Lifestyles come in three forms, Residence, Neighbourhood, and Downtime. The first two represent the quality of the place you call home and its associated location, while the latter represents what you do when you’re not performing adventuring work.
This section is all about making your house a home. This doesn’t just mean the size of your building but includes the quality and quantity of furnishings, interior design, artwork, household conveniences, and quality of food.
When choosing a place to live you must begin with choosing the type and size of a residence. First start with the residence type. There are two types of residences available in the world, apartments and houses.
Apartments. These residences are defined by being inside of one larger building. An apartment has no outside domain and most rooms in the Building Components category are bared from it at DM’s discretion. Apartments are typically smaller than most residences.
Houses. These residences are entire buildings and are usually placed in an area where field just outside of the house can be utilized. There are no room components that cannot be used with houses and these buildings typically have larger land sizes to build upon.
|Tiny||10 squares||20 squares|
|Small||18 squares||36 squares|
|Medium||32 squares||70 squares|
|Large||64 squares||120 squares|
|Huge||96 squares||200 squares|
|Gargantuan||140 squares||360 squares|
Once a residence type has been selected, a residence size should be selected. Residence size determines how many squares of land the residence takes up. Choose between Tiny, Small, Medium, Large, Huge, or Gargantuan for residence size and then see the residence size table to see how many squares your residence can be.
Floors. Sometimes you will want to build up or down instead of expanding along the ground. Each floor you go above or below the ground floor increases the base price multiplier by 50%. For example, a second floor room costs 150% of the base price, while a third floor would make the room cost 200% of the base price.
Floors above or below the ground level cannot be larger than the total number of squares the ground level squares take up.
Houses in particular can take advantage of floors because floors above or below the ground level are not limited by the residence size restrictions. Apartments however must still fit within their residence size.
Much of a building is determined by the rooms inside of it. See the rooms section for rooms rules and piece together a building that represents what your character’s residence looks like. Most living spaces will have at least a bedroom, bath, and kitchen. A sitting room is also very typical.
Real estate wisdom through the ages has held that the most value is in location, location, location. Your type of residence will limit your district and borough choice as some neighbourhoods simply can’t or won’t accommodate your choice of housing.
Neighbourhoods affect what entertainment and services are available to you and which ones are far enough away that you’ll need to pay steeper travel fees to enjoy. They also add a small fee to your weekly payments so keep these in mind when choosing which district you would like to live.
Specialization. Each neighborhood listing includes a specialized type of residence. Choose a residence that supports a specialization grants you a tax benefit as will be detailed below.
Neighbourhood Tax. Each neighborhood also has its own taxes per week. This does not apply to you if you choose to not have a residence.
Minerva divides its neighbourhoods into districts Each of the five boroughs have a set of districts where each of the neighborhoods are based. They have their own taxes as well based on the type of buildings allowed in the district. See the Minervan Boroughs section for more information on Minerva’s neighborhoods and districts.
Once your building is put together and a neighbourhood is decided upon it’s time to calculate its Weekly Cost Value and Land Tax. To calculate the Building Value you need to make a few calculations.
Base Value. This value represents the cost of building your residence. Add together the cost values of all of your residence’s rooms to determine this value.
|Is Apartment||-5 J|
|Is Specialization||-5 J|
|Size: Medium||-5 J|
|Size: Large||-8 J|
|Size: Huge||-10 J|
|Size: Gargantuan||-12 J|
Land Tax. This value represents the tax of the land your residence occupies. To determine this value, we begin with the Land Value. This value is determined based on your selected neighbourhood above. This value gets reduced by your choice of residence type and size. This value is also reduced if your selected residence type and size matches a neighbourhood’s specialization.
See the table to the right to determine your land value reductions. All reductions are cumulative so if you qualify for multiple reductions, add them together. Once your final Land Value is calculated, multiply this value by the number of squares your residence size grants. This is the total size, not the size of your selected rooms. This final value is your Land Tax.
Weekly Cost. Your weekly cost determines how much you pay per week to maintain your residence. To calculate your weekly cost, divide your Base Value by 100 then add your Land Tax and your Neighborhood Tax. See the neighborhood section for more information on Neighborhood Tax.
Purchased Room. After paying for a room for 150 weeks, your character owns the property if they are not renting and dealing with a mortgage. Alternatively, if your character has the funds they can purchase a room’s base value. Once a room is owned it no longer contributes its base value to the weekly cost.
Influence is a currency gained by characters that represents good will or power within a region. It’s gained after performing certain acts or having power within a region. Influence gained in one area is unique to the source location. It can’t be traded or bartered with as it simply represents social standing.
Not every day in life is an adventure and sometimes it’s time that needs to be killed. Depending on where they are, a character has plenty of things they could be doing to improve themselves, meet people, or just relax and have fun.
Most downtime activities require an amount of resources. Usually it’s a combination of both time and money, with most activities assuming that they take the better part of a day to complete.
Downtime activities also include a resolution, usually determined by a skill check with a DC of some sort. Follow what is listed as the resolution to determine the course of action.
When you have downtime choose one of the activities below to perform as appropriate to your location.
Carousing is a default downtime activity for many characters. Between adventures, who doesn’t want to relax with a few drinks and a group of friends at a tavern?
Resources. Carousing covers a day of fine food, drinks, and socializing. A character can attempt to carouse among the lower, middle, or upper class folk depending on their location. A day of carousing with the lower class costs around 100 Jin, the middle class 500 J, and 2500 J with the upper class.
Resolution. Each day you carouse you have a chance to make new contacts at the location. You may be asked to make a Charisma (Persuasion) check to determine how successful you have been with making contacts.
Sometimes it pays to be bad. This activity gives a char— acter the chance to make some extra cash, at the risk of arrest.
Resources. A character must spend five days and at least 2500 J gathering information on potential targets before committing the intended crime.
Resolution. The character must make a series of checks, with the DC based on the chosen difficulty made by the character according to the amount of profit sought from the crime.
|Simple||2500J – 5000J|
|Advanced||5000J – 10,000J|
|Challenging||10,000J – 20,000J|
|Dangerous||30,000J – 50,000J|
The chosen difficulty can be Simple, Advanced, Challenging, or Dangerous. Successful completion of the crime yields profit as shown on the Loot Value Table below.
To attempt the crime the character must make 3 skill checks: Dexterity (Stealth), Dexterity (Thieve’s Tools), and the player’s choice of Intelligence (Investigation), Wisdom (Perception), or Charisma (Deception) depending on the crime.
If none of the checks are successful, the character is caught and jailed. Fines and jail time vary based on the location.
If only one check is successful, the crime fails but the character escapes without penalty.
If two checks are successful, the character receives half the payout.
If three checks are successful, the character earns the full payout of the loot.
Games of chance are a way to make a fortune – and perhaps a better way to lose one.
Resources. This activity requests one day and a stake of at least 100 J.
Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the competition that the character runs into. Part of the risk of gambling is that one never knows who might end up sitting across the table.
The character makes four checks: Wisdom (Insight), Intelligence (Investigation), Charisma (Deception), and Charisma (Intimidation). If the character has proficiency with an appropriate gaming set, that tool proficiency can replace the relevant skill in any of the checks.
Pit Fighting includes boxing, wrestling, and other nonlethal forms of combat in an organized setting with predetermined matches.
Resources. Engaging in this activity requires five days of preparation for the match. You may perform other downtime activities during the week however you risk penalties for any downtime activity other than Carousing, Relaxation, or Research.
Resolution. The character must make a series of checks, with a DC determined at random based on the quality of the opposition that the character runs into. A big part of the challenge in put fighting lies in the unknown nature of a character’s opponents.
The character makes three checks: Strength (Athletics), Dexterity (Acrobatics), and a Constitution check. If desired, the character can replace one of these skill checks with an attack roll using one of the character’s weapons. If you performed any activity other than Carousing, Relaxation, or Research during the five days of preparation you perform the checks at disadvantage.
The number of successes you gain determine your earnings for your bouts. Usually prize earnings are between 2,000J and 10,000J
Sometimes the best thing to do between adventures is relax. Whether a character wants a hard-earned vacation or needs to recover from injuries, relaxation is the ideal option for adventurers who need a break.
Resources. Relaxation just requires one day.
Resolution. While relaxing, a character gains advantage on saving throws to recover from long-acting diseases and poisons. In addition, you regain 1 additional hit point at the end of that day’s long rest.
Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this activity has a chance of winning the favor of a temple’s leaders or a powerful patron.
Resources. Performing religious service requires access to, and often attendance at, a temple whose beliefs and ethos align with the character’s. If such a place is available, the activity takes five days of time, but involves no monetary expenditure.
Resolution. At the end of the required time, the character chooses to make either an Intelligence (Religion) check or a Charisma (Performance) check. The total of the check determines if you earn any favours and from whom.
Forewarned is forearmed. The research downtime activity allows a character to delve into lore discerning a creature, a location, a person of interest, or some other particular topic.
Resources. Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires five days of effort and at least 5,000 Jin spent on materials, bribes, gifts, and other expenses.
Resolution. The character declares the focus of the research – a specific person, place, or thing. After five days of research, the character makes an Intelligence check with a +1 bonus per 2,000 Jin spent in excess of the base expenditure, to a maximum of +6. Your result determines how many pieces of relevant lore you receive from your research
Given enough free time and the services of an instructor, a character can learn a language, pick up proficiency with a tool, or learn a new spell. This section focuses on these three options, but specialized options are available where a character can even acquire greater training in skills and profession. See the Expert Training section for more information on specialized training.
Resources. Receiving training in a language or tool typically takes at least 60 days, but this time is reduced by a number of days equal to the character’s intelligence modifier x4. This type of training costs 500 Jin per day.
Learning a new spell is determined on the type of caster that is learning the spell. See the Spells Known section for more information. There is no added cost for innate casters to learn new spells, however trained spellcasters can hire trainers for 500 J per day or purchase a detailed training book for 3000 J.
Resolution. You learn the language, tool, or spell you were trying to learn.
When all else fails, an adventurer can turn to an honest trade to earn a living. This activity represents a character’s attempt to find temporary work, the quality and wages of which are difficult to predict.
Resources. Performing a job requires five days of effort.
Resolution. To determine how much money a character earns, the character makes an ability check. Strength (Athletics), Dexterity (Acrobatics), Intelligence using a set of tools, Charisma (Performance), or Charisma using a musical instrument. Your check total determines how much money is generated, ranging from 500 J to 5,000 J.