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【UCa】休整期活動Downtime Activities
« 于: 2013-09-30, 周一 22:40:14 »
休整期活動Downtime Activities
本節提供了許多能在休整期進行的活動範例。其中一些是新的,其它來自核心規則書或其他來源書籍的項目則詳細解釋了這些活動如何在休整期規則下運作。在多數情況下,使用休整期規則不會改變行動所需的成本,但可以讓你選擇花費資本取代〈表格:資本價值〉上的gp值。在合理的情況下,你可以用 1點的物資或勞動力替代20 gp,1點的影響力替代30 gp,以及1點魔力替代100 gp。在替代gp數值時,你可以結合多種資本進行替代。

某些休整期活動允許你花費物資、影響力、勞動力或魔力來改善檢定結果。你必須在嘗試檢定前決定是否花費這項資本。

將法術加入法術書Add Spells to Your Spellbook
如果你是一名魔戰士或巫師,你可以花費1天的休整期將8個法術從其它來源複製進你的法術書。如果你是一名煉金術士,你可以使用此選項將新的公式增加至你的公式簿中。如果你是一名女巫,你可以使用此選項添加法術至你的魔寵。你可以花費魔力支付複製法術的成本。

興建建築物Construct Buildings
你可以使用你的休整期資本建造符合你需求的建築物,例如一間神殿、行會廳或法師之塔。當你興建由多個房間構成的建築物時,你能隨意地配置該棟建築(詳見房間與團隊)。

你所身處的聚落規模會限制你每天所能花費的資本額。一旦你投入了完成建築所需全部的資本和時間,該建築便告完工並且你能立即使用它。

製作魔法物品Craft Magic Items
核心規則書詳細介紹了如何製作魔法物品。由於除了最便宜的藥水和捲軸之外,製作魔法物品和休整期規則都使用天數作為時間的計量單位,所以你也能花費休整期系統下的天數來製作魔法物品,休整期的每1天共計有8小時的時間能製作魔法物品,就如同休整期的每一天有8小時的製作時間。你可以花費魔力支付製作的成本。

製作普通物品Craft Mundane Items
〈工藝〉技能允許你花費時間製作普通物品,如盔甲、武器和熾火膠。核心規則書列出的標準規則假設你花費一星期製作物品,但也給你另一個選擇取得以日為單位的進展。如果你使用休整期系統,你進行〈工藝〉檢定將以日取代週作為單位。以下為以日為單位進行製作的步驟:

  1. 找出欲製作物品的銀幣價格(1 gp = 10 sp)。
  2. 藉由〈工藝〉技能的表格決定物品的DC。
  3. 支付物品價格1/3的金幣作為原料成本。你也可以花費物資支付成本。
  4. 嘗試相應的〈工藝〉檢定得到代表一整天的工作成果。你可以花費勞動力改善你的檢定結果,每1點勞動力能使檢定結果+2。

若檢定成功,將你的檢定結果乘以DC再除以7。如果此數值大於等於該項目的銀幣價格,那代表你完成該物品。如果檢定結果×DC等於該物品銀幣價格的2倍或3倍,那代表你只用1/2或1/3的時間就完成了工作。若為DC的其他倍數則以同樣方式減少完成的時間。

若檢定結果少於價格,該檢定代表你這一天的進展。記錄你的檢定結果。你每花費一天休整期進行工藝製作,你便取得更多的進展,直到數值總和達到該物品的銀幣價格。

若檢定失敗,但檢定結果大於等於DC-4,表示該日毫無進展。若檢定失敗,且結果小於等於DC-5,表示你弄壞了一部分的原料,並且必須再支付當初原料成本的1/10。

賺取資本Earn Capital
你可以花費1天的休整期賺取資本。根據工作的性質,這可能需要進行某種形式的檢定並支付一定量的gp。這項工作可以是非熟練的勞動力或是〈工藝〉或〈專業〉技能的熟練勞動力。更多資訊詳見獲取資本。

賺取經驗值Earn XP
如果你錯過了戰役session或者經驗值相對其他角色要來的落後,你可以花費休整期進行冒險以趕上其他PC。通常休整期冒險設有比你平時作為團隊之一時要簡單的遭遇。例如,一個5級的角色可以清除地下墓室的殭屍或是協助某些為低等級冒險煩惱的冒險者,當任務對他們來說有點太難時。

你能花費1天的休整期進行冒險並獲得經驗值,如同你擊敗一名CR等於你的角色等級的對手。例如,如果你是一名3級角色,你將獲得800 XP。你不會因休整期冒險獲得任何寶藏或其它資本。

如果運用此休整期活動會令你的經驗值超過全隊PC中經驗值最高者的xp數值,它只會將你的經驗值增加至該數值,超出此數值的經驗值將會喪失。此活動只會讓你趕上,而不會超前。

收集情報Gather Information
使用〈交涉〉技能收集情報通常需要1d4小時來搜尋謠言和消息提供者。當使用休整期系統,你有三個選擇用來收集情報。

標準檢定:每天一次,你可以花費1d4小時與當地人交談並嘗試一次檢定,如同〈交涉〉技能的描述。這麼做不會消耗你任何的休整期時間,但GM可能會規定你不能進行其它費時的休整期活動或是在進行時必須接受減值(如在技能檢定上-4)。

深入追查:花費1天的休整期天數,你可以在一天的過程中和多位知識淵博或值得信任的人脈(contact)深入交談。你可以嘗試三次〈交涉〉檢定收集情報。這些檢定可以是相同或不同的主題,並且你可以花費你還未使用的擲骰機會重擲一次在本活動中失敗的〈交涉〉檢定。

動用影響力追查:花費1天的休整期和1點的影響力,你可以嘗試三次〈交涉〉檢定,每次都有+5加值。這些檢查可以是相同或不同的話題,你可以花費你還沒使用的擲骰機會重擲一次在此活動中你失敗的〈交涉〉檢定。

醫療他人Heal Others
你可以利用休整期協助其他角色休養以及用〈醫療〉技能回復傷勢。對於長期照護、治療傷口和治療疾病,你可以花費勞動力改善你的檢定結果。每花費1點的勞動力能使檢定結果+2。

長期照護:花費一天休整期進行長期照護能讓你一天最多照料6名患者。

治療鐵蒺藜、荊棘叢生、刺石術造成之傷害:花費一天休整期能讓你治療最多50名此類型的患者。你可以將此用法與治療疾病併用,每天最多治療50名患者。

治療瀕死傷害:花費一天休整期能讓你治療最多8名此類型的患者。

治療疾病:花費一天休整期能讓你治療最多50名此類型的患者。你可以將此用法與治療鐵蒺藜、荊棘叢生、刺石術造成之傷害併用,每天最多治療50名患者。

統領王國Lead Your Kingdom
如果你正在使用的構築王國規則並且王國裡存在領袖角色,你必須每月花費7天執行各種領袖職責。在休整期系統,履行1天的領袖職責需要花費1天的休整期。你不能在執行王國領袖職務的日子裡進行任何其他休整期活動。

推廣產業Promote a Business
你可以花費1天的休整期,促進產業、神殿、組織或其它地方設施的利益。你也可以花費其中一種資本,這取決於你想如何推廣該產業。例如,如果你想推廣一家麵包店,你可以花費物資提供免費糕點給城裡的民眾,花費影響力讓市長親臨麵包店並讚美食物,花費勞動力僱請工人持招牌為麵包店打廣告,或是花費魔力創造一片難忘的幻象,吸引人們走進麵包店。

推廣將會促進當地的該活動1d6天。選擇一項自建築產出的資本,然後嘗試以熟練工作賺取資本或是〈交涉〉、〈知識:地方〉或〈辨識法術〉的技能檢定。你每投入1點物資、影響力、勞動力,或魔力用來推銷產業,檢定結果就+5,然後再以熟練工作的選項來決定在此次促進的活動過程中,產業產出了多少額外的資源。如果你促進的是一個沒有實體建築的組織,每點物資、影響力、勞動力或魔力只能增加2點而非5點至檢定結果中——因為人們很難成為他們無法親臨到訪之處的老主顧。
※Choose one capital the building generates, then attempt a skill check for using skilled work to earn capital, using Diplomacy, Knowledge (local), or Spellcraft.

你在休整期活動推廣的產業並不必一定是你自己的。
如果該建築物或組織不產出資本(例如照顧戰後孤兒的慈善機構),推廣則會產生gp或影響力(由你選擇)。

更換動物夥伴Replace Your Animal Companion
如果你丟失或放走你的動物夥伴,你可以花1天舉行儀式來獲得一個新的動物夥伴。這個儀式需要在新動物夥伴普遍生存的環境裏不間斷地祈禱24小時(如果聚落附近沒有符合的環境,GM可自由裁量是否將旅行花費的時間計入休整期所需的花費量)。

更換魔寵Replace Your Familiar
核心規則書允許你只要魔寵被遣返或死亡後經過至少1個星期,就能更換魔寵。這樣做需要花費1天進行一個專屬的儀式召喚一隻新的魔寵。儀式花費為200 gp×法師或女巫等級。你可以花費物資或魔力支付儀式所需的成本。

招募組織成員Recruit for an Organization
你可以創立和募組非設立在特定建築的組織。例如,如果你是個想建立自己旗下扒手幫派的遊蕩者,或是想讓追隨者組成新教派的牧師,你可能會想聘募職員(或下屬)。
你創建的是一個團隊分工的組織,所以你可以如你所想地配置組織(詳見房間和團隊)。你一天能花費多少休整期資本受到你所身處聚落的規模限制(詳見花費限制)。一旦你為你的組織花費了相應的資本和時間,該組織便告成立並且你可以立即令其開始運作。
※譯註:minions不是cohort,應無特別意義。可能後面的章節會提到。

研究法術Research a Spell
核心規則書允許你進行法術研究,無論是創造新法術或是從其他來源學習現有的法術。在休整期系統下,每天研究法術的步驟如下:
  1. 支付100 gp x 法術等級的研究成本和稀有材料。你可以花費物資或魔力支付此成本。
  2. 決定完成研究所需的總天數 = 7 x 法術等級
  3. 決定法術研究的難度等級,DC = 10 + 2 x 法術等級
  4. 嘗試一次〈法術辨識〉和〈知識〉檢定(秘法術為神秘,聖法術則是宗教),對抗法術研究DC。你不能在這些檢定中取10。你可以花費魔力改善檢定結果,每1點魔力使檢定結果+2(最多+10)。如果兩項檢定都成功,那代表你在完成法術上取得1天的進展。當你的進展天數等於研究需要的總天數時,代表法術完成並加入你的法術書或已知法術裏。

若兩項都檢定失敗,但檢定結果大於等於DC-4,表示該日毫無進展。若有任一檢定失敗且結果小於等於DC-5,你的研究成果如此粗劣以致你在法術的完成上失去1天的進展。若你是位鍊金術士,你可以使用此休整期選項研究一項新的化合煉成公式。代替〈法術辨識〉檢定,鍊金術士進行〈工藝:鍊金術〉檢定。至於〈知識:神秘〉檢定,鍊金術士可以選擇改為進行〈知識:自然〉檢定。

研究事實與傳說Research Facts and Lore
你可以利用休整期和資本學習更多和戰役或遊戲世界有關的事情。這等同收集情報活動,不同的是你以諮詢先賢、查閱歷史文獻或用魔法探掘訊息的方式,取代原本在城鎮中找尋傳聞和流言。取代〈交涉〉檢定,改進行一次或更多符合尋找目標的〈知識〉檢定。這些檢定可以是相同或相異的主題(能使用不同的〈知識〉技能),並且你可以花費你還未使用的擲骰機會重擲一次在本活動中失敗的〈知識〉檢定。

深入研究:花費1天的休整期,你可以在一天中和多位博識先賢深入交談,或是研讀具可信度的資料來源。你可以嘗試三次〈知識〉檢定以發現訊息。

動用影響力研究:花費1天的休整期和1點的影響力,你可以嘗試三次〈知識〉檢定,每次都有+5加值。

動用魔力研究:花費1天的休整期和1點的魔力,你可以嘗試三次〈知識〉檢定,每次都有+5加值。

休息Rest
您可以利用休整期進行休息和回復。假設你夜晚花費8小時休息,它可以讓你每天恢復每等級1點的hp 以及1點的屬性質傷害。如果你花了一整天的休整期在床上休息,每天額外再多回復每個等級1 點的hp 以及1點的屬性質傷害。

重訓Retrain
你可以利用休整期進行重訓,(詳見重訓章節)。你可以花費物資、影響力、勞動力或魔力支付成本。

營運產業Run a Business
如果你擁有一棟建築物並且該建築能產出任何種類的資本,那麼你可以花費1天的休整期在你的建築中工作——藉由激勵員工使其更加努力工作來提高生產力、用專業知識完成更多事,或者運用你的名氣吸引更多顧客。這被視同為使用休整期來賺取資本(詳見獲取資本),但你在檢定上獲得+10加值。

你產出的資本必須是你的建築能產出的種類。例如,當進行此休整期活動時,一間產出gp和影響力的旅館只能產出上述兩種資本;你不能只因為你親自營運,便要它產出物資、勞動力或魔力。你必須以正常的方式賺取資本。

籌劃將來的冒險Scheme for an Upcoming Adventure
你可以使用休整期準備即將到來的冒險或事件。例如,如果你知道你必須在2天內闖入男爵的化妝舞會,你可以花費休整期監視男爵的莊園,調查僕役會穿哪種衣服,並找出有哪些貴賓將會出席。

這就像使用資本改善檢定,除了你必須花費1天的休整期而且每點為此目的所支付的物資、影響力、勞動力或魔力都給你在一項技能檢定上提供+2加值(最大+6)。如同花費資本的選項,GM能判定你的資本運用對你嘗試的檢定是否是合理的。使用資本改善檢定的加值可以累加(最大+10)。此加值只能持續一次檢定。

例如,透過花費1天的休整期和1點物資,你深入瞭解了僕人的特殊制服,並在掩飾自己混入其中的〈易容〉檢定獲得+2加值。透過花費1天的休整期和1點影響力,學習知名陷阱匠打造男爵的金庫並在打開金庫的〈解除裝置〉檢定上獲得+2加值。

訓練動物Train an Animal
你可以使用〈馴養動物〉技能訓練動物,如同核心規則書的描述。規則預設訓練期是連續的。然而,你可以將這個訓練期拆成更小的時間單位(以讓您在冒險間的訓練中獲得進展),但你必須為各個訓練期進行〈馴養動物〉檢定,而且DC+2。檢定失敗意味著該訓練期不會被計入。

這種休整期的使用不允許你超過核心規則書對動物正常的訓練限制。例如,花費休整期不允許你教導動物超過牠所能學習的技巧,如果你沒使用休整期系統
※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.
在下薄弱的英語力無法解譯這段文字,還請各位協助。


訓練動物聽令(Teach an Animal a Trick):這需要7天的時間並且在訓練期結束時通過〈馴養動物〉檢定。你可以花費物資、影響力、勞動力或魔力改善你的檢定結果,每1點資本能使檢定結果+2(最高+10)。

訓練動物負責整個任務(Train an Animal for a General Purpose):根據訓練的性質,這類訓練可以花上數週。你可以花費物資、影響力、勞動力或魔力改善你的檢定結果,每1點資本能使檢定結果+2(最高+10)。

馴化野生動物(Rear a Wild Animal):根據對象動物的成熟度,可能需要花上數週、數月甚至數年。為了簡化,只要每天在安全的環境與該動物互動1小時就能計入本訓練,並且你不必花費任何休整期的時間。只要你保持這種日常接觸,在飼養期結束時你只需要通過一次〈馴養動物〉檢定。若飼養過程有中斷,則你需要通過一次檢定才能繼續飼養(你每天能嘗試此檢定一次)。

這裡假設你需要照料動物的基本需求(非專業),所以當你離開時不能就這麼忽視牠。如果你知道過程中哪一天你會無法與之接觸,那麼你可以花費1點的影響力或1點勞動力在每個錯失的日子雇請一名專業馴獸師負責當天的馴化,這樣即使你離開了也不會在訓練動物上發生中斷。



劇透 -   :
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 柳深龍佐性 »

身隨心動。
這是個角色扮演遊戲,不是一個坐著等打架遊戲!
比起決定好的故事,人類的歷史美得叫人心醉。