====== Downtime ====== Downtime mode is played day-by-day or with longer time units rather than minute-by-minute or scene-by-scene. Usually this mode of play occurs when you are in the safety of a settlement, maybe recovering from your adventures or studying an alien artifact you found. Downtime gives you time to rest fully, engage in crafting or a professional endeavor, learn new spells, retrain feats, or just have fun. You can sell items acquired during your adventures, buy new goods, and perform other activities as determined by your feats, your skills, and the settlement where you are spending the downtime. ===== Long-Term Rest ===== You can spend an entire day and night resting during downtime to recover extra Hit Points as indicated in [[damage and healing]] ===== Retraining ===== Retraining offers a way to alter some of your character choices, which is helpful when you want to take your character in a new direction or change decisions that didn’t meet your expectations. You can retrain feats, skills, and some selectable class features. You can’t retrain your ancestry, heritage, background, class, or ability scores. You can’t perform other downtime activities while retraining. Retraining usually requires you to spend time learning from a teacher, whether that entails physical training, studying at a library, or similar. Your GM determines whether you can get proper training or whether something can be retrained at all. In some cases, you’ll have to pay your instructor. Some abilities can be difficult or impossible to retrain. When retraining, you generally can’t make choices you couldn’t make when you selected the original option. For instance, you can’t exchange a 2nd-level skill feat for a 4th-level one, or for one that requires prerequisites you didn’t meet at the time you took the original feat. If you cease to meet the prerequisites for an ability due to retraining, you can’t use that ability. You might need to retrain several abilities in sequence in order to get all the abilities you want. Getting professional degree or academic degree counts as training for things below for four different related things/semester(about 120 days). Dedicated training for a single thing requires a month of training on it. ==== Feats ==== You can spend downtime retraining to swap out one of your feats. Remove the old feat and replace it with another of the same type. For example, you could swap a skill feat for another skill feat, but not for a tech specialization feat. ==== Skills ==== You can spend downtime retraining to swap out one of your skill increases. Reduce your proficiency rank in the skill losing its increase by one step and increase your proficiency rank in another skill by one step. The new proficiency rank has to be equal to or lower than the proficiency rank you traded away. Note that if you no longer meet the requirements for a Combat, Biotic, tech specialization or a level of such after skill retraining, you can no longer use that Combat, Biotic, tech specialization or rank of it. ====Combat, Biotic, tech specializations==== You can spend downtime retraining to swap out one of your specialization increases. Reduce your rank in the power losing its increase by one step and increase your rank in another power of the same type by one step. The new rank has to be equal to or lower than the rank you traded away. ====Exploits ==== You can spend downtime retraining to swap out one of your exploit. Remove the old exploit and get the new. The new exploit has to be equal to or lower level than the exploit you traded away. ==== Expertise and Theme==== Your expertise and theme are more fundamental to the character basic knowledge. You require a long term training to change one of them. The training takes normally 10 normal training units. At halfway through the training you lose the use of your old abilities and at end you gain the new. =====Hobby===== A hobby activity is an activity that represents an interest or pastime that is performed for personal pleasure or relaxation during downtime. While you can engage in your hobbies even during days that you use other downtime activity, a hobby activity represents your spending of an entire day indulging in your hobby. The time spent using your hobby activity includes any time spent preparing for the activity; for example, in the 8 hours it takes to Play a Tabletop Game, you’d also include time spent setting the game up, entertaining other players, sharing a meal with them, and so on. ==== Carousing ==== Requirements You are in a location with a local nightlife, which can include any establishments where you can engage in relaxing activities. You meander around town, spending money on relaxing activities in a lively manner, usually with friends or companions. You might go drinking in a tavern, partake in a feast, attend a ballet, or enjoy a similar social function. You spend at least 8 hours carousing, after which you gain a +2 conditional bonus to Diplomacy checks to Gather Information, Make an Impression, or Request anything of any person who accompanied your Carousing. For example, if you went out drinking with your friends, you would apply this bonus to Diplomacy checks against your friends. If you attended a feast, you would apply this bonus to anyone present at the feast. This bonus lasts 1 week and applies only to one Diplomacy check per person who went carousing with you. At the GM’s decision, you might have a lesser bonus or even a penalty (up to –2) against anyone who was present for your carousing and didn’t approve of your behavior. For example, if you drank too much at a tavern and flipped over a few tables, you might gain no bonus to Diplomacy checks against the stunned onlookers and might have a –2 penalty to Diplomacy checks against the shopkeeper, who had to remain open for several additional hours to clean up after you. ==== Court ==== Requirements The person you are Courting also uses this activity, which represents their consent. You court someone who is—or might be— romantically interested in you. You might go on a date with the person, spend time alone, or engage in passionate acts with them. You spend at least 8 hours Courting the person, after which you gain a +1 conditional bonus against emotion effects. ==== Create art ==== Requirements You have the necessary supplies to Craft an item similar to the art you’re creating. You use your artistic talents to create art as a form of cathartic release. You might paint a picture, weave baskets, arrange flowers, make jewelry, or perform any similar action that results in the creation of a piece of art. You spend at least 8 hours creating art for no reason other than your own personal practice or satisfaction, after which you gain a benefit depending upon whether you used the activity to hone your skills or create art for yourself. If you Created Art to hone your skills, you gain a +2 conditional bonus to Crafting checks attempted to Craft artistry pertaining to the art you created, as agreed upon by you and the GM. This bonus lasts 1 week or until you use the Craft action to Craft artistry. If you Created Art to create artwork for yourself, you attempt to produce an item using this activity. To create artwork for yourself, you must meet all the requirements that you need to Craft artwork of your chosen kind, including a minimum proficiency rank if you’re attempting to make particularly high- level items. Unlike the Craft activity, Creating Art for yourself takes a number of downtime days equal to 4 + half the item’s level, as you’re creating art for leisure rather than a focused purpose. When you finish your artwork, you spend raw materials and attempt a Crafting check as described by the Craft activity, with the result being the artwork you were working on. ==== Exercise ==== Requirements You any supplies necessary to Exercise and are in a location suitable for doing so. If the game requires multiple players, each person playing must also use this activity, which represents their consent. You physically exert yourself for your enjoyment. You might dance, partake in a fitness regimen, play a team sport with others, go swimming, practice a sport, or engage in a similar activity that relies on athletic prowess. You spend at least 8 hours warming up, practicing, and performing the activity, after which you gain a +1 conditional bonus to Acrobatics or Athletics (whichever pertains to the kind of Exercise you engaged in, as agreed upon by you and the GM) for 24 hours. ==== Garden ==== Requirements You the appropriate tools for Gardening. You tend to a small plot of land in order to grow crops or plants there. You might grow vegetables for personal consumption, grow flowers, practice bonsai, or engage in a similar act of cultivation. You spend at least 8 hours a day tending to your garden, after which you gain a +1 conditional bonus to Life Science checks involving plants and plant creatures for 1 week or until you use it. ==== laze ==== You spend your time frivolously, idly taking in life one moment at a time. You might stay in bed all day, spend time sitting and talking with close friends or romantic partners, or engaging in similar actions of simple comfort. You spend at least 8 hours a day Lazing, after which you gain a +1 conditional bonus to saving throws against all ongoing effects active on you, such as afflictions. ==== Meditate ==== You use techniques such as prayer, mindfulness, or self isolation to reach an emotional and spiritual calm. You might meditate, reflect on the day or week’s events, practice yoga, or simply spend quiet time alone in a personal space. You spend at least 8 hours in solitude, after which you gain a +1 conditional bonus to Will saves against emotion effects for 24 hours. ==== Read ==== Requirements You are in a location where you can Read and have access to literary works to read. You unwind by reading read literary works. You might read a book or novel, a journal, a book of poetry, or any other piece of written work. You might do this alone, or you might do so as part of a group such as a book club or a poetry club. You spend at least 8 hours reading, reflecting on what you’ve read, and, if necessary, preparing for any discussions you might have, after which you gain a +1 conditional bonus to skill checks to Recall Knowledge about topics pertaining to the books you read, as agreed upon by you and the GM, for 1 week. ==== Tinker ==== Requirements You have an item you want to tinker with and have the appropriate tools to Craft that item. You tinker with an item to ease your mind and busy your hands. You might optimize the item’s functioning, customize its appearance, make minor maintenance repairs to it, or take similar actions with the goal of customizing or personalizing it. You spend at least 8 hours tinkering with the item, after which you gain a +1 conditional bonus to Crafting checks to craft or repair items of the same kind as that item, as defined by the Crafting rules, for 1 week. ===== Craft ===== Using the [[Crafting]] rules, you can create items from raw materials ===== Create Forgery ===== You forge a document ===== Earn Income ===== You earn money, typically using Professional skill, Performance, a science skill or medicine. ===== Subsist ===== You find food and shelter in the wilderness or within a settlement using [[survival]] ===== Treat Disease or Wounds ===== You spend time caring for a diseased or wounded creature in the hope of curing that creature with [[medicine]] ===== Other Downtime Activities ===== Work with your GM if there are other ways you want to spend downtime. You might need to pay for your cost of living. You might acquire property, manage a business, become part of a guild or civic group, curry favor with someone, take command of an army, take on an apprentice, start a family, or minister to a flock of the faithful.