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Downtime

There are several actions you can take during downtime between sessions, but each player can only take one. Downtime actions require a dice roll: a flat d20. In special circumstances of the GM’s choosing, they may allow you to add one of your ability scores or skills to a roll.

Special: If the group agrees, you can lower your Wealth stat by one stage to add +2 to this roll. You can decide after you roll.

On 12 or less, choose which of the following will join you on your hunt:

  • 4 brave locals.
  • 2 imperial soldiers.
  • 1 imperial scout.

On 13-18, choose which of the following will join you on your hunt:

  • 4 imperial soldiers.
  • 2 notorious mercenaries.
  • 1 imperial mage.

On 19-20, choose which of the following will join you on your hunt:

  • 1 imperial assassin.
  • 1 imperial wizard.
  • 1 older, scarred hunter.

The Hunter’s Guild keeps much of its wealth in its libraries. You travel to one of these to prepare for an upcoming hunt.

  • On 12 or less, you hold 1 information.
  • On 13-18, you hold 2 information.
  • On 19-20, you hold 3 information.

You can spend information in the following ways before or during a session:

  • Bonus (1 info): Get a +10 bonus to a monster knowledge check.
  • Research (1 info): Ask a question about a mystery or phenomena from last session and roll a skill check (DM determines skill and DC).
  • Answer (2 info): Automatically succeed on your first monster knowledge check (up to DC 25).

Examples of useful monster knowledge checks:

Section titled “Examples of useful monster knowledge checks:”
  • When was a monster like this last seen?
  • How does this monster kill?
  • How dangerous is this monster?
  • How was this monster hunted before?
  • Why does this monster kill?
  • Is this monster unique?
  • Is this monster intelligent?
  • Can this monster speak?
  • Why is this monster a problem now?
  • What does this monster fear?
  • What can hurt this monster?

The Hunter’s Guild provides a lot, but maybe not everything you need. Take only what your mules can carry. Acquiring ammunition or ingredients for a ritual/power falls under the category of supplies.

On 12 or less, you can acquire one mundane item. Work with the GM to determine what that item is.

On 13-18, you can acquire three mundane items or one rare item. Work with the GM to determine these items.

On 19-20, you can acquire three rare items. Work with the GM to determine these items.

You perform a ritual you have components for. The GM will work with you to resolve and adjudicate this. You will not have the components to perform the ritual during the session (unless you had extra to begin with).

Hunters have hard lives. Scarred and crippled hunters often leave the field to become clerics, healing their siblings from their wounds to prevent them from following their own path.

On 12 or less, choose one of the following:

  • Remove a minor scar.
  • Remove a minor disease.
  • Reduce a major disease’s stage by 1.

On 13-18, choose two of the following:

  • Remove a minor scar.
  • Remove a minor or major disease.
  • Learn more about a curse you bare.
  • Reduce the severity of a curse you bare.
  • You can second wind as a free action one time before your next downtime.

On 19-20, choose two of the following:

  • Remove any disease.
  • Attempt to remove a curse you bare (resolve with GM).
  • You can second wind as a free action one time before your next downtime.
  • You begin the next encounter with temp HP equal to double your level.

You spend additional time scouting ahead, gathering information on the location of the next monster.

On 12 or less, you can pick one of the following. On 13-18, you can pick two instead.

  • Information on the layout of the location you’re traveling to.
  • Information on the powerful individuals in the location you’re traveling to.
  • Information on the culture or politics in the location you’re traveling to.
  • Information on the resources in the location you’re traveling to.

On 19-20, you can pick two of the above and one of the below:

  • Information on the most dangerous person in the location you’re traveling to.
  • Information on the most dangerous places in the location you’re traveling to.
  • Information on where the monster(s) can most likely be found.

You spend time and great effort to seek a specific power, be it a ritual, magic item, or lost knowledge. You might not gain it, but if you do, there will be a cost. For this action, the GM determines a specific skill and a DC based on your request. If you find this to be too difficult, you can select a different downtime action or commit to “researching the power”. This has no effect during this downtime, but grants you a +5 bonus to the skill check if you perform the same Seek Power action during your next downtime.

On a success, you gain the power you seek, but you and the GM each choose one of the following costs:

  • It will take a significant time to obtain this power.
  • You will have to sacrifice wealth, resources, or allies to obtain it.
  • You will need specific knowledge in order to use this power.
  • You will have to break a moral code to obtain this power.
  • You will draw the attention of powerful evil.
  • The power itself has a physical toll on you.