Everything takes Time
There is one Troikan week between session, always, no matter how many session you missed! If you spend more actual time away from the dungeon you probably had to pick up some work on the side to pay your way, resulting in exactly one week of useful downtime days anyway.
As we all know, a Troikan week is 6 days. It goes without saying.
This list is not a limit on what you can do, merely a menu. Numbers in parenthesis are days required for the action.
- Hunt for rumours (1) (50p per attempt)
- Costs 50p per day in schmoozing, bribes, public transport, and lunch. For each day spent this way you may test your Luck to have heard something juicy.
- Find a Trainer (3) (50p per attempt)
- If the spell or skill you want to improve doesn't have a publicly known trainer available, you can always go find one! Spend 50p and test your Luck. On a success you find someone willing to take your money in exchange for education.
- Train an Advanced Skill (4) (100p*(Base Skill+Advanced Skill+1))
- If you know a trainer already you can pay their going rate to get an advancement roll at the start of the next session. Standard rates are 100p*your prospective Skill Total (current rank+base skill+1). If you are training a skill that you could learn on your own with practise, then you may do it for free but you have to roll at -3 (or +3 to your Skill, however you like to imagine the maths)
- Crafting (1+) (Ask GM for costs)
- All crafting projects take at least a day. Some take longer. This includes skinning beasts, making provisions, making traps etc.
- Research a topic (1) (50p per attempt)
- Costs 50p per day for a regular public library, more for a specialist or university library. For each day you may Test Your Luck or researching skill once to get the GM to tell you (within reason) something about your subject. THIS CAN BE NOTHING! If the subject is obscure or specialist, then using anything other than the correct research location will fail. If you used Luck then the GM will give you a random Rumour instead.
- Find a buyer (3) (100p per attempt)
- Some things are hard to sell, like Saintly relics. If you don't have a contact willing to buy already, you can spend a few days and 100p in greasing palms to find one. Test your Luck and on a success you find someone willing to buy this specific item. Roll to see what they'll pay against market value†:
- 10%
- 20%
- 30%
- 40%
- 50%
- 50% and ROLL AGAIN, adding it to this. If a 6 is rolled again, the deal was a sting by the cult of the Saint or the legal owner and the item gets confiscated.
- Some things are hard to sell, like Saintly relics. If you don't have a contact willing to buy already, you can spend a few days and 100p in greasing palms to find one. Test your Luck and on a success you find someone willing to buy this specific item. Roll to see what they'll pay against market value†:
- Go shopping (1)
- Buy anything from this list. Multiply the costs by the local cost multiplier column, representing prices near the hotel. Subject to change!
†Average value for relics is 75k for 1st class relics and 45k for 2nd class. This can go up or down depending on the item in question. Sale of relics is not illegal per se, but you are required to locate and offer to donate it to the cult (who will pay 10% only) before deciding to keep it or selling it privately. Punishment is confiscation and mandatory tithes of 10% of the relic value or a trip to debtors prison until someone pays up for you.