Downtime System

Introduction to Downtime

Every 1st of the month will begin a server downtime cycle. This cycle will represent exactly one year of downtime in-game. A PC intending to use downtime must familiarise him/herself with these rules, submit a proposal, and then follow through appropriately in RP and Dice Channels. Submissions can be made in partial chunks, so that players can plan throughout the cycle. Activity's that require multiple Workweeks must be completed without being interrupted, but can carry on from the previous Turn into the next.

Downtime activities that give a number of days must be reconciled within our terminology. All downtime activities are measured in workweeks. Each cycle has exactly 50 workweeks.

Features like the Diviner’s Portent and the Lucky feat or Expertise and spells like Guidance, Bless and Enhance Ability may be used once per workweek of Downtime, i.e. a character may use ONE ability to enhance ONE downtime roll per week only.

Complications are narrative consequences for when things don't go entirely to plan. Each workweek requires one 1d100 roll. If the number ends with a 1 (11, 21, 31, etc), you will receive a complication. Complications might be purely flavourful, involve repaying some form of compensation, or become a narrative thread for multiple participants to work together to resolve.

Downtime options can be split into the following categories:


 * Downtime Activities (found on the Downtime Activity List)
 * Spells with a long casting time, such as Druid Grove and Guards and Wards.

Downtime Project Proposal

Downtime proposals should be submitted in the following format:

[Downtime Title] ([D100]): [Weeks Completed/Weeks In Total], [Roll & Conclusion]

A layout example (10/50):


 * Craft Spell Scrolls (73): [1/1], Spent 95 GP on 5 scrolls (Mage Hand|Message|True Strike|Alarm|Magic Missile
 * Work (38): [1/1], Athletics. Earned 50 GP
 * Work (09): [1/1], Athletics. Earned 30 GP
 * Work (17): [1/1], Athletics. Earned 10 GP
 * Pitfighting (83): [1/1], Athletics:10. Acrobatics:13, Attack:7. Earned 25 GP
 * Spell: Nystuls Magic Aura (11): [1/5] Masking Sword to appear nonmagical
 * Spell: Nystuls Magic Aura (63): [2/5] Masking Sword to appear nonmagical
 * Spell: Nystuls Magic Aura (30): [3/5] Masking Sword to appear nonmagical
 * Spell: Nystuls Magic Aura (02): [4/5] Masking Sword to appear nonmagical
 * Spell: Nystuls Magic Aura (91): [5/5] Masking Sword to appear nonmagical