Giving Orders¶
A character may take actions during downtime. To give an order, the player must name the agent performing the action, the action itself, and possibly a goal.
Task orders¶
A task order has a specific goal and resolves within about a week.
Skill pool¶
The DM names a combination of any four abilities, attack rolls, saving throws, skills, or tool proficiencies relevant to success of the action, called the skill pool. The player assigns each skill in the pool to one of four slots on a d12: 1-6, 7-9, 10-11, and 12. Then d12 is rolled to determine what skill will be used, called the operational skill.
Resolution¶
The DC for the check has a base of 12 and depends on the skill or proficiency bonus of whatever may oppose the goal. For example, if attempting to move across orc teritory without being noticed, the proficiency bonus for an orc (+2) may be used, meaning the final DC is 14.
Roll a check of the operational skill against the DC:
- Success. The goal is achieved.
- Failure by 1-7. The goal is not achieved. The agent may be seen, blamed, or set back.
- Failure by 8+. Critical failure. The agent may be captured, killed, or greatly exposed.
The DM may rule a success by 8 or more as a critical success.
Standing orders¶
A standing order may be a posture or a trigger and its response. Examples:
- "My soldiers patrol the north road daily and detain anyone who cannot explain himself."
- "If the Guildmaster leaves his compound, send a runner to the keep."
- "If I do not return within a week, send word to my brother and surrender the keep to no one but him."
A PC may hold up to three standing orders at a time.