Dmg Downtime Table Plans
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As for rolling a natural 100, I agree something really cool should happen. A bonus on future rolls for the next month sounds good. It could also be fun to say that an NPC has gifted the PCs with a special boon and let then roll on one of the treasure tables.
This part of the system I like, sticking with it for longer gives you extreme advantages. With it, 1 day means 40% chance of losing money, 20% chance you earn nothing, and a 40% chance you are profitable, with a 10% chance of max earnings.
Rivals are NPCs who oppose the characters and make their presence felt whenever the characters are engaging in downtime. A rival might be a villain you have featured in past adventures or plan to use in the future. Rivals can also include good or neutral folk who are at odds with the characters, whether because they have opposing goals or they simply dislike one another. The cultist of Orcus whose plans the characters have foiled, the ambitious merchant prince who wants to rule the city with an iron fist, and the nosy high priest of Helm who is convinced the characters are up to no good are all examples of rivals.
Think about how a rival might operate in order to bring specific plans to fruition, and jot down three or four kinds of actions the rival might undertake. Some of these might be versions of the downtime activities described later in this section, but these are more often efforts that are specific to the rival.
Downtime activities are tasks that usually take a workweek (5 days) or longer to perform. These tasks can include buying or creating magic items, pulling off crimes, and working at a job. A character selects a downtime activity from among those available and pays the cost of that activity in time and money. You, as DM, then follow the rules for the activity to resolve it, informing the player of the results and any complications that ensue.
Consider handling downtime away from the game table. For example, you could have the players pick their downtime activities at the end of a session, and then communicate about them by email or text, until you next see them in person.
Each of these sections has a table that offers possible complications. You can roll to determine a complication randomly, pick one from the table, or devrse one of your own, and then share it with the player.
The following activities are suitable for any character who can afford to pursue them. As DM, you have the final say on which activities are available to the characters. The activities you allow might depend on the nature of the area where the characters are located. For example, you might disallow the creation of magic items or decide that the characters are in a town that is too isolated from major markets for them to buy such items.
Using the Asking price table, you then assign prices to the available items, based on their rarity.Halve the price of any consumable item, such as a potion or a scroll, when using the table to determine an asking price.
Complications: The magic item trade is fraught with peril. The large sums of money involved and the power offered by magic items attract thieves, con artists, and other villains. If you want to make things more interesting for the characters, roll on the Complications table or invent your own complication.
Resolution: After a workweek of carousing, a character stands to make contacts within the selected social class. The character makes a Charisma (Persuasion) check using the Carousing table.
A character needs to be proficient with the tools needed to craft an item and have access to the appropriate equipment. Everyone who collaborates needs to have the appropriate tool proficiency. You need to make any judgment calls regarding whether a character has the correct equipment. The following table provides some examples.
The Magic ltem Ingredients table suggests the challenge rating of a creature that the characters need to face to acquire the materials for an item. Note that facing a creature does not necessarily mean that the characters must collect items from its corpse. Rather, the creature might guard a location or a resource that the characters need access to.
Brewing potions of healing: Potions of healing fall into a special category for item crafting, separate from other magic items. A character who has proficiency with the herbalism kit can create these potions. The times and costs for doing so are summarized on the Potion of Healing Creation table.
Resolution: The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character makes three checks: Wisdom (Insight), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks. The DC for each of the checks is 5 + 2d10; generate a separate DC for each one. Consult the Gambling Results table to see how the character did.
Complications: Gambling tends to attract unsavory individuals. The potential complications involved come from run-ins with the law and associations with various criminals tied to the activity. Every workweek spent gambling brings a 10 percent chance of a complication, examples of which are on the Gambling Complications table.
Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of the temples leaders.
Resolution: At the end of the required time, the character chooses to make either an Intelligence (Religion)check or a Charisma (Persuasion) check. The total of the check determines the benefits of service, as shown on the Religious Service table.
Complications: Temples can be labyrinths of political and social scheming. Even the best-intentioned sect can fall prone to rivalries. A character who serves a temple risks becoming embroiled in such struggles. Every workweek spent in religious service brings a 10 percent chance of a complication, examples of which are on the Religious Service Complications table.
In addition, a character might run into other complications during research. Every workweek spent in research brings a 10 percent chance of a complication, examples of which are on the Research Complications table.
Complications: Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications that arise are more likely to involve the preparation needed for the activity. Every 5 workdays spent scribing brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications table.
Resolution: A character who wants to sell an item must make a Charisma (Persuasion) check to determine what kind of offer comes in. The character can always opt not to sell, instead forfeiting the 5 workdays of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price.
Sowing a rumor about an individual or organization requires a number of days depending on the size of the community, as shown in the Sowing Rumors table. In a own or city, the time spent must be continuous. If the character spreads a rumor for ten days, disappears on an adventure for another few days and then returns, the rumor fades away without the benefit of constant repetition.
Complications: Complications that arise while training typically involve the teacher. Every 50 workdays spent in training brings a 10 percent chance of a complication, examples of which are on the Training Complications table.
As a variant rule, you can require characters to spend downtime training or studying before they gain the benefits of a new level. If you choose this option, once a character has earned enough experience points to attain a new level, they must train for a number of days before gaining any class features associated with the new level.
Resolution: To determine how much money a character earns, the character makes an ability check: Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Consult the Wages table to see how much money is generated according to the total of the check.
The application takes place from this main screen, where all of the necessary functions exist as buttons or pop-ups. In this screen you can view your current status, performance metrics, current job and job queue. You also have the ability to add new jobs, begin existing jobs, log parts against the job, complete the job, change your station status, and log defects. All of this information is stored in Tulip tables can be viewed or interacted with from other applications or dashboards.
The core of the application is based on timers that operate from the base layout. These timer triggers are initiated sequentially, top-to-bottom, and populate the *Status History table. As long as the application is open it will be printing to this table and is the source of the production tracking data.
Once the plausible threats are identified, a vulnerability assessment must be performed. The vulnerability assessment considers the potential impact of loss from a successful attack as well as the vulnerability of the facility/location to an attack. Impact of loss is the degree to which the mission of the agency is impaired by a successful attack from the given threat. A key component of the vulnerability assessment is properly defining the ratings for impact of loss and vulnerability. These definitions may vary greatly from facility to facility. For example, the amount of time that mission capability is impaired is an important part of impact of loss. If the facility being assessed is an Air Route Traffic Control Tower, a downtime of a few minutes may be a serious impact of loss, while for a Social Security office a downtime of a few minutes would be minor. A sample set of definitions for impact of loss is provided below. These definitions are for an organization that generates revenue by serving the public. 2b1af7f3a8