For full rules on In Town actions, please see the Town & Roleplay Guide.
Players start with a total of FIVE “In Town” actions / week as well as THREE "In Town" Reactions / week. Players do NOT start with Hero Points for “In Town” actions, though they can unlock them via Perks or gained through Town Blessings. These actions and Hero Points are shared between all character slots a player possesses. Players cannot use Fortune effects other than these Hero points to alter their rolls for In Town actions, though any skill bonuses that are applicable can be used. Any “In Town” action that would be an interaction between players requires only one player to spend the action unless otherwise stated. Any rolls for “In Town” actions should be made in Discord in the #rolls channel or directly in the associated scene or venue channel.
There are also unique actions available for each venue depending on what venues players create, so be sure to check those as well at Venues!
25% of a TP: 37.5g
DC: 22
50% of a TP: 75g
DC+2: 24
75% of a TP: 112.5g
DC+5: 27
1 TP: 150g
DC+10: 32
Action Name
Frequency
Description
Buy From Merchant
Unlimited
Visit the merchant to buy any available common items or rotating items in the shop in a single transaction.
Challenge to Contest
Unlimited
Form a Contest of up to X+1 PCs, where X is the amount of Challenge to Contest actions used for this Contest. A challenge can be anything the involved players agree upon it being (e.g. a check of some sort or a pvp fight)
The involved players can wager up to 120 RP XP per player as well as any amount of Gold / Resources / Items. All players involved must agree on the amounts collected, how the pot of rewards will be distributed and what constitutes winning.
Special: Any player with an involved character may use a Challenge to Contest action to pay for the action cost.
Craft
Unlimited
Requirement: The item to craft is your level or lower.
Requirement: Master in Crafting if the item is level 9+. Legendary if it is level 17+.
Requirement: You have the formula, all non-material components, and all required feats for the craft.
Requirement: If the item is a Wand or Consumable, you must not have already crafted another copy of the item this week. (Each individual wand or scroll and spell combination is considered a unique item for this requirement.)
Pay the item's purchase cost in gold or resources. Make a Craft check against rarity-adjusted level-based DC.
Critical Success: You successfully create the item. Recover 25% of the spent resources and gold.
Success: You successfully create the item.
Failure: You fail to create the item. Recover 75% of the spent resources and gold.
Critical Failure: You fail to create the item. Recover 25% of the spent resources and gold.
Earn Income
Three / Week
Roll any skill of choice to help out around town against a level-based DC+5 check with the following results:
Critical Success: Earn 75% of a TP worth of gold
Success: Earn 50% of a TP worth of gold
Failure: Earn 25% of a TP worth of gold
Critical Failure: You botch the job. Earn nothing.
Etch Runes
Unlimited
Requirements: You have the ability to craft magic items.
Move any number of runes from one piece of equipment to another for yourself or another target player. If moving runes from anything other than a runestone, you must use 10% of the runes purchase price in gold, minerals, or herbs for the transfer.
Special: The target player may opt to pay the action cost.
Learn a Spell
Unlimited
Spend up to 10 hours to Learn A Spell. You must meet the requirements, perform the checks, and pay the costs as outlined in that activity.
Magical Services
Unlimited
Choose one:
- Cast a single spell on yourself or target player. If you cast a spell on another player with a 6h+ duration, it applies in their next session.
- Provide Magical Services (e.g. performing a ritual)
Special: The target player may opt to pay the action cost.
Major Retrain
Once / 4 Weeks
(Per Character)
Retrain one major class feature.
Medical Services
Unlimited
Choose one:
- Administer a single consumable (including temporary) on yourself or target player. If the consumable used on another player has a 6h+ duration, it applies in their next session.
- Provide Medical Services (e.g. Treat Disease)
Special: The target player may opt to pay the action cost.
Open a Venue
Once / Week
Open your venue for business for the week.
Then choose one:
- Take an action available at your venue
- Take the Withdraw RP XP action
- Take the Earn Income action
You may post up to THREE jobs to be completed in the #jobs-board-rp channel. You decide on the tasks, eligible skills, and minimum participants for each job. (Please see the "Complete a Job" venue action for more details.)
Recover
Unlimited
If you are a Mark of the Pale character, reduce your permanent wounded condition by ONE. You can only recover 1 Wounded condition per week.
Retrain
Once / Week
(Per Character)
Retrain one feat, repertoire spell, skill upgrade, or minor class feature.
Sell Items
Unlimited
Sell as many items as desired for half of purchase price. You may not sell Resources.
Trade
Unlimited
Choose one:
- You and one other player may trade any amount of items, resources, or gold in a singular transaction.
- Two of your characters may trade any amount of items in a single transaction. (Your characters automatically share gold and resources.)
Transfer Knowledge
Unlimited
Choose one:
- Provide another target player access to learn a single spell that you know. They then take the Learn a Spell action.
- Provide a copy of a crafting formula that you know to another target player.
Special: The target player may opt to pay the action cost.
Visit a Venue
Unlimited
Choose one:
- Perform an action available at the target venue.
- Perform a social action that involves the owner of target venue.
Withdraw RP XP
Unlimited
Convert up to 200 RP XP into Player XP. No matter which actions or passives you use to Withdraw RP XP, you may not convert more than 800 RP XP per week.
Other Actions
-
There are other unique passives, actions, or activities that may be available via class or skill feats. If any of these feats reference the Craft action, they will use the rules listed for the Craft action here instead for determining costs and limitations.
You must check for or request rulings from #council-hall on how these feats interact with downtime in Northern Reaches before using them. An example of this is the Inventor skill feat which would allow a player to spend an "In Town" action to try to invent a new formula.
Action Name
Frequency
Description
Aid
Unlimited
Trigger: Another player is taking an In Town Action that requires a skill check other than "Complete a Job".
You Aid the target player. This Aid action has the same DC as the main player's check and must use a qualified skill for the Action.
Assist Ritual
Unlimited
Trigger: Another player is taking a Magical Services action to cast a Ritual that requires secondary casters.
You act as a Secondary caster for another player's Ritual and must make any checks as needed as part of its casting.
Made to Order
Unlimited
Trigger: Another player is taking the Trade or Etch Runes action with you.
Requirement: You have not used Made to Order with the player this week.
You take the Craft action. The player may provide the formula as well as the gold and resources cost (and get the refund if desired).
Magic Mentoring
Unlimited
Trigger: Another player that you have not yet taken the Magic Mentoring reaction with this week takes the Learn a Spell action for a spell that you know or otherwise have access to.
You provide insightful guidance to the player attempting to Learn a Spell and take a special Aid reaction with the same DC as the triggering check with the following potential outcomes instead.
Critical Success: Increase the degree of success for the triggering check. No matter the outcome of the triggering check, the player can attempt to Learn the Spell again immediately.
Success: Provide a circumstance bonus of +2 to the triggering check. No matter the outcome of the triggering check, the player can attempt to Learn the Spell again immediately.
Failure: Unless the triggering check was a critical failure, the player can attempt to Learn the Spell again immediately.
Critical Failure: The triggering check suffers a -1 circumstance penalty.
Provide Guidance
Unlimited
Trigger: Another player is about to take a Craft action to create an item for which they do not have the formula to create. You have the formula, necessary feats, and proficiency to craft the item yourself.
You monitor and provide guidance to the crafter based on your experience. This allows the player taking the Craft action to craft an item they otherwise do not have the formula for. If the craft is successful, the player taking the Craft action then permanently learns the formula.
Provide Spells
Unlimited
Trigger: Another player is taking a Craft action to create an item that requires the casting of a spell or another non-material component that you are capable of providing.
You provide the casting of any necessary spells or provide any other non-material component for a Craft action of another player.