Tuesday, November 17, 2020

Downtime: Doing Your Thing (for fun or profit)

Unlike their peers in many other milieus, the adventuring-classes in Cothon-Gadeed have professional backgrounds to fall back upon, if they have time to cool their heels in-city, or if their adventuring lives don't pan out in spectacular glory and riches (per Creating a Character, third entry).

In lieu of other downtime activities, a character may elect to pursue their own profession for a week of downtime either to 1) earn income, or to 2) earn experience.


Earning Income

Each profession is listed as one of three broad classes, Plebeian, Skilled, or Noble. When electing to pursue one's profession to earn income for any given week, a character will roll 2d6 and cross reference the result with their class of profession on the following table to ascertain their earnings for the week:


2d6 Roll

Plebeian

Skilled

Noble

2-4

9 gp

18 gp

45 gp

5-9

12 gp

24 gp

60 gp

10-12

15 gp

30 gp

75 gp


The mean income is based on an average weekly income derived from Professor Barker's Empire of the Petal Throne (from which also come the classes of professional skills). A straight 2d6 roll is justified as merely the vagaries of the market; other factors must be applied by the referee per 3) below.

It should be the case that about 50% of freshly generated characters have Plebeian skills, and are unable to make much gold according to this system. Indeed! it is unfortunate to be born into such a class!

Three observations follow: 1) this is a game of adventure--go acquire your wealth!; 2) it is possible for characters interested in advancing their station through education to pursue education in "higher" skills in some form of downtime by seeking a "master" to learn from; 3) special patrons, certain guilds, particular festivals, and a variety of other factors may offer opportunities for increased income, depending on circumstances ...


Earning Experience

A character can never advance in level by earning experience in this way; all experience excess to any level that would have been gained is lost, i.e. a first level fighter cannot advance beyond 1999 xp via this downtime.

Whereas it is rather straightforward that a sailmaker should make a small wage making or repairing sails, or that an alchemist might earn some coin grinding ingredients in the mortar for a master alchemist without any fuss, the earning of experience is another matter.

Experience is something sought after, mulled over, tested by hand and by brain; be it the words of an expensive manual or fechtbuch, or the advice of a living master, or merely constant repetition for the sake of getting something right, experience is earned by sacrifice, rather than merely plying one's trade. And its gain is not guaranteed!

Per Ben L.'s downtime posts (and Vincent and Meguey Baker, of Apocalypse World, whom he's quoting), "If you want to do the move, do it,"--that is, if your character is to earn experience through pursuing their profession, describe what they are doing that is worthy of experience, and then spend up to 100 gp per level.

Is an alchemist researching in the library for alchemical formulae? Is the fisherman seeking further shoals, or learning how to wrangle fish into his panga with a mere line, rather than rod and reel (and thus better learning to feel the way the fish tugs and fights ...)? With whom is the interpreter speaking to get a better gist of the language--or is she buying rosetta-stones from the Souk?

The action thus described (and a sentence passed to the referee can certainly suffice--just something to justify the fiction), the player will roll 2d6, plus any relevant modifiers as ajudged by the referee:


2d6 roll

Result

2-5

no xp gained

6-8

gain 1 xp per 1 gp spent; roll a complication

9-12

gain 1 xp per 1 gp spent


Not all complications are bad; sometimes a novel situation is just what one needs to advance further in experience; sometimes a complication can open new doors or avenues, even if it doesn't result in honing your skills or earning further experience.

If a complication is indicated, roll a d20 on this table (much of it is abstract at the moment; I may well fiddle with it in the future):


d20 Roll


Complications

1

Your hands are too rough/too soft -- penalty of -1 on attacks and manual dexterity checks next session

2

Studied too hard -- penalty of -1 on all rolls next session because of sleep deprivation

3

Worn out -- penalty of -1 hp/hit die for next session from general weariness

4

You just couldn't grasp the concepts -- no xp from this downtime

5

You tried too hard -- gain ½ the xp you would have gained from this downtime

6

A mentor or coworker offers real insight -- gain 50% extra xp from this downtime

7

You impressed an up-and-coming person of the same profession -- gain a 0-level follower who can help with downtime activities (won't go into the dungeon)

8

You impressed a journeyman or a patron -- gain a relationship tick per Cultivating a Relationship with that individual

9

Your efforts to better yourself also bring you a special job offer

10

Your efforts include studying the history of your profession, and you learn some lore

11

You get caught up in the gossip -- earn only ½ the xp this downtime, but learn some juicy gossip about, 1) Guild journeyman or master, 2) a citizen or noble, 3) someone you know!, 4) 'Ali Alagrabatti, 5) Mormaera Yarassi, 6) Zaynab the Enchantress

12

You're slandered by an envious co-professional! -- gain a Rival

13

A flash of insight! -- gain a +1 bonus on next Do Your Thing downtime roll

14

Suffer an on-the-job injury -- suffer -1 hp/hit die next session, plus injury to, 1) head, 2) body, 3-4) arm or hand, 5-6) leg or food (odds right, evens left)

15

You forward heterodox opinions -- earn a permanent -1 reactions with a Guild master

16

You worked hard, played too hard -- penalty of -1 on saving throws next session

17

You studied unto boredom -- penalty of -1 on your next Do Your Thing roll

18

You're almost there -- to earn the xp from this downtime, you must Do Your Thing again; you can essentially earn "double" xp from that next downtime action

19

Scammed on equipment/books/lessons -- double the gold you spent this downtime

20

You learn an unorthodox technique -- permanently make a little extra cash when Doing Your Thing in the future

 


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