How will spend your Downtime in your Radiance RPG campaign?
The Radiance Expansion Kit will, of course, come with "kits". Inspired by 2nd edition, a PC can take a kit during "downtime" between adventures before, during, and/or after his or her career. Here are the current kits:
Ardent Investigator
College Graduate
Community Shepherd
Darklands Dweller
Dissolute Gambler
Family Guardian
Fine Craftsperson
Hardened Inmate
Iron Homesteader
Intrepid Traveler
Monastic Disciple
Racial Exemplar
Risen Quester
Spell Researcher
Stalwart Veteran
Technics Engineer
Tough Gladiator
Urban Sophisticate
Venture Capitalist
Wilderness Survivor
A kit advances the PC a level, with added vitality, attack roll, and defenses, and grants a level's worth of benefits. Almost always, a kit is limited to non-magical benefits geared toward non-combat situations -- to get magic and combat prowess, go adventuring! Nonetheless, a campaign that builds in the use of kits allows PCs to grow more organically over several years, or even a decade, building a business, acquiring a family, getting a college degree, or perhaps honing survival skills in the Cavelands or a prison yard.
College Graduate (INT)
You attended a rigorous school of arts and letters.
Academic Specialty: You enjoy a +3 bonus on checks using any 3 skills based on Intelligence. Select those skills when taking this ability.
College Prestige: You are known among other college graduates. Whenever you encounter someone who attended your college or any other college, apply a modifier on all skill checks with him equal to +2d6-5. Thus, you will usually gain a small bonus, sometimes enjoy a large bonus, and occasionally suffer a small penalty due to an inter-college rivalry, bias, or disagreement over theories. The chance that a townie you meet attended a college is 10% in urban areas, 2% in rural civilized areas, and 1% anywhere else.
Elocution: Boost Literacy checks by +5, or by +10 once daily.
Thesis: You completed college with in-depth study of a very narrow topic. Select a specific person, location, or object such as Count Morgai, the Platimus Blade, or the Flying Mountains. You enjoy a +20 bonus on Intelligence-based skill checks regarding this topic, or a +5 bonus on all other skill checks regarding it.
Family Guardian (Wis)
You obtain a house, marry, and start a family.
Family Skills: You enjoy a +2 bonus on Craft, Diplomacy, Endurance, Heal, and Mechanics checks.
Home Owner: You gain 2,500 gp worth of property, or you may improve an existing property you own by that amount.
Spouse: You gain a spouse, typically a person of your age bracket, alignment, race, religion, and nationality—1 of which may vary notably—whose level equals 2 less than your own. Select his profession from among 3 randomly determined options and advance him as needed (RPG, page 259). Comeliness equals +2 above normal for his race if you are level 5+. He starts as helpful to you (RPG, page 232). The chance of a child within the first year equals 70%, plus 20% each year thereafter. If the union cannot result in children, they may be adopted. You enjoy a +5 bonus on skill checks involving your spouse. At years 4, 7, 14, and 20, check for 1 in 8 chance of failure (thus, 50% chance of failure over 20 years). If allowed, a failed marriage results in divorce. If you divorce or the spouse dies, another spouse comes to you after 1d4 years. The cost of upkeep equals 15 gp weekly for your spouse + 5 gp per child, beyond your own upkeep; failure to provide support after 3 months is grounds for a failure check and/or an orphanage for the children.
Venture Capitalist (Int)
You seek to make a fortune on risky investments.
Capital: You have 1,000 gp in coins, gems, and other easily convertible wealth.
Capitalist Skills: You enjoy a +2 bonus on Appraise, Bluff, Diplomacy, Literacy and Nobility checks.
Merchant Network: You can trade legal items not found in your local area in 2d4 days when you pay a 10% transaction fee.
Trust the Market: Up to 1/day, you may spend 1 hour to invest in a promising business. You can invest up to the limit indicated for a settlement’s size (RPG, page 153, under “GP Limits”). Thus, you can invest upto 50 gp at an output or upto 5,000 gp in the large town. Then roll 2d6: 2) Lose entire investment; 3-4) Lose 50%; 5-9) Lose 25%; 10) No profit or loss, getting back what you put; 11) Get back 2x your investment; and 12) Get back 8x your investment. Apply a +1 bonus if you succeed at both an Appraise check and a Diplomacy check and a -1 penalty if you fail both rolls. For each check, the DC equals 10 + 3d10. A new business provides returns after 3d4 weeks. Costs 2 vitality.