Raising a family can be challenging for an adventurer with an unstable lifestyle. But your family drives you on, and holding them close whenever possible is vital. It is important to note what family means varies for different people and cultures. Before you begin this Downtime Activity, take time with your GM to discuss what family means for your character. The details created or prompted in your Lifepath (see page 8) may help with these decisions. Be sure to discuss any hard lines you have about your family’s role in the ongoing story. Your character may be adventuring to protect their loved ones, but you and your fellow players might not wish for the GM to endanger them during gameplay. Family life is a messy, complicated endeavour, which you may not summarise with a simple dice roll. Roleplaying or narrating these moments, with the GM determining what Tests, if any, are needed, is preferable. Below are some possible examples: - **Find a home:** Finding the perfect place to settle down with your family is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 10. Over the course of a week, you must make three DC 15 Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation|Investigation]]) Tests. Your result determines how suitable your location is. See A Place to Call Home on page 94 for information on creating your forever home. - **Share your haul:** Determine an appropriate amount to leave your family each visit by discussing with your GM about the local economy and any professions other family members pursue. - **Spend quality time together:** Sharing memorable moments with your family is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 8. Over the course of a week, you must make three DC 8 Tests using a Skill or Tool most appropriate to the situation. **On a success**, you grow closer as a family, making a memory that will comfort you on the long road ahead. **On a failure**, your time together is awkward, filled with strange, cold conversations. - **Share stories:** Sharing your adventurous tales with your family is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 8. Over the course of a week, you must make three DC 11 Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Performance|Performance]]) Tests. **On a success**, you’ve enraptured your family with your tales of derring-do. **On a failure**, they grow more frightened for you. Your farewells are more difficult to make this time. - **Pass on a skill:** Imparting your knowledge and abilities is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 14. Over the course of a week, you must make three DC 9 Tests using a Skill or Tool most appropriate to the situation. **On a success**, you pass on your knowledge and create fond memories. **On a failure**, everyone involved leaves feeling frustrated. The GM may modify this Extended Test based on what you wish to pass on and to whom. Alternatively, you can undertake the [[Train an Apprentice]] Downtime Activity with a family member. - **Learn from your family:** At the GM’s discretion, you learn something new from a family member. This is an [[Journey Activities#Extended Tests|Extended Test]] with a Goal of 13. Over the course of a week, you must make three DC 11 Tests with a Skill or Tool you wish to learn. On a success, you have Proficiency in this Skill or Tool ***until your next period of Downtime.*** If you find that farewells are growing too hard to repeat, and the risks are becoming too much to bear, consider [[Hanging Up Your Sword (or Wand)]] and [[Retire|Retiring]] to safety with your family (see page 122). #downtimeBonus #temporaryProficiency #temporaryToolProficiency #privateLife