作者 主题: 【UCa】休整期活动Downtime Activities  (阅读 12353 次)

副标题: 不通顺、错字错译、赘字冗句……欢迎开砲

离线 柳深龙佐性

  • Wanderer
  • Chivary
  • *****
  • 帖子数: 1674
  • 苹果币: 4
    • 皇帝圣印RPG
【UCa】休整期活动Downtime Activities
« 于: 2013-09-30, 周一 22:40:14 »
休整期活动Downtime Activities
本节提供了许多能在休整期进行的活动范例。其中一些是新的,其它来自核心规则书或其他来源书籍的项目则详细解释了这些活动如何在休整期规则下运作。在多数情况下,使用休整期规则不会改变行动所需的成本,但可以让你选择花费资本取代〈表格:资本价值〉上的gp值。在合理的情况下,你可以用 1点的物资或劳动力替代20 gp,1点的影响力替代30 gp,以及1点魔力替代100 gp。在替代gp数值时,你可以结合多种资本进行替代。

某些休整期活动允许你花费物资、影响力、劳动力或魔力来改善检定结果。你必须在尝试检定前决定是否花费这项资本。

将法术加入法术书Add Spells to Your Spellbook
如果你是一名魔战士或巫师,你可以花费1天的休整期将8个法术从其它来源复制进你的法术书。如果你是一名炼金术士,你可以使用此选项将新的公式增加至你的公式簿中。如果你是一名女巫,你可以使用此选项添加法术至你的魔宠。你可以花费魔力支付复制法术的成本。

兴建建筑物Construct Buildings
你可以使用你的休整期资本建造符合你需求的建筑物,例如一间神殿、行会厅或法师之塔。当你兴建由多个房间构成的建筑物时,你能随意地配置该栋建筑(详见房间与团队)。

你所身处的聚落规模会限制你每天所能花费的资本额。一旦你投入了完成建筑所需全部的资本和时间,该建筑便告完工并且你能立即使用它。

制作魔法物品Craft Magic Items
核心规则书详细介绍了如何制作魔法物品。由于除了最便宜的药水和卷轴之外,制作魔法物品和休整期规则都使用天数作为时间的计量单位,所以你也能花费休整期系统下的天数来制作魔法物品,休整期的每1天共计有8小时的时间能制作魔法物品,就如同休整期的每一天有8小时的制作时间。你可以花费魔力支付制作的成本。

制作普通物品Craft Mundane Items
〈工艺〉技能允许你花费时间制作普通物品,如盔甲、武器和炽火胶。核心规则书列出的标准规则假设你花费一星期制作物品,但也给你另一个选择取得以日为单位的进展。如果你使用休整期系统,你进行〈工艺〉检定将以日取代周作为单位。以下为以日为单位进行制作的步骤:

  1. 找出欲制作物品的银币价格(1 gp = 10 sp)。
  2. 借由〈工艺〉技能的表格决定物品的DC。
  3. 支付物品价格1/3的金币作为原料成本。你也可以花费物资支付成本。
  4. 尝试相应的〈工艺〉检定得到代表一整天的工作成果。你可以花费劳动力改善你的检定结果,每1点劳动力能使检定结果+2。

若检定成功,将你的检定结果乘以DC再除以7。如果此数值大于等于该项目的银币价格,那代表你完成该物品。如果检定结果×DC等于该物品银币价格的2倍或3倍,那代表你只用1/2或1/3的时间就完成了工作。若为DC的其他倍数则以同样方式减少完成的时间。

若检定结果少于价格,该检定代表你这一天的进展。记录你的检定结果。你每花费一天休整期进行工艺制作,你便取得更多的进展,直到数值总和达到该物品的银币价格。

若检定失败,但检定结果大于等于DC-4,表示该日毫无进展。若检定失败,且结果小于等于DC-5,表示你弄坏了一部分的原料,并且必须再支付当初原料成本的1/10。

赚取资本Earn Capital
你可以花费1天的休整期赚取资本。根据工作的性质,这可能需要进行某种形式的检定并支付一定量的gp。这项工作可以是非熟练的劳动力或是〈工艺〉或〈专业〉技能的熟练劳动力。更多资讯详见获取资本。

赚取经验值Earn XP
如果你错过了战役session或者经验值相对其他角色要来的落后,你可以花费休整期进行冒险以赶上其他PC。通常休整期冒险设有比你平时作为团队之一时要简单的遭遇。例如,一个5级的角色可以清除地下墓室的殭尸或是协助某些为低等级冒险烦恼的冒险者,当任务对他们来说有点太难时。

你能花费1天的休整期进行冒险并获得经验值,如同你击败一名CR等于你的角色等级的对手。例如,如果你是一名3级角色,你将获得800 XP。你不会因休整期冒险获得任何宝藏或其它资本。

如果运用此休整期活动会令你的经验值超过全队PC中经验值最高者的xp数值,它只会将你的经验值增加至该数值,超出此数值的经验值将会丧失。此活动只会让你赶上,而不会超前。

收集情报Gather Information
使用〈交涉〉技能收集情报通常需要1d4小时来搜寻谣言和消息提供者。当使用休整期系统,你有三个选择用来收集情报。

标准检定:每天一次,你可以花费1d4小时与当地人交谈并尝试一次检定,如同〈交涉〉技能的描述。这么做不会消耗你任何的休整期时间,但GM可能会规定你不能进行其它费时的休整期活动或是在进行时必须接受减值(如在技能检定上-4)。

深入追查:花费1天的休整期天数,你可以在一天的过程中和多位知识渊博或值得信任的人脉(contact)深入交谈。你可以尝试三次〈交涉〉检定收集情报。这些检定可以是相同或不同的主题,并且你可以花费你还未使用的掷骰机会重掷一次在本活动中失败的〈交涉〉检定。

动用影响力追查:花费1天的休整期和1点的影响力,你可以尝试三次〈交涉〉检定,每次都有+5加值。这些检查可以是相同或不同的话题,你可以花费你还没使用的掷骰机会重掷一次在此活动中你失败的〈交涉〉检定。

医疗他人Heal Others
你可以利用休整期协助其他角色休养以及用〈医疗〉技能回复伤势。对于长期照护、治疗伤口和治疗疾病,你可以花费劳动力改善你的检定结果。每花费1点的劳动力能使检定结果+2。

长期照护:花费一天休整期进行长期照护能让你一天最多照料6名患者。

治疗铁蒺藜、荆棘丛生、刺石术造成之伤害:花费一天休整期能让你治疗最多50名此类型的患者。你可以将此用法与治疗疾病并用,每天最多治疗50名患者。

治疗濒死伤害:花费一天休整期能让你治疗最多8名此类型的患者。

治疗疾病:花费一天休整期能让你治疗最多50名此类型的患者。你可以将此用法与治疗铁蒺藜、荆棘丛生、刺石术造成之伤害并用,每天最多治疗50名患者。

统领王国Lead Your Kingdom
如果你正在使用的构筑王国规则并且王国里存在领袖角色,你必须每月花费7天执行各种领袖职责。在休整期系统,履行1天的领袖职责需要花费1天的休整期。你不能在执行王国领袖职务的日子里进行任何其他休整期活动。

推广产业Promote a Business
你可以花费1天的休整期,促进产业、神殿、组织或其它地方设施的利益。你也可以花费其中一种资本,这取决于你想如何推广该产业。例如,如果你想推广一家面包店,你可以花费物资提供免费糕点给城里的民众,花费影响力让市长亲临面包店并赞美食物,花费劳动力雇请工人持招牌为面包店打广告,或是花费魔力创造一片难忘的幻象,吸引人们走进面包店。

推广将会促进当地的该活动1d6天。选择一项自建筑产出的资本,然后尝试以熟练工作赚取资本或是〈交涉〉、〈知识:地方〉或〈辨识法术〉的技能检定。你每投入1点物资、影响力、劳动力,或魔力用来推销产业,检定结果就+5,然后再以熟练工作的选项来决定在此次促进的活动过程中,产业产出了多少额外的资源。如果你促进的是一个没有实体建筑的组织,每点物资、影响力、劳动力或魔力只能增加2点而非5点至检定结果中——因为人们很难成为他们无法亲临到访之处的老主顾。
※Choose one capital the building generates, then attempt a skill check for using skilled work to earn capital, using Diplomacy, Knowledge (local), or Spellcraft.

你在休整期活动推广的产业并不必一定是你自己的。
如果该建筑物或组织不产出资本(例如照顾战后孤儿的慈善机构),推广则会产生gp或影响力(由你选择)。

更换动物伙伴Replace Your Animal Companion
如果你丢失或放走你的动物伙伴,你可以花1天举行仪式来获得一个新的动物伙伴。这个仪式需要在新动物伙伴普遍生存的环境里不间断地祈祷24小时(如果聚落附近没有符合的环境,GM可自由裁量是否将旅行花费的时间计入休整期所需的花费量)。

更换魔宠Replace Your Familiar
核心规则书允许你只要魔宠被遣返或死亡后经过至少1个星期,就能更换魔宠。这样做需要花费1天进行一个专属的仪式召唤一只新的魔宠。仪式花费为200 gp×法师或女巫等级。你可以花费物资或魔力支付仪式所需的成本。

招募组织成员Recruit for an Organization
你可以创立和募组非设立在特定建筑的组织。例如,如果你是个想建立自己旗下扒手帮派的游荡者,或是想让追随者组成新教派的牧师,你可能会想聘募职员(或下属)。
你创建的是一个团队分工的组织,所以你可以如你所想地配置组织(详见房间和团队)。你一天能花费多少休整期资本受到你所身处聚落的规模限制(详见花费限制)。一旦你为你的组织花费了相应的资本和时间,该组织便告成立并且你可以立即令其开始运作。
※译注:minions不是cohort,应无特别意义。可能后面的章节会提到。

研究法术Research a Spell
核心规则书允许你进行法术研究,无论是创造新法术或是从其他来源学习现有的法术。在休整期系统下,每天研究法术的步骤如下:
  1. 支付100 gp x 法术等级的研究成本和稀有材料。你可以花费物资或魔力支付此成本。
  2. 决定完成研究所需的总天数 = 7 x 法术等级
  3. 决定法术研究的难度等级,DC = 10 + 2 x 法术等级
  4. 尝试一次〈法术辨识〉和〈知识〉检定(秘法术为神秘,圣法术则是宗教),对抗法术研究DC。你不能在这些检定中取10。你可以花费魔力改善检定结果,每1点魔力使检定结果+2(最多+10)。如果两项检定都成功,那代表你在完成法术上取得1天的进展。当你的进展天数等于研究需要的总天数时,代表法术完成并加入你的法术书或已知法术里。

若两项都检定失败,但检定结果大于等于DC-4,表示该日毫无进展。若有任一检定失败且结果小于等于DC-5,你的研究成果如此粗劣以致你在法术的完成上失去1天的进展。若你是位鍊金术士,你可以使用此休整期选项研究一项新的化合炼成公式。代替〈法术辨识〉检定,鍊金术士进行〈工艺:鍊金术〉检定。至于〈知识:神秘〉检定,鍊金术士可以选择改为进行〈知识:自然〉检定。

研究事实与传说Research Facts and Lore
你可以利用休整期和资本学习更多和战役或游戏世界有关的事情。这等同收集情报活动,不同的是你以谘询先贤、查阅历史文献或用魔法探掘讯息的方式,取代原本在城镇中找寻传闻和流言。取代〈交涉〉检定,改进行一次或更多符合寻找目标的〈知识〉检定。这些检定可以是相同或相异的主题(能使用不同的〈知识〉技能),并且你可以花费你还未使用的掷骰机会重掷一次在本活动中失败的〈知识〉检定。

深入研究:花费1天的休整期,你可以在一天中和多位博识先贤深入交谈,或是研读具可信度的资料来源。你可以尝试三次〈知识〉检定以发现讯息。

动用影响力研究:花费1天的休整期和1点的影响力,你可以尝试三次〈知识〉检定,每次都有+5加值。

动用魔力研究:花费1天的休整期和1点的魔力,你可以尝试三次〈知识〉检定,每次都有+5加值。

休息Rest
您可以利用休整期进行休息和回复。假设你夜晚花费8小时休息,它可以让你每天恢复每等级1点的hp 以及1点的属性质伤害。如果你花了一整天的休整期在床上休息,每天额外再多回复每个等级1 点的hp 以及1点的属性质伤害。

重训Retrain
你可以利用休整期进行重训,(详见重训章节)。你可以花费物资、影响力、劳动力或魔力支付成本。

营运产业Run a Business
如果你拥有一栋建筑物并且该建筑能产出任何种类的资本,那么你可以花费1天的休整期在你的建筑中工作——借由激励员工使其更加努力工作来提高生产力、用专业知识完成更多事,或者运用你的名气吸引更多顾客。这被视同为使用休整期来赚取资本(详见获取资本),但你在检定上获得+10加值。

你产出的资本必须是你的建筑能产出的种类。例如,当进行此休整期活动时,一间产出gp和影响力的旅馆只能产出上述两种资本;你不能只因为你亲自营运,便要它产出物资、劳动力或魔力。你必须以正常的方式赚取资本。

筹划将来的冒险Scheme for an Upcoming Adventure
你可以使用休整期准备即将到来的冒险或事件。例如,如果你知道你必须在2天内闯入男爵的化妆舞会,你可以花费休整期监视男爵的庄园,调查仆役会穿哪种衣服,并找出有哪些贵宾将会出席。

这就像使用资本改善检定,除了你必须花费1天的休整期而且每点为此目的所支付的物资、影响力、劳动力或魔力都给你在一项技能检定上提供+2加值(最大+6)。如同花费资本的选项,GM能判定你的资本运用对你尝试的检定是否是合理的。使用资本改善检定的加值可以累加(最大+10)。此加值只能持续一次检定。

例如,透过花费1天的休整期和1点物资,你深入了解了仆人的特殊制服,并在掩饰自己混入其中的〈易容〉检定获得+2加值。透过花费1天的休整期和1点影响力,学习知名陷阱匠打造男爵的金库并在打开金库的〈解除装置〉检定上获得+2加值。

训练动物Train an Animal
你可以使用〈驯养动物〉技能训练动物,如同核心规则书的描述。规则预设训练期是连续的。然而,你可以将这个训练期拆成更小的时间单位(以让您在冒险间的训练中获得进展),但你必须为各个训练期进行〈驯养动物〉检定,而且DC+2。检定失败意味着该训练期不会被计入。

这种休整期的使用不允许你超过核心规则书对动物正常的训练限制。例如,花费休整期不允许你教导动物超过牠所能学习的技巧,如果你没使用休整期系统
※For example, spending downtime doesn't allow you to teach an animal more tricks than it could learn if you weren't using the downtime system.
在下薄弱的英语力无法解译这段文字,还请各位协助。


训练动物听令(Teach an Animal a Trick):这需要7天的时间并且在训练期结束时通过〈驯养动物〉检定。你可以花费物资、影响力、劳动力或魔力改善你的检定结果,每1点资本能使检定结果+2(最高+10)。

训练动物负责整个任务(Train an Animal for a General Purpose):根据训练的性质,这类训练可以花上数周。你可以花费物资、影响力、劳动力或魔力改善你的检定结果,每1点资本能使检定结果+2(最高+10)。

驯化野生动物(Rear a Wild Animal):根据对象动物的成熟度,可能需要花上数周、数月甚至数年。为了简化,只要每天在安全的环境与该动物互动1小时就能计入本训练,并且你不必花费任何休整期的时间。只要你保持这种日常接触,在饲养期结束时你只需要通过一次〈驯养动物〉检定。若饲养过程有中断,则你需要通过一次检定才能继续饲养(你每天能尝试此检定一次)。

这里假设你需要照料动物的基本需求(非专业),所以当你离开时不能就这么忽视牠。如果你知道过程中哪一天你会无法与之接触,那么你可以花费1点的影响力或1点劳动力在每个错失的日子雇请一名专业驯兽师负责当天的驯化,这样即使你离开了也不会在训练动物上发生中断。



剧透 -   :
Downtime Activities Downtime Activities
 This section provides many examples of activities you can undertake during downtime. Some of these are new, and others expand on options from the Core Rulebook or other sourcebooks to explain how those activities relate to the downtime rules. In most cases, using the downtime rules doesn’t change the costs for performing the action, but it might allow you to spend capital instead of gp as per the Capital Values table. You can substitute 1 point of Goods or Labor for 20gp, 1 point of Influence for 30gp, and 1 point of Magic for 100gp where appropriate. You can combine multiple types of capital when substituting for a gp value.
 Some downtime activities allow you to spend Goods, Influence, Labor, or Magic to modify the outcome of a check. You must decide to spend this capital before you attempt the check.

Add Spells to Your Spellbook Add Spells to Your Spellbook
 If you’re a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook. If you’re an alchemist, you can use this option to add new formulae to your formula book. If you’re a witch, you can use this option to add spells to your familiar. You may spend Magic toward the cost of copying spells.

Construct Buildings Construct Buildings
 You can use your downtime capital to create a building that suit your needs, such as a temple, guildhall, or mage tower. You construct a building out of component rooms that allow you to configure the building exactly how you want it (see Rooms and Teams).

 How much capital you can spend per day is limited by the size of the settlement you’re in. Once you’ve spent the total capital and time needed to finish your building, it’s complete and you can use it immediately.

Craft Magic Items Craft Magic Items
 The Core Rulebook details how to craft magic items. As magic item crafting and the downtime rules both use days as time increments for all but the cheapest potions and scrolls, you can spend days in the downtime system to craft magic items, with each downtime day counting as 8 hours of crafting time. You may spend Magic toward the crafting cost.

Craft Mundane Items Craft Mundane Items
 The Craft skill allows you to spend time creating mundane items such as armor, weapons, and alchemist’s fire. The standard rules presented in the Core Rulebook assume you spend a week on crafting, but give you the option to make progress by the day. If you use the downtime system, make your Craft checks by the day instead of by the week. The steps for crafting by day are as follows.

    1. Find the item’s price in silver pieces (1gp = 10sp).
    2. Find the item’s DC from the Craft Skills table.
    3. Pay 1/3 of the item’s price in gp for the raw material cost. You may also spend Goods toward this cost.
    4. Attempt an appropriate Craft check representing 1 day’s worth of work. You may spend Labor to modify your check result, with 1 point of Labor adding 2 to your total.


 If your check succeeds, multiply your check result by the DC and divide by 7. If this value equals or exceeds the price of the item in sp, then you complete the item. If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in 1/2 or 1/3 of the time. Other multiples of the DC reduce the time in the same manner.
 If the value is less than the price, the check represents the progress you’ve made this day. Record the result of your check. Each downtime day you spend crafting, you make more progress until your total reaches the price of the item in silver pieces.
 If you fail a check by 4 or less, you make no progress that day. If you fail by 5 or more, you ruin some of the raw materials and have to pay 1/10 of the original raw material cost again.

Earn Capital Earn Capital
 You can spend 1 day of downtime earning capital. Depending on the nature of the work, this might require making some kind of check and paying an amount of gp. This work might be unskilled labor or skilled labor with a Craft or Profession skill. See Gaining Capital for more information.

Earn XP Earn XP
 If you’ve missed a campaign session or otherwise fallen behind in XP compared to the other characters, you can spend downtime adventuring to help catch up to the other PCs. Usually downtime adventures feature encounters that are much easier than you’d normally expect as part of a group. For example, a 5th-level character might clear zombies out of a crypt or assist some lower-level adventures with a problem that’s a little too difficult for them.
 Spending 1 day of downtime adventuring earns you XP as if you had defeated an opponent whose CR was equal to your character level. For example, if you are a 3rd-level character, you would earn 800XP. You do not earn any treasure or other capital for downtime adventuring.
 If using this downtime activity would increase your XP above the highest XP value among all the PCs in your party, it increases your XP to that value instead; any XP earned beyond this amount is lost. This activity allows you only to catch up, not to get ahead.

Gather Information Gather Information
 Using the Diplomacy skill to gather information normally requires 1d4 hours to search for rumors and informants. When using the downtime system, you have three options for gathering information.
  Standard Check : Once per day, you may spend 1d4 hours speaking with locals and attempt one check, as described in the Diplomacy skill. Doing so does not cost you any downtime, but the GM might rule that other time-consuming downtime activities take a penalty (such as a —4 on a skill check) or can’t be undertaken.
  Thorough Questioning : By spending 1 day of downtime, you can thoroughly converse with several knowledgeable or reliable contacts over the course of the day. You may attempt up to three Diplomacy checks to gather information. These checks can be for the same or different topics, and you can expend one of the rolls you haven’t used yet to reroll a Diplomacy check you failed during this activity.
  Influential Questioning : By spending 1 day of downtime and 1 point of Influence, you can attempt up to three Diplomacy checks, each with a +5 bonus. These checks can be for the same or different topics, and you can expend one of the rolls you haven’t used yet to reroll a Diplomacy check you failed during this activity.

Heal Others Heal Others
 You can use downtime to help others rest and recover using the Heal skill. For long-term care, treating wounds, and treating disease, you can spend Labor to modify your check result. Each 1 point of Labor spent adds 2 to your check.
  Long-Term Care : Spending a day of downtime on long-term care allows you to care for up to six patients that day.
  Treat Wounds from Caltrops, Spike Growth, or Spike Stones : Spending a day of downtime allows you to treat up to 50 patients of this type. You may combine this option with the treat disease option, caring for up to 50 total patients per day.
  Treat Deadly Wounds : Spending a day of downtime allows you to treat up to 8 patients of this type.
  Treat Disease : Spending a day of downtime allows you to treat up to 50 patients of this type. You may combine this option with the treat wounds from caltrops, caring for up to 50 patients total per day.

Lead Your Kingdom Lead Your Kingdom
 If you are using the kingdom-building rules and have a leadership role in the kingdom, you must spend 7 days per month performing various leadership duties. In the downtime system, performing leadership duties for a day costs 1 day of downtime. You can’t perform any other downtime activities on a day you perform kingdom leadership duties.

Promote a Business Promote a Business
 You can spend 1 day of downtime to increase interest in a business, temple, organization, or other local fixture. You can also spend one type of capital, depending on how you want to promote the business. For example, if you want to promote a bakery, you can spend Goods giving out free pastries to people in town, Influence to get the mayor to visit the bakery and praise its food, Labor to hire workers to stand with signboards advertising the bakery, or Magic for a memorable illusion that draws people to the bakery.
 The promotion increases activity at the site for 1d6 days. Choose one capital the building generates, then attempt a skill check for using skilled work to earn capital, using Diplomacy, Knowledge (local), or Spellcraft. Add 5 to your check result for every 1 point of Goods, Influence, Labor, or Magic you spent to promote the business, then use the skilled work option to determine how many additional resources the business generates over the course of this increased activity. If you’re promoting an organization without a physical building, each Good, Influence, Labor, or Magic adds only 2 to the check instead of 5—it’s harder to encourage people to be patrons of something they can’t physically visit.
 The business you promote with this downtime activity doesn’t have to be one you own.
 If the building or organization does not generate capital (such as charity that takes care of war orphans), the promotion generates either gp or Influence (your choice) .

Replace Your Animal Companion Replace Your Animal Companion
 If you lose or dismiss your animal companion, you can spend 1 day performing a ceremony to gain a new one. This ceremony requires 24 uninterrupted hours of prayer in the environment where the new companion typically lives (at the GM’s discretion, traveling might add to the downtime requirement if there’s no suitable environment near the settlement).

Replace Your Familiar Replace Your Familiar
 The Core Rulebook allows you to replace a familiar if at least 1 week has passed since it was dismissed or lost. Doing so requires you to spend 1 day performing a specialized ritual to summon a new familiar. The ritual costs 200gp × your wizard or witch level. You can spend Goods or Magic toward the ritual cost.

Recruit for an Organization Recruit for an Organization
 You can create and recruit for an organization that doesn’t rely on a specific building. For example, you could may want to recruit employees (or minions) if you’re a rogue and want to start your own gang of cutpurses or a cleric who wants to start a cult of followers. You create an organization out of component teams, so you can configure the organization exactly how you want it (see Rooms and Teams). How much downtime capital you can spend in a day is limited by the size of the settlement you’re in (see Spending Limits). When you’ve spent the appropriate capital and time for your organization, it’s complete and you can put it to work immediately.

Research a Spell Research a Spell
 The Core Rulebook allows you to perform spell research, either to create a new spell or learn an existing spell from another source. In the downtime system, the steps for spell research each day are as follows.

    1. Pay 100gp × the spell’s level for research costs and rare ingredients. You may spend Goods or Magic toward this cost.
    2. Determine the total days of progress required to complete the research, which is 7 × the spell level.
    3. Determine the spell research DC, which is 10 + twice the spell’s level.
    4. Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC. You can’t take 10 on these checks. You may spend Magic to modify a check result, with 1 point of Magic adding 2 to your total (maximum +10). If both checks succeed, you make 1 day’s progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.


 If either or both spell research checks fail by 4 or less, you make no progress. For each check that fails by 5 or more, your research has led to poor results and you lose a day of progress toward completing the spell.
 If you’re an alchemist, you can use this downtime option to research a new extract formula. Instead of a Spellcraft check, attempt a Craft (alchemy) check. For Knowledge (arcana) checks, you may attempt a Knowledge (nature) check instead.

Research Facts and Lore Research Facts and Lore
 You can use downtime and capital to learn more about the campaign or the game world. This is similar to the gather information activity, except instead of looking for rumors and gossip in town, you are consulting with sages, perusing historical documents, or using magic to unearth information. Instead of a Diplomacy check, attempt one or more Knowledge checks appropriate to the intended subject. These checks can be for the same or different topics (and can use different Knowledge skills), and you can expend one of the rolls you haven’t used yet to reroll a Knowledge check you failed during this activity. You have three options for researching information.
  Thorough Research : By spending 1 day of downtime, you can thoroughly converse with several knowledgeable individuals or study several reliable sources over the course of the day. You can attempt up to three Knowledge checks to discover information.
  Influential Research : By spending 1 day of downtime and 1 point of Influence, you may attempt up to three Knowledge checks, each with a +5 bonus.
  Magical Research : By spending 1 day of downtime and 1 point of Magic, you may attempt up to three Knowledge checks, each with a +5 bonus.

Rest Rest
 You can use downtime to rest and recover. It is assumed that you spend 8 hours resting at night, which allows you to recover 1 hp per level per day and 1 point of ability damage for each affected ability score. If you spend a full day of downtime resting in bed, you recover another 1 hp per level per day and another 1 point of ability damage for each affected ability score.

Retrain Retrain
 You can use your downtime to retrain (see Retraining). You may spend Goods, Influence, Labor, or Magic toward this cost.

Run a Business Run a Business
 If you have a building and that building generates any kind of capital, you can spend 1 day of downtime working at your building—increasing its productivity by inspiring your employees to work harder, using your expertise to get more done, or using your fame to attract more customers. This counts as using downtime to earn capital (see Gaining Capital), but you gain a +10 bonus on your check.
 The capital you generate must be a kind that your building can generate. For example, an inn that generates gp and Influence can generate only those two currencies using this downtime activity; you can’t use it to generate Goods, Labor, or Magic just because you’re personally running it for the day. You must earn capital acquired in this way as normal.

Scheme for an Upcoming Adventure Scheme for an Upcoming Adventure
 You can use downtime to prepare for an upcoming adventure or event. For example, if you know you have to crash the baron’s fancy party in 2 days, you can spend downtime watching the baron’s manor, investigating what clothing the servants will wear, and finding out which important guests are attending. This works like spending capital to boost checks, except you must spend 1 day of downtime, and each Good, Influence, Labor, or Magic you spend toward this purpose gives you a +2 bonus on one skill check (maximum +6). As with the spend capital option, the GM decides if your approach is reasonable for the check you’re attempting. The bonus from this activity stacks with that from the spend capital to boost checks option (maximum +10 total). This bonus lasts for one check.
 For example, by spending 1 day of downtime and 1 point of Goods, you gain an excellent understanding of the liveried servants’ uniforms and add 2 to your Disguise check to disguise yourself as one of them. By spending 1 day of downtime and 1 point of Influence, you learn what famous trapsmith constructed the baron’s vault and add 2 to your Disable Device check to open it.

Train an Animal Train an Animal
 You can use the Handle Animal skill to train an animal, as described in the Core Rulebook . The rules for training assume the training period is continuous. However, you can break this training into smaller increments (allowing you to make progress on this training between adventures), but you must attempt a Handle Animal check for each training period, and the DC increases by 2. Failing the check means that training period doesn’t count toward completing the training.
 This use of downtime doesn’t allow you to exceed the animal’s normal training limitations from the Core Rulebook . For example, spending downtime doesn’t allow you to teach an animal more tricks than it could learn if you weren’t using the downtime system.
  Teach an Animal a Trick : This requires 7 days and a successful Handle Animal check at the end of the training period. You may spend Goods, Influence, Labor, or Magic to modify your check result, with each 1 point of capital adding 2 to your total (maximum +10).
  Train an Animal for a General Purpose : This sort of training can take several weeks, depending on the nature of the training. You may spend Goods, Influence, Labor, or Magic to modify your check result, with each 1 point of capital adding 2 to your total (maximum +10).
  Rear a Wild Animal : Depending on the maturation rate of the animal, this can take anywhere from weeks to months or even years. For simplicity’s sake, interacting with the animal for an hour per day in a safe environment counts toward this training and doesn’t require you to spend any downtime. As long as you maintain this daily contact, you need to succeed at only one Handle Animal check at the end of the rearing period. An interruption requires you to succeed at a check to continue the rearing (you may attempt this check once per day). The assumption is that you have a non-expert taking care of the animal’s basic needs while you are away so it isn’t neglected. If you know you will miss a day of this contact, you may spend 1 point of Influence or 1 point of Labor for each missed day to have a skilled animal handler rear the animal for the day, meaning your absence doesn’t count as an interruption in the animal’s training.
« 上次编辑: 2013-10-02, 周三 10:38:08 由 柳深龙佐性 »

身随心动。
这是个角色扮演游戏,不是一个坐着等打架游戏!
比起决定好的故事,人类的历史美得叫人心醉。