumulated degrees of success.

    Indefinite Actions: Indefinite actions don't have a set endpoint; they provide some manner of benefit which constantly accumulates. A running tally of degrees of success is kept, and those degrees can potentially be spent to gain some benefit or offset some complication. Some indefinite actions will provide more immediate, concrete benefits for their degrees of success.


    Spoiler: Example Downtime Actions
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    Training Downtime Actions

    • Lore Studies [Training] - Gain 3 skill points to spend on Knowledge skills. No check required.
    • Practical Studies [Training] - Gain 2 skill points. No check required.
    • Martial Retraining [Training] - You learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You do not need to replace the old maneuver with a maneuver of the same level. You must meet all requirements for the new maneuver. You may not lose a maneuver that would cause you to fail to meet requirements for your other maneuvers. No check required.
    • Advanced Martial Study [Training] - You gain 1 Manevuer Known. The maneuver selected must come from one of your known disciplines. You must meet any requirements for the selected maneuver. No check required. This actions costs 2 Downtime Actions.
    • Feat Retraining [Training] - You learn a new Feat in place of one you already know. You must meet all requirements for the new Feat at the time the old feat was taken. For example, if you choose to retrain a 1st level feat, you must qualify for the new feat at 1st level. No check required.
    • Extra Monster Hunting [Training] - Make a DC 10 level check. You earn [Level * 100] extra gold from monster hunting. For every 5 points by which you exceed the DC, this amount is increased by 20%.
    • Hardworking Craftsman [Training]: Craft, Profession, or Perform DC 15. You earn [Level * 100] gold from your chosen profession. For every 5 points by which you exceed the DC, this amount is increased by 20%.
    • Crafting [Training]: You craft up to 1000gp worth of items. You may craft any number of items within this limit. You must pay all base costs, perform any checks required to create the item(s), and have any appropriate item creation feats. If you have feats that affect crafting costs, the benefit of those feats applies toward this limit.

    Social Downtime Actions

    • Kuroda Spy Network [Social] - Diplomacy, Gather Information, or Stealth DC 15. The Kuroda have a massive spy network throughout the city, and by helping it Tsugiharu can learn information and build up favors. Successes may be spent to learn information about individuals or clans or to gain assistance in some matter. Cost increases based on the difficulty or danger of the favor being asked, or the sensitivity and secrecy of the information being requested.
    • Dreamwalk [Social] - Lucid Dreaming DC 15. The Yamazaki effort to guard the Dream Realm is unending, and by carrying out patrols and assignments Shiori can gain favor within the clan and learn from observing an individual's dreams. Successes may be spent to learn information from an individual's dreams to gain insight into the person's desires and feelings, or to call in assistance from the clan. Cost increases based on the difficulty or danger of the favor being asked.
    • Build Relationship [Social] - Varies. You spend time working with or gaining the favor of an individual or organization. The benefits from this action depend on the relationship being built.


    Downtime Actions

    Spoiler: Tsugiharu
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    Relationship Building (Yumi) [Social, Indefinite]: 2/2 Successes
    Bluff, Diplomacy, Intimidate, or level check DC 10. Successes may be spent to call in favors and gain minor assistance from the NPC, or to shift the NPC's attitude toward you.

    Kuroda Spy Network [Social, Indefinite]: 2/5 Successes
    Diplomacy, Gather Information, or Stealth DC 15. The Kuroda have a massive spy network throughout the city, and by helping it Tsugiharu can learn information and build up favors. Successes may be spent to learn information about individuals or clans or to gain assistance in some matter. Cost increases based on the difficulty or danger of the favor being asked, or the sensitivity and secrecy of the information being requested.


    Spoiler: Shiori
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    Dreamwalk [Social, Indefinite]: 6/6 Successes
    Lucid Dreaming DC 15. The Yamazaki effort to guard the Dream Realm is unending, and by carrying out patrols and assignments Shiori can gain favor within the clan and learn from observing an individual's dreams. Successes may be spent to learn information from an individual's dreams to gain insight into the person's desires and feelings, or to call in assistance from the clan. Cost increases based on the difficulty or danger of the favor being asked.

    Relationship Building (Hitomi) [Social, Indefinite]: 1/1 Success
    Bluff, Diplomacy, Intimidate, or level check DC 10. 1 Additional success for every +5 by which you exceed the DC. Your closeness to Hitmoi enables you to pull off feats of teamwork. Successes may be spent on the following:
    • Share Skills - 1 success; You have given each other pointers in a skill you possess. You may use your ally's skill bonus in place of a your own for a single check. The ally must agree to allow this to occur, as they may choose to share some skills but not others
    • Share VP - 1 success; You may spend one of your VP on Hitomi's behalf. You may use any function of VP.
    • Inspired Teamwork - 2 successes; You may share a [Teamwork] feat that you or your ally possesses. For the duration of the current encounter you may treat yourself or your ally as if you possessed a [Teamwork] feat that either of you already possess.

    Last edited by Dorni; 2023-06-25 at 07:58 PM.
    With your every step, these grand adventures shall grow more distant and faint. And there may come a day when you forget the faces and voices of those you have met along the way. On that day, I bid you remember this... That no matter how far your journey may take you, you stand where you stand by virtue of the road you walked to get there.