Re: 10: The Crazy 8 Cantina (OOCs)
From the main book, Adventuring section
RESEARCHING
The time between adventures is a great chance to perform research, gaining insight into mysteries that have unfurled over the course of the campaign. Research can include poring over dusty tomes and ancient datacrons in a library or buying drinks for the locals to pry rumors and gossip from their lips.
When you begin your research, the GM determines whether the information is available, how many days of downtime it will take to find it, and whether there are any restrictions on your research (such as needing to seek out a specific individual, tome, or location). The GM might also require you to make one or more ability checks, such as an Intelligence (Investigation) check to find clues pointing toward the information you seek, or a Charisma (Persuasion) check to secure someone’s aid. Once those conditions are met, you learn the information if it is available.
For each day of research, you must spend 10 cr to cover your expenses. This cost is in addition to your normal lifestyle expenses (as discussed in chapter 5).
TRAINING
You can spend time between adventures learning a new language or training with a set of tools. Your GM might allow additional training options.
First, you must find an instructor willing to teach you. The GM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 10 cr per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool