For full rules on In Town actions, please see the Town & Roleplay Guide.
1. Purchase the "Setting Up Shop" perk to create a Venue.
2. Choose ONE Passive and ONE Action for any new Venue. If an Action selected for your Venue requires you to make a decision of available sub-options, those decisions are made ONLY ONCE when you FIRST ADD the Action to your venue.
3. All Venues come with "Complete a Job" on top of the selected Action.
Additional Passives & Actions can be unlocked later with additional Townlife Perks. Also, each Venue can choose one Action to upgrade to a higher tier with an additional Townlife Perk.
A title can be earned throughout play that will also provide UNIQUE benefits to your venue to be determined with the GM Council based on the choice of title and your deeds.
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
Venue Passive
Description
Assembly Line
When you open your Venue, pick one specific non-scroll consumable. If you are Expert, choose two. If you are Master, choose three. If you are Legendary, choose four.
For each unique player that visits your venue this week, pick one of your chosen consumables. The maximum amount of times that you may attempt to Craft a batch of that consumable this week increases by ONE.
(This does not grant additional Craft actions.)
Central Location
You recieve an extra 'In Town' action for every two unique players that visit your venue that can be used on any of your own venue actions or to Withdraw RP XP.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week.)
Challenge Mode
You receive a free Challenge to Contest 'In Town' action with any unique player that visits your venue for the week.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week.)
Chatty Customers
You can withdraw an extra 50 XP from your banked RP XP with every 'In Town' action that you perform while your venue is open. This includes the Withdraw RP XP action.
(No matter which actions or passives you use to Withdraw RP XP, you may not convert more than 800 RP XP per week.)
Ergonomic Setup
Choose one category of Specialty Crafting. You can use the "Made to Order" reaction five additional times this week to craft any item from the category of Specialty Crafting you selected.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week.)
Healing Aura
While your Venue is Open, you gain a +1 circumstance bonus to rank and a +2 circumstance bonus to any counteract checks to cure afflictions when using "In Town" actions.
If a player uses the Seek Treatment, Medical Services, or Magical Services actions at your venue, gain 100 RP XP. This bonus only applies once per weekly-unique player up to a maximum of 500 RP XP.
Help Wanted
While your Venue is Open, you can place an additional Venue Quest on the Quest Board and your maximum number of rewards from Venue Quests per week increases to FOUR.
When players successfully complete a Venue Quest you have posted related to a clock, the clock receives an additional tick of progress. Any single clock can benefit from this bonus only TWICE per week from a single Venue.
When a Venue Quest you have posted is completed, you can choose from the following rewards instead of the normal rewards:
Materials+ - You receive 75% of a TP worth of a specific type of Resources.
Efficiency - You receive an additional In Town action for the week.
Fame+ - You receive 150 RP XP.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week. If you choose to take the Efficiency reward THREE or more times a week, the third or fourth additional action count against this limit.)
Inside Track
When YOU use actions at your Venue that have a gold or resource cost (such as Hefty Meal or Browse Library), reduce the cost by 50%. This does not reduce the cost of materials for other "In Town" actions such as Crafting or Learning a Spell. This discount does not apply to visitors of your Venue.
Inventive Tools
Choose one category of Specialty Crafting. When you take the Craft 'In Town' action to create an item from the category of Specialty Crafting you selected, you have a PL+5 % chance to create a 'Masterwork' item. This increases to a PL+10 % chance to create a Masterwork if the Craft action was a Critical Success. Masterwork items allow you to combine the passive or on-use effects of another item at a similar level with the original item, pending GM Council approval.
(Whenever you succeed at a craft, roll a d100 and if you roll the target % or below, your craft is also a Masterwork. At level 5, this would be a 10% chance on a Successful craft, and a 15% chance on a Critical Success.)
Magic Circles
While your Venue is Open, you can perform all primary and secondary checks for rituals that you cast as long as you have all of the required skills to perform the ritual. Any checks required for Magical Services, Transfer Knowledge, or Rituals cast at your venue gain a +2 untyped bonus to their rolls.
If you perform Magical Services for another player or a player uses the Transfer Knowledge action to learn a spell from you while your venue is active, gain 100 RP XP. This bonus only applies once per unique player per week up to a maximum of 500 RP XP.
Outside Track
While your Venue is Open, when visitors use actions at your Venue that have a gold or resource cost (such as Hefty Meal or Browse Library), they reduce the cost by 20%. This does not reduce the cost of materials for other "In Town" actions such as Crafting or Learning a Spell. This discount does not apply to yourself as you are never considered a visitor at your venue.
Philosopher's Stone
While your Venue is Open, you can ignore all common spell or class related requirements for crafting items. (You must provide uncommon or rare spell requirements as normal.)
Pit Boss
You watch over the tasks you set like a hawk to ensure they are completed to your standards. Everyone who takes the Complete a Job action at your venue receives a circumstance bonus of +1 to their rolls. When your RP Jobs are completed successfully, you gain +30 additional RP XP per participant.
Plentiful Resources
While your Venue is Open, your Craft actions cost 20% less gold or resources to complete. This stacks multiplicatively with any other crafting cost reductions the character may already have and is calculated before the result of the crafting check.
Professional Guidance
You can use the "Aid" reaction five additional times times per week to aid each unique visitor at your venue once with a check they are making for any of your Venue Actions except for the "Complete a Job" action.
When you use the Aid reaction to aid any unique player at your venue, you have the option to aid as normal or to instead make the check on behalf of the Visitor. Either way, if the player’s Action is successful, you receive 75 RP XP up to a maximum of 450 RP XP per week.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week.)
Quest Hub
While your Venue is Open, you can place an additional Venue Quest on the Quest Board and your maximum number of rewards from Venue Quests per week increases to FOUR.
When players successfully complete a Venue Quest you have posted, they each receive an additional reward of your choice of 25% a TP worth of either Gold, Minerals, Furs, or Herbs. This choice is specified when the Quest is posted and must be included in the Quest Board posting.
When a Venue Quest you have posted is completed, you can choose from the following rewards instead:
Materials+ - You receive 75% of a TP worth of a specific type of Resources.
Efficiency - You receive an additional In Town action for the week.
Fame+ - You receive 150 RP XP.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week. If you choose to take the Efficiency reward THREE or more times a week, the third or fourth additional action count against this limit.)
Relaxing Atmosphere
You receive 30 RP XP for each unique player that visits your venue for the week up to a total maximum of 450 RP XP per week.
Social Butterfly
You receive an extra 'In Town' action for every two unique players that visits your venue this week that can be used to Visit a Venue or to Withdraw RP XP.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week. You are never a visitor on your own venue, so this does not grant additional actions at your venue.)
Steady Income
For each unique player that visits your venue this week, you get a free "Earn Income" action. These do not count against the normal limit of "Earn Income" and can not critically succeed or critically fail.
(You can only ever spend a total of five additional actions and/or reactions from Venue Passives per week.)
Venue Action
Description
Description (Tier 2)
Black Market
Cost: 50% of a TP in gold.
Frequency: Once/Venue each Week.
Select a PL+1 item to try to purchase from the Black Market. Then make a DC 15 Flat check if the item is Common. The DC is instead 17 if the item is Uncommon or 19 if the item is Rare.
Success: Once at any point in the future you may take a Free Action to purchase the selected item. Reduce its purchase price by the gold paid for this action.
Failure: Your contact ran off with the money and you fail to get the selected item.
Reduce the DCs for all flat checks by 2.
(This is equal to a 10% increase in chance.)
Browse Library
When first selecting this Action for your Venue pick TWO of the options below as library topics (skill to be rolled in brackets):
Arcane Spells (Arcana)
Divine Spells (Religion)
Occult Spells (Occult)
Primal Spells (Nature)
Rituals (Any Primary Check skill for the ritual)
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Pick a common or uncommon spell/ritual from one of this venue's library topics that's rank is equal to or below current PL/2 (rounded up). Pay gold or herbs matching Table 11-3: Scroll Statistics for the desired common spell. Or 1.5x that if it is uncommon. Treat cantrips as rank one spells for any calculations of costs or DCs.
Then make a check with the associated skill against the spell/ritual's DC according to Level/Spell Rank Based DCs (+5 if pick is uncommon):
Success: You get the Success effect of Learn a Spell for this spell/ritual
Failure: You fail to find a book with the spell/ritual.
Special: You can use Society or Library Lore instead of the associated skill for the check.
When a player takes the "Browse Library" action, they can instead choose to spend gold or herbs up to 2x cost to perform the following options instead.
Locate TWO Common / Uncommon spells or rituals
Locate a Rare spell or ritual by adding +10 to the check DC
Commerce Missive
Cost: 3 TP in gold or resources
Add a Common item to next week's shop inventory. It needs to be of no higher level than next week's PL.
Special: Multiple players may choose the same item and split the cost between them. If they do, the cost to purchase the item in the store next week is reduced by 10% for each beyond the first (Max 40%).
When taking the Commerce Missive action, players can instead choose to spend gold equal to 5 TP to request an uncommon item instead.
Contract Hirelings
When first selecting this Action for your Venue pick TWO of the options below as available hirelings:
Scout - Gain a +1 untyped bonus to all Perception checks. Once per session, you can double this bonus for a specific check.
Diplomat - Gain a +1 untyped bonus to all out-of-combat Diplomacy skill checks. Once per session, you can double this bonus for a specific check.
Archivist - Gain a +1 untyped bonus to all Recall Knowledge checks. Once per session, you can double this bonus for a specific check.
Laborer - Gain a +1 untyped bonus to all out-of-combat Athletics checks. Once per session, you can double this bonus for a specific check.
Craftsman - Gain a +1 untyped bonus to all out-of-combat Crafting checks. Once per session, you can double this bonus for a specific check.
Medic - Gain a +1 untyped bonus to all out-of-combat Medicine checks. Once per session, you can double this bonus for a specific check.
Rogue - Gain a +1 untyped bonus to all out-of-combat Thieving checks. Once per session, you can double this bonus for a specific check.
Tracker - Gain a +1 untyped bonus to all out-of-combat Survival checks. Once per session, you can double this bonus for a specific check.
Mystic - Choose Arcana, Nature, Religion, or Occultism. Gain a +1 untyped bonus to all out-of-combat checks for the chosen skill. Once per session, you can double this bonus for a specific check.
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Cost: 50% of a TP in gold or resources
Pick an available hireling, they join you on your next adventure and you gain their passive benefit. If the Hireling provides a passive benefit to any skill other than a Lore skill, you also gain the benefit of Untrained Improvisation for that skill. Only one hireling can be active at a time for a chosen character.
These hirelings are non-combatants, and typically go out of their way to hide in the case of danger. They are here for a job and their primary goal is their own survival. Hirelings in most situations are not targetable by effects, and their actions are controlled entirely by the GM. In the rare case that a stat-block is needed for a hireling, you can use the average stats for a creature of PL-5. If your hireling dies or is otherwise 'misplaced' during an adventure, the next hireling you contract from the same venue will cost TWICE the normal rate.
Add an additional choice to your hireling options.
When a player takes the "Contract Hirelings" venue action, they can instead choose to pay 75% of a TP to choose two hirelings, bypassing the normal limit.
Complete a Job
(Included for all Venues)
Frequency: Once/Venue each Week.
You join in on a small RP Job around town to help out the venue owner. First decide with other participants (if any) who will be rolling the secondary and primary checks. Roleplay in character how you go about completing the job as well as the results of any checks made by your character. Attempt all secondary checks first and then the primary check using an eligible skill against a level-based DC+5:
Secondary Check:
Critical Success: Stacking untyped bonus of +2 to primary roll
Success: Stacking untyped bonus of +1 to primary roll
Failure: No bonus or penalty to the primary roll.
Critical Failure: Stacking untyped penalty of -1 to primary roll
Primary Check:
Critical Success: You complete the job in exceptional fashion. Each participant receives 100 RP XP.
Success: You complete the job. Each participant receives receive 50 RP XP.
Failure: You come close, but fail to complete the job. Each participant receives receive 25 RP XP.
Critical Failure: You fail to complete the job.
Special: Up to THREE players can work together on a Job. One will perform the primary check. Any others may attempt secondary checks.
Special: This action can NEVER be taken by the Venue Owner.
Special: Whenever a job is completed successfully, it is removed from the job board, and the venue owner is awarded 25 RP XP per participant. (The Venue owner does not gain any other items or currency from the work being completed.)
Increase the RP XP rewards for Completing a Job:
Critical Success: 125 RP XP
Success: 75 RP XP
Failure: 50 RP XP
Full Bar
When first selecting this Action for your Venue pick TWO of the options below as available drinks:
Berserker Brew - Gain a PL/3 (rounded down) untyped bonus to all damage rolls.
Alloying Ale - Gain a PL/3 (rounded down) resistance to all damage.
Sapping Sips - Gain PL resistance to an elemental damage type of your choice.
Temperate Tonic - Gain the ability to ignore the effects of up to severe temperatures. This also reduces the effects of extreme temperature effects to severe instead, which can be further mitigated by other items or feats.
Momentum Martini - Gain a +10 untyped bonus to all speed types that you permanently possess.
Sanctified Shots - Choose Holy or Unholy. Gain Sanctification of the trait selected for all spells and attacks. You cannot drink Sanctified Shots of a type opposite of your current sanctification.
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Cost: 25% of a TP in gold, minerals, or herbs
Pick an available drink, you get its benefit for your next adventure. Only one drink can be active at a time for a chosen character.
Add an additional option to your drink menu.
When a player takes the "A Full Bar" venue action, they can instead choose to pay 50% of a TP to choose two drinks, bypassing the normal limit.
Hefty Meal
When first selecting this Action for your Venue pick TWO of the options below as available meals:
Heroic Feast - An extra hero point, up to 3 maximum hero points for the session.
Skillful Salad - A one-time use +4 status bonus to any single skill check throughout the adventure
Swift Seabass - A one-time use +4 status bonus to any single save thoughout the adventure
Brawny Bread - A one-time use +4 status bonus to any single Strike attack roll
Magic Muffins - A one-time use +4 status bonus to any spell attack roll or spell DC
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Cost: 25% of a TP in gold, herbs, or furs.
Pick an available meal, you get its benefit for your next adventure. Only one meal can be active at a time for a chosen character.
Add an additional option to your meal menu.
When a player takes the "A Full Bar" venue action, they can instead choose to pay 50% of a TP to choose two meals, bypassing the normal limit.
Gather Rumors
Cost: 25% of a TP in gold.
Frequency: Once/Venue each Week.
Attempt a Diplomacy, Deception, or Intimidation check against a Level-Based DC+5:
Critical Success: You receive two critical pieces of information about an upcoming session. These could come in the form of successful recall knowledge checks or other information that would be available about key creatures, locations, or relevant ongoings in the area of the session. The GM decides what information is appropriate to provide before the session, at the start of the session, or during the session as desired.
Success: As critical success, but you receive one critical piece of information instead.
Failure: You receive an inconclusive piece of information about an upcoming session. The GM provides two answers instead of one about a critical detail for a creature, location, or relevant ongoings in the area. One of which is true, and one of which is false.
Critical Failure: You fail to gather any interesting rumors.
Special: You can only benefit from ONE Gather Rumor result in any particular session.
When a player takes the "Gather Rumors" venue action, they can instead choose to pay 50% of a TP to further grease the palms of the patrons. They roll the Gather Rumors check against a Level-Based DC+2 target instead.
Recycle Items
When first selecting this Action for your Venue pick ONE of Minerals, Herbs, or Furs as the recyclable resource:
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Take the Sell action. For items that are recyclable into the venue's recyclable resource you may receive the sell value as the same amount of resources instead.
(This is NOT adjusted by the resource conversion factor, *e.g. instead of 50g you would receive 50 resources.)
Mining (Minerals) - Artistry, Blacksmithing, Engineering, Runecrafting
Foraging (Herbs) - Alchemy, Body Art, Magicworks, Runecrafting, Woodworking
Hunting (Furs) - Artistry, Alchemy, Body Art, Clothing, Magicworks
Increase the amount of resources received by 50%.
Reinforce Items
When first selecting this Action for your Venue pick TWO of the options below as available reinforcements:
Keen Edge - Add an extra +1 untyped attack bonus to all strikes made with weapons
Increased Padding - Add an extra +1 untyped attack bonus to all unarmed strikes with reinforced handwraps
Flexible Joints - Add an extra +1 untyped bonus to all saves to the reinforced armor
Sturdy Construction - Add an extra +1 untyped bonus to AC to the reinforced armor
Shield Shine - Add an extra +2 (+ PL/3 rounded down) untyped bonus to Hardness to the reinforced shield
Spell Weave - Add an extra +1 untyped bonus to Spell Attack, Spell DCs, and Class DCs by weaving magicks into robes or armor
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Cost: 50% of a TP in gold, minerals, or furs.
Pick an available reinforcement, you get its benefit for your next adventure. Only one reinforcement can be active at a time for a chosen character.
Add an additional choice to your reinforcement options.
When a player takes the "Reinforce Items" venue action, they can instead choose to pay 75% of a TP to choose two reinforcements, bypassing the normal limit.
Resource Expedition
When first selecting this Action for your Venue pick ONE of Minerals, Herbs, or Furs as the resource to be gathered during expeditions:
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You join in on an expedition to have a chance to collect valuable resources of the type selected. Attempt your choice of a Nature, Crafting, Survival, Athletics, or an applicable Lore Skill check against a level-based DC+5:
Critical Success: You receive resources equal to 75% of a TP
Success: You receive resources equal to 50% of a TP.
Failure: You receive resources equal to 25% of a TP.
Critical Failure: You botch the job and receive no resources.
Mining (Minerals) - Artistry, Blacksmithing, Engineering, Runecrafting
Foraging (Herbs) - Alchemy, Body Art, Magicworks, Runecrafting, Woodworking
Hunting (Furs) - Artistry, Alchemy, Body Art, Clothing, Magicworks
Increase the amount of resources received by 25%.
Seek Treatment
When first selecting this Action for your Venue pick ONE of either:
Medical Treatment - Treating diseases
Magical Treatment - Treating curses or other permanent magical ailments
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Cost: 25% of a TP in gold or herbs.
The staff of the venue treat your affliction. Choose one disease, curse, or magical ailment you are suffering from based on the option available at the venue. You recover from the affliction if its level is PL+2 or below.
If you are a Mark of the Pale character, you also reduce your permanent wounded condition by ONE. You can only recover 1 Wounded condition per week.
When a player takes the "Seek Treatment" venue action, they can instead choose to pay 50% of a TP to treat afflictions up to PL+3.
Take a Load Off
Frequency: Once/Venue each Week.
Take the Withdraw RP XP action but convert up to 300 RP XP.
Increase the amount of converted RP XP to 400.
Tinkering Bench
Frequency: Once/Venue each Week.
Attempt to discover a new common formula equal to or below current player level with a Crafting check appropriate for the formulas level. This behaves like the Inventor skill feat.
Special: If you have the Inventor skill feat, you receive a +2 status bonus to all checks to discover common formulas and you can attempt to discover Uncommon formulas equal to or below current player level with a check against a DC for the Item's Level + 5 (instead of the typical +2 for Uncommon.)
Add the ability to discover rare formulas with a check against a DC for the Item's Level + 10 (instead of the typical +5 for Rare.)
Training Grounds
When first selecting this Action for your Venue pick TWO of the options below for training focuses:
Class Feats
Spells (Repoitoire Change / Signature Change)
Skill Upgrades
General / Skill Feats
Minor Class Features
Attribute Boosts
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Cost: 75% of a TP in gold, minerals, or furs.
Frequency: Follows the normal Retrain action frequency
Take the Retrain action, but you can instead modify up to two of the available training focuses in one Retrain action.
(This can be used to modify two of the same training focus as needed, *e.g. two class feats or two repoitoire spells.)
Add an additional choice to your training focus options
When a player takes the "Training Grounds" venue action, they can instead choose to pay 1 TP to replace up to three of the available training focuses, bypassing the normal limit.