The desire for fame, fortune, and recognition in your chosen area of expertise drives you. Maybe you want to become the most famed bard in the city, compete in arena fights to show your martial prowess or become a renowned toymaker who creates expensive and wondrous toys for the children of nobles. Using this Downtime Activity represents a significant rise in your reputation in your chosen social circle. You could also use this to repair a reputation ruined through the [[Cause Trouble]] Downtime Activity. Describe what you wish to become famous for and work with the GM to come up with a major dramatic event where you can show your worth. This could be a fencing championship, a chess tournament, a battle of the bards, or a grand feast, but it also represents the days you spend training, conditioning yourself, and drumming up your popularity. GMs may use this as an opportunity for a disruptive [[Allies, Contacts, and Rivals|Rival]] to make an appearance. In the days leading up to your dramatic showdown, you practise, train, and prepare, represented by an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 12. Over the course of one week, you must make three DC 12 Tests using a Skill or Tool of your choice. For instance, you might use Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) to get people on your side, Dexterity (Glassblowing Tools) to practise your craft, or Constitution ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/History|History]]) to pull all-nighters studying for an exam or debate. **On a success**, you reduce the DC of your final big performance by 1. If you succeed by 5 or more, you reduce the DC by 2. **On a failure**, your time spent practicing was unhelpful or misguided. During the final climactic conflict for supremacy of your art, you must make a DC 15 Test using a Skill or Tool of your choice: - **On a success**, you have achieved fame within that circle, gaining Advantage on all Charisma Tests made with them. You may receive other benefits at your GM’s discretion depending on who you’ve impressed. - **On a failure**, your efforts go unnoticed by most. - **If you fail by 5 or more**, your actions have gone horribly wrong, and you embarrass another person. This person becomes your Rival (see page 86). #charismaBonus #localGoodwill