Downtime in The Fantasial Freeze takes one of 12 forms. Each form both takes time and is potentially significant: They develop a character, leave a mark on the world, or provide a leg up for adventuring
Players may question whether or not their hirelings or other retainers can help them perform multiple downtimes -- the answer is no. But they are welcome to invite more players to join the campaign and do downtimes for their character's sake.
At the moment, each PC gets 1 downtime activity per IRL month. Downtimes are resolved at the top of the next month.
Downtime | Summary | Benefit Gained |
---|---|---|
Building the Bastion | [BASTION LOCKED] | [BASTION LOCKED] |
Cultivating a Relationship | Involves building or deepening relationships with NPCs or other characters, potentially leading to alliances, favors, or personal growth. | Form long term relationships of valor or passion with existing NPCs, or one you invent yourself. |
Gathering Intelligence | Entails collecting information on various subjects, such as enemy plans, local rumors, or hidden secrets, aiding in informed decision-making. | Learn rumors and tantalizing adventuring hooks about anyone/anywhere. |
Learning a Skill | Dedicated to acquiring a new skill or improving an existing one, enhancing a character's abilities and versatility. | Increase a skill, learn a language, upgrade a stat, or other long-term upgrade to your PC. |
Martial: Keeping Up Form | Focuses on maintaining physical fitness and combat readiness through regular training, ensuring peak performance in battles. | Gain a temporary +1 to attack, damage, AC, or range for a month. |
Martial: Mastering a Technique | Involves intensive practice to master a specific combat technique or maneuver, granting an edge in specific situations. | Gain a special unique ability you craft for yourself. |
Research | Entails studying various topics, such as ancient lore, magical theories, or technological advancements, to gain knowledge that could be beneficial in future endeavors. | Learn in-detail enhanced histories or lore about a subject of your choice. |
Revelry | Centers on engaging in social activities, celebrations, or leisure, allowing characters to unwind and potentially gain social connections or insights. | Gain XP and possible other story-telling boons, at a risk of mayhem. |
Spellcraft: Learn a Spell | Involves studying and practicing to learn an existing spell, expanding a spellcaster's repertoire and magical versatility. | Learn a spell from the spell lists that you can't typically obtain. |
Spellcraft: Invent a Spell | Focuses on the creative process of developing a new, unique spell, showcasing innovation and potentially providing a significant advantage. | Gain a new unique spell crafted by yourself. |
Splendid Artifacts | Entails the creation, discovery, or enhancement of magical items or artifacts, granting powerful tools that can aid in various aspects of the adventure. | Craft or procure a special and unique magical item of your design. |
Spritual Exercises | Dedicated to spiritual growth, meditation, or religious practices, strengthening a character's resolve, faith, or connection to divine powers. | Divine favors, access to special abilities, or improved resilience against mental and spiritual challenges |
Building The Bastion[edit | edit source]
[Unavailable until a Player hits Level 3]
Cultivating a Relationship[edit | edit source]
This downtime activity allows a character to form or deepen a relationship with an NPC. To perform this action, the player must identify an already existing NPC or describe a new NPC in collaboration with the GM.
To cultivate a relationship, the player must say what they are trying to achieve during the downtime between their character and the NPC to create or deepen the relationship. The rolls made to resolve the activity will then be noted for that NPC on the player's Faction sheet.
Strangers (0) | Acquaintance (1) | Associate (2) | Friend (3) | Intimate (4) |
-2 attempts to recruit or utilize for a session. | The NPC will do courtesies, but -1 on attempts to recruit them for a session. | A lesser bond. NPC will do small favors. +0 on checks to do more than that. | A serious bond. +1 on attempts to recruit for adventures. The NPC will do big favors | A deep bond between you, like true friends, veterans, or lovers. Receive +2 attempts to recruit, the NPC will risk serious suffering or harm on your behalf. |
Resolving[edit | edit source]
The player then rolls 2d6 adding a base modifier equal to their ability modifier for charisma. Situational modifiers come from things like the character’s standing with a faction to which the NPC belongs, a difference in station between the character and NPC, or perhaps a thoughtful gift or welcome news from the character. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | The relationship tracker does not advance |
7-9 | The relationship tracker advances, but the PC must meet a need of the NPC |
10+ | The relationship tracker advances. |
Gathering Intelligence[edit | edit source]
This downtime action allows a player to gather information from other people. The player first specifies what they want information about and whom they will consult. The player will then say how they go about trying to elicit the information. Do they share war stories and buy the mercenary outfit free rounds of drinks to learn about a certain enemy they’ve faced? Or maybe they want to track down rumors about a traveling caravan by bringing trade goods to an outpost?
Resolving[edit | edit source]
To perform the downtime action, the player rolls 2d6 adding a modifier based on the character’s highest relationship tracker with a faction or a specific NPC who might be able to introduce them to relevant people or help them track down the information. If there are none, then the character is trying to gather intelligence from strangers (–2). Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | No Intel: The character doesn’t find what they were looking for, but the GM will provide an interesting rumor about something else. |
7-9 | Shaky Intel: The character finds what they were looking for, but the GM has the option of mixing the truth with one piece of ambiguous or misleading information. |
10+ | Solid Intel: The character finds accurate, real information about what they were looking for |
Learning a Skill[edit | edit source]
Characters will sometimes want to learn some skill, whether it’s a language, sailing, becoming a card shark, or the daunting art of riding giant crows. This is true even in games where there is no skill system. When the player declares the intention to learn a new skill, the GM should decide whether this is possible.
Depending on the skill, power, or ability, this downtime will require completion of a tracker with either 1, 3, or 5 steps
Example Tracker (Upgrade a Skill from -1 to 0)[edit | edit source]
Month 1 |
After one month of study you are no longer "untrained" in this skill, and have a rank of 0 in it (rather than an untrained -1) |
Example Tracker (Cast with Armor On)[edit | edit source]
Month 1 | Month 2 | Month 3 |
Early attempts are fruitless, but you begin to understand where you are weakest. | After inconsistently figuring out your best practices, you've fallen into a routine of study. | After 3 months of dedicated training, you have opened your soul to carve your spellcasting to ignore your armor. |
Example Tracker (Double Movement Speed)[edit | edit source]
Month 1 | Month 2 | Month 3 | Month 4 | Month 5 |
"Line up at the start, the running speed will start slowly and get faster when you hear the triple beep." | You are able to match pace with most of your peers. | You've kept a healthy pace of training, and your muscles are sturdy. You comfortably move 5 feet faster. | Training continues, you now move 10 feet faster. | After 5 months of training...Finally: You are speed, you can move up to 60 feet every round. |
Resolving[edit | edit source]
The player rolls 2d6 with a base modifier set by the skill of the teacher. No teacher (–1), competent teacher (0), skilled teacher (+1), and master teacher (+2). Further situational modifiers might come from a relevant ability score or from experience. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | Not Catching On: The skill tracker does not advance |
7-9 | Steady Progress: The skill tracker advances one step. |
10+ | Leaps and Bounds: The skill tracker advances one step. Next month treat your roll as "Steady Progress" if you rolled lower than that. |
Martial Training[edit | edit source]
In war as in peace, practice makes perfect. There are two ways to engage in martial training: Keeping in Form and Mastering a Technique. Keeping in form might involve sword play with a dueling partner, sweaty knife work alone in a darkened barn, or shooting a bow on a range. Mastering a technique is about learning secrets of war from masters of the art through intense instruction.
Option 1: Keeping in Form[edit | edit source]
Anyone may spend a downtime practicing at arms. The player must choose a weapon type (sword, knife, bow, etc) with which their character practices. They roll 2d6. Although any class may keep in form, only fighters (or fighter sub-classes) receive a base modifier equal to 1/3 their level rounded up. Situational modifiers are granted for having a training partner. If the character is assisted by another player character as a training partner, both may take the downtime action adding +1 to their roll. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | A Little Rusty: Pick one:
You keep the passive benefit chosen until the next downtime period. |
7-9 | In Good Form: Pick two from the above list. |
10+ | In Top Form: Pick three from the above list. |
Option 2: Mastering a Technique[edit | edit source]
One may also work with a master to learn more sophisticated and esoteric fighting styles. To do so, a player character must first find a teacher who knows the relevant art. Such martial masters are few and choose their disciples well, often requiring them to prove themselves through adventures or feats of arms.
Example Technique (Revenant's Wrath)[edit | edit source]
Month 1 | Month 2 | Month 3 | Month 4 | Month 5 |
Training. | Training. | Training. | Training. | Revenant's Wrath Unlocked: This strange technique allows its user to fight five rounds after their heart has stopped through sheer force of will. Should the combat end before the 5 rounds is up, the dying character may deliver a farewell speech before collapsing. Healing will not avail them for they are already dead. |
To master a technique, the player rolls 2d6. Although any class may master a technique (provided they can use the weapons involved), only fighters (or fighter sub-classes) receive a base modifier equal to 1/3 their level rounded up. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | The martial tracker does not advance. |
7-9 | The martial tracker advances one step. |
10+ | The martial tracker advances two steps. |
Research[edit | edit source]
This downtime action allows one to acquire lore or knowledge through study. To research a topic the player character must have access to a trove of information. Most often, this will be a library, grimoire, or an archive of some sort. But the trove could be any source of information from which the answers to questions can be researched, whether this takes the form of translating runes on ancient obelisks, or alchemical or scientific experimentation.
To perform the downtime action the player must formulate a question they would like to investigate that falls within the subject matter of a trove. The GM then writes up a research tracker for that question in advance. This research tracker is kept secret since it represents the revelation of information through the progress of the investigation. Each step is an entry that reveals progressively deeper information in answer to the question
Example (Secret) Tracker[edit | edit source]
In this example, the player asked to research Sasquatches.
Knowledge Level 1 | Knowledge Level 2 | Knowledge Level 3 | Knowledge Level 4 | Knowledge Level 5 |
Sasquatches are legendary ape-like creatures said to inhabit Osugborn forests, notoriously reclusive, no known populations are mapped. | Physical traces like footprints, hair samples, and audio recordings have been collected and can be found in a number of libraries or private collections. | Vocalizations, rock knocking, and wood banging are said to be their communication methods. | A Sasquatch known as "Redfur Ridgewalker" has been identified through consistent sightings in the Olympic Forest. | Redfur Ridgewalker has reportedly interacted with humans, leaving woven gifts of grass and bark in exchange for food. Analysis from hair samples suggests a unique chromosomal pattern, hinting at an undiscovered hominid species. |
Resolving[edit | edit source]
For any open question, a character can spend a downtime action investigating the topic. To see whether they make progress, the player rolls 2d6 adding a base modifier equal to their intelligence ability modifier. Situational modifiers might come from alternate sources of information or background knowledge of the relevant subject. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | Stymied: The research tracker does not advance. |
7-9 | Shaky Research: The research tracer advances one step, BUT at least one bit of ambiguous or misleading information may be added. |
10+ | Solid Research: The research tracker advances one step. |
Revelry[edit | edit source]
Revelry is a downtime action in which a character flush with gold spends it on wild revelries, whether a feast lasting many nights, raucous tavern crawl, or the extended use of mind-altering substances. The player describes where and with whom their character intends to share their revelry keeping in mind that it must involve the expenditure of large sums. The character spends up to Level x 100 GP. This excess provides a rich and memorable experiences. They roll 2d6 adding a base modifier equal to their constitution modifier.
Resolving[edit | edit source]
Roll | Result |
---|---|
6- | Some Regrets: Receive 1 XP, but roll on the Revelry Mishaps table. |
7-9 | Wild Experience: Receive 1 XP |
10+ | Something to Remember: Receive 1 XP and roll on the Revelry Boons table. |
Revelry Mishap Table[edit | edit source]
1d8 | |
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1 | Hangover! The player suffers –1 on all physical actions next session. The player should describe the hangover and their character’s appearance at the start of the session. |
2 | Brawl! The character starts the next session 1d4 HP below maximum (min. 1). The player will collaborate with the GM to say who the fight was with and how it ensued. |
3 | Lost Possession! The player should dice randomly to see which item from their character sheet they lost. If it is an important item, the GM will determine who has it. The character may use the Gather Information downtime action to reveal this information (p.14). An adventure or confrontation will usually be required to recover it. |
4 | Acting the Fool! The player should describe the embarrassing public episode that led to their character’s new bad reputation. They receive –1 on all reaction rolls and attempts to cultivate relationships in the area. This condition can only be removed by succeeding at an adventure that cultivates their renown in the area. |
5 | Secret Divulged! The character lets slip something crucial they shouldn’t have, like the location of a dungeon, or the possession of a magical weapon. This will come back to haunt them. The player and GM may collaborate on the secret revealed and the GM will decide who has heard, placing the information in the hands of a rival, or the authorities, or creating a rival adventuring party. |
6 | Offense Given! Either lose 1 tick on a relationship tracker or acquire a new rival. The player will narrate who is offended and how in collaboration with the GM. |
7 | Financial Loss! The character failed at gambling, or made a very imprudent investment, or was conned. The player will narrate this loss in collaboration with the GM. They lose Level x 100 additional GP with no additional XP gain. If they cannot pay, they are now in debt to unsavory characters who will blackmail the character into going on adventures or performing other services for them. |
8 | Illness! The character has acquired some long-term illness from their revels, whether a parasite from street food, a sexually transmitted disease, or an allergic reaction. The effect should be mild but real. Examples might include needing to eat double rations (for a parasite) or a 1 in 6 chance each session of fevers giving a –1 on all rolls (disease). The cure will usually require an adventure to locate the necessary elements of the cure (rare salts, curative springs, etc). |
Revelry Boon Table[edit | edit source]
1d8 | |
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1 | Magical Night! After a magical night, the character feels like they’re still walking on water. They may take +4 on saving throws for the next session. |
2 | Carousing Patron! The drinks were freeing flowing over the course of the night, but many of the expenses were covered by a drinking companion. The character retains half the GP spent on carousing but takes the full XP reward. |
3 | Experience of a Lifetime! The character will never forget this night. The player should share with the group one memory or image or scene from the evening that their character will carry with them forever. They acquire an additional 50% experience bonus from their carousing expenditure |
4 | Drinking Friends or Romance! The character shared some special times with an old friend or made a new one. Increase the character’s relationship tracker by one step with this person. The player may pick the NPC, or if it’s a new friend make a proposal to the GM and open a tracker at the acquaintance level. |
5 | Golden Opportunity! During their revels, the character finds a unique opportunity to set back the interests of a rival by going on an adventure. If the character has no rivals, treat this as the following result. |
6 | Secret Information! While under the influence, someone lets slip a secret of some significance. The GM should provide the player with real actionable intelligence, ideally in the form of an adventure hook, or at the least something very amusing (and potentially compromising) about a known NPC. |
7 | Business Prospects! During the revelries, the character is presented with a one-time opportunity to found a new institution. They may pay half price in the next downtime to Build an Institution and take +1 on the roll |
8 | Living Legend! It was legendary night, and the character did something amazing that the player may narrate. What the character did is now the talk of the town: receive +1 to reaction rolls and cultivating relationships in the region until their reputation changes. |
Spellcraft: Learning a Spell[edit | edit source]
Wizards hunger to learn ancient sorceries and invent their own spells. Clerics too often aspire to secret knowledge of the divine, hoping to bring forth unique miracles as living manifestations of their intimate relationship with their god. When a character declares they are learning a spell, the GM creates a spell tracker with the number of steps corresponding to the level of spell. When the tracker is completed the spell is known and may be memorized from the book.
Example Tracker[edit | edit source]
Step 1 | Step 2 | Step 3 |
Training. | Training. | Success! The spellcaster has learned the Level 3 spell Adopt the Simulacular Visage (Aka Disguise Self) |
Resolving[edit | edit source]
For each downtime action spent learning the spell, the player rolls 2d6. The player receives a base modifier on the roll equal to the difference between the maximum level of spell they can cast and the level of the spell they are learning. A situational modifier of +1 is provided by being instructed by a teacher who already knows the spell, even if one is learning it from a book. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | You are Not Ready: The spell tracker does not advance. |
7-9 | Slow Mastery: The spell tracker advances one step. |
10+ | Rapid Mastery: The spell tracker advances one step, treat the next month's roll as Slow Mastery with no roll necessary. |
Spellcraft: Inventing a Spell[edit | edit source]
Magicians of any ambition hunger to pull from the depths of secret knowledge unknown sorceries, and divines of any stature work unique miracles for which they alone are known. To meddle with such higher mysteries is a dangerous affair. Not a few potent sorcerers and saints were undone by inquiring in things better left unknown. To research a new spell, a player must first write up a spell description in the style of the rules employed in the campaign. Clerical spells should be aligned in some way with the nature of the cleric’s deity. The GM will decide if the spell is over (or under) powered for its level and will suggest emendations required to make the spell viable. Note that a character cannot create a spell they would not be able to cast. The character must then make initial expenditures amounting to 500 GP per spell level for a magic-user and 1000 GP per spell level for a cleric. For a magic-user this represents materials for research.
Example Tracker[edit | edit source]
Step 1 | Step 2 | Step 3 | Step 4 | Step 5 | |
Training. | Training. | Training. | Training. |
|
Resolving[edit | edit source]
The GM will then create a new spell tracker with a number of steps equal to the spell level +2. The character may research the spell by rolling 2d6. The player receives a base modifier on the roll equal to the difference between the maximum level of spell they can cast and the level of the spell they are learning. A situational modifier is provided by being favored or disfavored by the diety (for clerics) or by possessing something that facilitates or hinders research (magic-user). Note that this is a dangerous affair, for should the caster roll snake eyes on any result, they must roll on the magical disaster table. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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2 | Snake Eyes - Magical Mishap - Your spell conjures itself into existence or otherwise immediately takes form in a dangerous way. |
6- | This is Going Nowhere: The new spell tracker does not advance. |
7-9 | Arcane Speedbump: The new spell tracker will only advance if you complete something required by the GM. This may be a mission that is done at the table, or one down between sessions. |
10+ | Insights Flowing: The new spell tracker advances one step. |
Splendid Artifacts[edit | edit source]
A splendid artifact is imbued with the idiosyncratic vision of a true artist who employs the deepest lore of their craft to breathe life into rare materials. At the highest levels, craft itself passes into magic, for the artisan speaks the hidden language of things, and their creations are set apart from mundane objects by unusual properties. The slumbering enchantment of their creations may be awakened by memorable events in which they play a role.
To commission a splendid artifact, a character must first find a master artisan who is willing to undertake the project. Locating such a rare individual and convincing them to perform their service usually requires an adventure.
Resolving[edit | edit source]
Once a willing craftsman has been located, the character must also pay them a fee that befits their skill: 1000 GP or 100 times the normal cost of the item, whichever is higher. The player then rolls 2d6. There are no modifiers to this roll.
Roll | Result |
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6- | Quality Takes Time: The item is still under construction. |
7-9 | Almost Done: The item is finished and the end of the next downtime. |
10+ | The Work is Complete: The item is finished. |
Spiritual Exercises[edit | edit source]
A paladin has broken a vow of her order and wishes to regain her purity by embarking on a quest. A priest devotes himself to the study of a perilous branch of the holy law to acquire powers over a particular demon. A monk has come upon a place of the ancients and wishes to meditate there to understand its nature. A character wishes to offer spiritual counsel to a troubled soul. This is an open-ended system for engaging in spiritual exercises like these.
A character of any class may pursue a spiritual exercise. To do so, the player must specify what mechanical or fictional effects achieving their goal will produce and say through what spiritual exercises their character will be pursuing this goal. The goal and method of pursuit must be spiritual or mystical in a broad sense, although they need not be narrowly religious
Example Trackers[edit | edit source]
Exercise Month 1 |
After praying to your deity to master your fear of demons, you gain the ability to re-roll a failed saving throw against fear every session until the next downtime cycle. |
Exercise Month 1 | Exercise Month 2 | Exercise Month 3 |
Exercising. A potential Conundrum may occur. | Exercising. A potential Conundrum may occur. | After opening your third chakra, you understand the secrets of fire and confidence. You gain a permanent +2 bonus to all Charisma based checks provided you are wielding a torch or other source of light. |
Resolving[edit | edit source]
To perform the action, the player rolls 2d6, adding a base modifier equal to the character’s wisdom modifier. Situational modifiers might come from consulting with a spiritual guide or using an excellent location for the spiritual exercise. If progress would finish the spiritual exercise tracker, ignore any result of spiritual conundrum. Any sum of modifiers bottom/top out at -3/+3.
Roll | Result |
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6- | Spiritual Impass: Do not advance the spiritual exercise tracker |
7-9 | Spiritual Conundrum: Advance the spiritual exercise tracker one step and roll on the Spiritual Conundrums below. |
10+ | Clarity of Spirit: Advance the spiritual exercise tracker one step. |
Spiritual Conundrum Table[edit | edit source]
1d8 | |
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1 | Unwelcome Realization! The character learns something about themselves or the world that they would rather not know. The player and GM may collaborate to say what this is. |
2 | Troubled Spirit! Until further progress is made on the tracker, the character loses the use of one significant class power. |
3 | Vow! To make further progress on the spiritual exercise, the character must make and maintain a significant and inconvenient vow for the remaining duration of the exercise. The player and GM will collaborate to specify the vow. |
4 | Purity! To make further progress on the spiritual exercise, the character must purify themselves. This GM will explain how. It will usually require some sort of adventure. |
5 | Sacrifice! To make further progress on the spiritual exercise, the character must perform a sacrifice costing their level x 200 GP. |
6 | Pilgrimage! To make further progress on the spiritual exercise, the character must make a pilgrimage to some site specified by the GM as an adventuring goal. |
7 | Renunciation! To make further progress, the character must permanently renounce some worldly possession, companion, or pursuit. This must be something the character values, which is a felt cost to abandon. |
8 | Spiritual Foe! During this exercise, a spiritual foe is revealed to the character. To make further progress, this foe must be defeated in the real world. The GM will identify this foe. |