Requires: A library or other source of information
When you reasearch in your downtime you should first decide on the Question you wish to answer. The GM will then put together a clock to answer that question. A 4 clock might be something simple such as an obscure nobles relation, a 8 clock might be something hidden or complex like the location of a Hero's grave, a 12 clock would be something expansive or secret like the location of the hidden Titan's Isle.
Your GM may "Lock" the clock behind another one or use chains or tree's of clocks for broader or secretive topics.
At half-way through the clock you should always learn something that can be acted on to advance the research faster.
Results:
Critical: 4 ticks on the clock, you learn a potent piece of information that could be used to further research the topic.
Great: 3 ticks and you learn a small but useful bit of information
Mixed: 2 ticks, you learn a misleading piece of information and a useful piece, but do now know which is which
Limited: 2 ticks, but you are stuck and must find a new source of research material to continue.
Requires: A forge, circle or other crafting tools.
When crafting you should first decide what you wish to make, a weapon, magical item, scroll, piece of art. Your GM should give you a blueprint containing what clock the item will take to complete and what Materials you will have to gather.
A Masterwork (+1 tag) weapon would be a 8 clock and cost 2 coin in materials.
An Uncommon (+0) magical Item would cost 3 coin to craft and take 8 ticks on a clock.
A Rare (+1) magical item costs 5 coin in materials and at least one material you will have a source first. It would take a 10 tick clock to make.
A Legendary (+2) magical Item would require multiple pieces of unique material, an expert in another field to assist and 10 coin in equipment. It would require a 12 clock to craft.
Results:
Critical: 4 ticks, You succeed on your first go and save 1 coin in materials.
Great: 3 ticks, You succeed and learn new techniques
Mixed: 2 ticks, it takes you more tries than it should but you manage it in the end.
Limited: 2 ticks, but you make a mistake and waste 1 coin of materials.
As Network but instead of Favors you earn Secrets, that can be expended to Know a Secret or Blackmail (force a character you know to help you against their will). Agent class can expend a secret to earn XP.
As Network but instead of Favors earn Lore that can be expended to Spout Lore or Reason Lies (declare a fact or statement said by a character false, the GM must reason why).
As Network but instead of Favors earn Unmarked Packages (1 slot each), that can either be traded for 1 coin or be opened to reveal supplies or resources needed by the party worth no more than 1 coin per package.