Running Downtime

There's more to life than fighting aliens and getting rich. What happens when a PC wins a deed to a dance club in a game of chance using the infinity deck, crafts an item, launches a celebrity career, or pursues a relationship? All these goals and more are resolved by running downtime. Downtime is the space between adventures, where your PCs take a step back before the next chapter starts. In downtime, you can sum up the important events of a whole day with just one roll. Use this mode when the characters return home or otherwise aren't adventuring.

Usually, downtime is a few minutes at the start of a session or a break between major chapters of an adventure. On rare occasions, you might have a whole session of downtime to play out a specific story. As with exploration, you might punctuate downtime with roleplaying or encounters when it's natural to do so.
  • Stakes: None to low. Downtime is the counterpart to adventuring and covers low-risk activities.
  • Time Scale: Downtime can last days, weeks, months, or years in the game world in just a few minutes of real time at your game table.
  • Actions and Reactions: If you need to use actions and reactions, switch to exploration or encounter mode. A creature that can't act is unable to perform most downtime activities, but it can take longterm rest.

Depth of Downtime

Determine how involved your group wants downtime to be at the start of the game. If your players vary greatly in preference, you might need to find a middle ground, or some way to give the players least interested in downtime something they would find compelling. You can adjust downtime depth as the game goes along, and you might find it becomes more important to the players as their connection to the setting grows stronger.

Pay attention to the amount of real-world time you spend in downtime and the level of detail. Downtime should rarely last a whole session. Usually, a half hour between significant adventures is about right, and 15 minutes for shorter lulls in the action, such as when PCs return to a port of call briefly in the middle of an adventure. You can extend this time as needed for more detailed roleplaying scenes.

For the level of detail, it's important to give more than just an overview, but often the basics will do. “A fleet of ships await boarding clearance, and a uniformed vesk officer puts you to work double-checking manifests” might do for using Piloting to Earn Income, and “Your shipment of UPBs arrives late, but you're able to complete the armor” could be enough for Crafting. Go deeper if the player sets out to do something specific or asks questions you think have potential for an interesting story, but be careful with too much detail, as you run the risk of boring most of the table with minutiae.

Group Engagement

One major challenge of downtime is keeping the whole group involved. When you can, combine multiple people's tasks into one. For instance, if one PC wants to Earn Income with Performance and another wants to work as a medic, you might say that a Steward battleship is stopping briefly in the same port, seeking entertainment and treatment for injuries their group suffered engaging the Swarm. That means you can put both PCs in the same scene. You can also look for downtime activities that affect multiple characters' interests. For instance, if the operative's contact from the Golden League wants a special augmentation, a different PC might Craft that augmentation. This lets those PCs help each other more directly. If the soldier's player doesn't plan to do anything in downtime, you might let the soldier Aid another character in crafting weapons—finding blueprints on the infosphere and sorting parts and tools, for instance.

If a player really isn't interested in downtime, they might not want to engage at all. In that case, it's best to shorten the time you spend on downtime and give their actions a one-sentence description. If other players want a deeper downtime experience, consider extending game sessions or running side sessions for just those players.

Campaigns without Downtime

There are two ways you might end up with a game that has no downtime: no time and no interest. In the first, the story moves along so quickly that the PCs don't really have time to engage with downtime. Think of it like a breakneck action movie, where the characters barely have time to breathe before they're on to the next challenge, and even the end of an adventure is a cliffhanger.

In the second, you and the other players just don't care about downtime at all. It doesn't interest you. In this case, just summarize what happens between adventures and skip using any downtime rules.

If you skip downtime, you might not need to adjust your game. The money PCs can earn during downtime is minor compared to what they can gain through adventures. However, the PCs will have less choice in what items they get if they don't Craft or earn extra money to buy items.

Long-Term Goals

Downtime is more satisfying when the PCs work toward longterm goals rather than perform disconnected tasks. You can ask players what their PCs' goals are, and also look for storylines they're interested in that you can use as seeds for long-term goals. Long-term goals might include running a business, befriending their starship's artificial intelligence, establishing an arcane academy, returning a species from the brink of extinction, running for political office, or becoming a pop star. If players don't have clear ideas for their goals, look at their backgrounds, NPCs they know, and things they've expressed interest in during adventures to develop some suggestions. Remember that you're not trying to get them to accept your exact suggestions but to pick a goal they really like.

Long-term goals should shape the game, and reinforcing their progress is key. Show changes, good and bad, that result from the PCs' efforts, both in downtime and on their adventures if applicable. This doesn't have to be subtle! You can directly say, “You've been trying to get an audition with a media label, but the infosphere gossip campaign orchestrated by your rival diva means nobody's calling you back.”

Think ahead in stages. For instance, if a PC wants to be a pop star, you might have them...
  • Start by performing on the infosphere as a virtual avatar.
  • Get enough fans that you plan a live show.
  • Sell so many tickets you book another concert at a bigger venue.
  • Get a small but loyal following.
  • Sign with a media label.
  • You're invited to perform with Strawberry Machine Cake as the opening act in their upcoming galactic tour!

And so on. You can deliver each of these details through a little vignette. For example, if you use the fifth bullet point, you might describe the bodyguards, manager, and other label staff as NPCs in later downtime activities or skill encounters. Downtime goals are a great way to weave the PCs' agency into the story.

Success and Failure

Success at a reasonable long-term goal should be likely, but not guaranteed. Give the player an expectation of how likely their goal is to work out based on how ambitious it is. Be clear about how much downtime it will take compared to the amount of downtime you expect the party will get during your campaign. Then, let the player decide how to commit their downtime and to which tasks.

Repeated failures or outside problems could lead to the whole goal failing. It happens! But give the player a fair chance. Even if their goal is really hard to achieve—like driving the undead out of Eox—there's a chance they might find a way. Don't undermine their efforts or ideas, but do make clear the magnitude of the task they've chosen. Remember that even if a goal fails, the effort was worthwhile, and the PCs might still achieve smaller successes along the way that open up new goals. For instance, the PCs might not succeed at driving all the undead out of Eox, but in the process, they might discover part of a powerful ritual that might restore the planet's ecosystem and allow living beings to thrive without environmental protections, if it can somehow be reassembled.

A failure or a success at a long-term goal can be a major emotional beat for the character. They've changed the world, after all! Don't shortchange it just because it happened in downtime. In fact, because it might have taken place over multiple sessions, the player might have been looking forward to the results for a really long time!

Playing Out a Downtime Day

At the start of a given day of downtime, have all the players declare what their characters are trying to accomplish that day. You can then resolve one character's efforts at a time (or group some characters together, if they're cooperating on a single project). Some activities, such as Earning Income, require only a simple roll and some embellishment from you and the player. Other activities are more involved, incorporating encounters or exploration. You can call on the players to play out their downtime activities in any order, though it's often best to do the simplest ones first. Players who aren't part of a more involved activity might have time to take a break from the table while the more complex activities are played out.

Characters can undertake their daily preparations if they want, just as they would on a day of exploration. Ask players to establish a standard set of preparations, and you can assume the characters go through the same routine every day unless their players say otherwise.

Cooperation

Multiple characters can cooperate on the same downtime task. If it's a simple task that requires just one check, such as a party Subsisting as they await rescue on a wild planet in the Vast, one character rolls the necessary check while everyone else Aids that character. If it's a complex task, assume all of them are working on different parts of it at one time, so all their efforts count toward its completion. For example, a party might collaborate to build a starship, with one character drawing up blueprints, one scavenging for parts in junkyards, and the other working on the ship's computer systems.

Checks

Some downtime activities require rolls, typically skill checks. Because these rolls represent the culmination of a series of tasks over a long period, players can't use most abilities or spells that manipulate die rolls, such as activating a magic item to gain a bonus or casting a fortune spell to roll twice. Constant benefits still apply, though, so someone might invest a magic item that gives them a bonus without requiring activation. You might make specific exceptions to this rule. If something could apply constantly, or so often that it might as well be constant, it's more likely to be used for downtime checks; for instance, Assurance could apply.

Longer Periods of Downtime

Running downtime during a long time off—like several weeks, months, or even years—can be more challenging. However, it's also an opportunity for the characters to progress toward long-term plans rather than worrying about day-today activities. Because so much time is involved, characters don't roll a check for each day. Instead, they deal with a few special events, average out the rest of the downtime, and expend any resources, such as crafting materials.

Events

After the characters state what they want to achieve in their downtime, select a few standout events for each of them— usually one event for a period of a week or a month, or four events for a year or longer. These events should be tailored to each character and their goals, and they can serve as hooks for adventures or plot development. A character using Perform to Earn Income could produce a livestream for a local idol whose producer had to go offworld (who end up so impressed that they give the party their next quest). Someone using Crafting might get a lucrative commission to craft a special item (that turns out to be the key to an alien starship in the next session). A character with Lore might have to research a difficult problem (uncovering signs of an impending cataclysm that will need the PCs to act if it's to be averted).

PCs who want to do things that don't correspond to a specific downtime activity should still experience downtime events; you just choose the relevant skill and DC. For example, if a character intends to build a computer, you might decide constructing the machine and setting system preferences once construction is finished are major events. The first could be a Crafting check, and the second a Computers check.

Average Progress

For long periods of downtime, you might not want to roll for every week, or even every month. Instead, set the level for one task using the lowest level the character can reliably find in the place where they spend their downtime (see Difficulty Classes for more on setting task levels). If the character fails this check, you might allow them to try again after a week (or a month, if you're dealing with years of downtime). Don't allow them to roll again if they succeeded but want to try for a critical success, unless they do something in the story of the game that you think makes it reasonable to allow a new roll.

The events you include during a long stretch of downtime should typically feature higher-level tasks than the baseline. For instance, a character Earning Income with Piloting for 4 months might work at a port doing 1st-level tasks most of the time, but have 1 week of 3rd-level tasks to account for busy periods. You'll normally have the player roll once for the time they spent at 1st-level tasks and once for the week of 3rd-level tasks.

Tasks and Events

Players will often look to you for tasks they might take on during downtime, especially if they're looking to Earn Income. You should also interject special events to surprise your players and add interesting scenes. If you need some quick ideas for tasks characters might offer a PC, look at the tables below for inspiration. The Earn Income tasks are arranged with tasks appropriate for low-level PCs first, but most can be adapted to the level you need. For the events, you might need to “zoom in” to focus on a special scene or even a short encounter or adventure.

Earn Income Tasks
Art, Library, Other Educational Lore
Work at a library, museum, or school
Compile information on another world for an expedition
Conduct lectures on the infosphere
Acquire a rare object that predates the Gap for a collector
Augmentation Lore
Try to develop new augmentations or refurbish old ones
Volunteer to try experimental augmentations
Help patients get used to their new augmentations
Cooking Lore
Compete in a cooking competition
Livestream cooking tutorials on the infosphere
Find rare alien ingredients that can't be synthesized
Corporate Lore
Get an entry-level job at a major corporation
Become a recruiter or manager for a major corporation
Conduct corporate espionage for the highest bidder
Crafting
Make handicrafts to sell on the infosphere
Sew a costume for an influencer going to a convention
Scavenge a local junkyard for working electronics
Gambling Lore
Get lucky in a casino
Run a betting pool for a local brutaris league
Operate a site that buys, opens, and sells collectibles
Infosphere Lore
Work as an IT professional helping people with tech
Find deals on the infosphere and resell the items for profit
Create, host, or administrate content on the infosphere
Legal Lore
Clear some minor red tape
Bring a corporation to justice through the legal system
Find loopholes in an EULA written by a devil
Life Science Lore
Help care for exotic animals at a local shelter
Give a lecture at a local university about xenobiology
Develop a new painless way to install a specific biotech augmentation
Mining Lore
Work a shift in a local crystal mine
Determine the exact composition of a composite starmetal
Help develop a plan to mine out a newly discovered asteroid
Performance
Play vidgame theme songs on a street corner
Livestream on the infosphere
Get a gig as a backup singer for a pop star
Piracy Lore
Sell shipping information to local pirates
Smuggle and sell stolen goods without getting caught
Recognize crew emblems and recall the history of piracy
Sports Lore
Become a player in a professional brutaris league
Sell merchandise or scalp tickets in front of a sports arena
Help condition and train athletes
Underworld Lore
Track down stolen items or missing people
Make a deal with the head of a crime syndicate
Smuggle a shipment of pirated goods into a port
Vidgame Lore
Livestream games as a professional vidgamer
Design, develop, and program your own vidgame
Charge for "gear runs" to help people beat a popular game
Warfare Lore
Teach a doshko fighting class at a dojo
Join one side of a conflict as a mercenary or gun for hire
Train fleet officers in military maneuvers and stratagems
Downtime Events
Craft or Earn Income (Crafting)
A shipment of important materials is delayed, and the PC must track it down.
The PC creates a superlative work, which draws the attention of a collector or thief.
Create a Forgery (Society)
The legal format the PC is attempting to mimic gets changed, and they must adjust.
A mysterious benefactor gifts the PC special information but suggests they’ll ask for a favor later to reciprocate.
Earn Income (General)
A fussy client demands dramatic changes throughout the process.
An accident at a work site puts someone in danger.
Something the PC is working on becomes a fad or hit—demand skyrockets!
A tourist is impressed with the PC’s work and offers them a more lucrative task on a faraway planet.
Conditions on the job site are abysmal, and other workers ask the PC to join them in confronting the corporation.
Earn Income (Performance)
The PC launches their debut tour, becoming busier and more popular than ever!
A popular infosphere channel finances a special performance but demands some changes to the contents.
One of the PC’s fellow performers doesn’t show up, but the show must go on!
Subsist (Survival)
Over a long time subsisting in a single area, the PC finds a rare berry or herb that could be useful for making a new medicine.
The PC finds signs indicating some large creature has been foraging as well—possibly a monster.
Program (Computers)
An update to your computer systems makes your program unstable on any system connected to the infosphere.
You need help finishing a program, and the only programmer willing to help has a shady background.
A megacorporation steals your idea and demands you cease your operations unless you can prove the computer program was stolen.
Buy and Sell Items
The PC buys or sells a stolen item and is pursued by the organization looking to get it back at any cost.
A vendor sells the PC a dangerous fake item.
An online vendor has the item the PC wants but won’t ship it, requiring them to pick it up and smuggle it back home.
Retrain
Tapping into new magical powers inflicts a curse or creates an odd phenomenon.
The vids the PCs have been using to train were fraudulent and resulted in an injury during their physical training.

Items

After an adventure yields a windfall, the characters might have a number of items they want to sell. Likewise, when they're flush with currency, they might want to stock up on gear. It usually takes 1 hour of downtime to sell off a few goods or shop around to buy a couple items. It can take longer to sell off a large number of goods, expensive items, illegal goods, or items that aren't in high demand.

An item can usually be purchased at its full Price and sold for half its Price. Supply and demand can affect these numbers, but only occasionally. However, the game leaves it up to you to determine what items the PCs can and can't purchase and the final market Price for them. Settlements the size of a town or bigger typically have at least one vendor for basic, common gear, and even magic and pharmaceutical items of 1st level. Beyond that, it all depends on how much you want to allow the players to determine their abilities and how much verisimilitude you want in your game. If the settlement has access to a planetwide infosphere, it's usually possible for your PCs to find what they need that way, even if it takes 1-2 days for their item to be delivered via courier or drone. You can set the specifics where you need, but let's look at three possibilities.

PCs can buy what they want where they want. You gloss over the details of markets. PCs can sell whatever they want for half the Price and buy any item to which they have access at full Price. This approach is focused on expediency over verisimilitude and is likely to reduce the number of unusual or distinctive items the PCs have, as many players seek out the ones that most directly support their characters' strengths. This still means there's a limit on purchasing uncommon or rarer items, but you could even do away with rarity if your group wants, or add a surcharge instead (depending on your group's play style, that could be anywhere from 10% to 100% for uncommon items, and 25% to 500% if you also want to open up all rare items).

PCs can buy what they want but must put in additional effort. If they want to sell or buy items, PCs must be in a location where the markets can support that. They can usually sell a single item for half its Price, but the Price for selling something already plentiful on the market could be as low as 25% (or they can ship it to a buyer in another market, if they can find one, making 40% of the item's Price after paying for shipping). Buying an item usually costs the full Price; buying higher-level items (or uncommon items if they're available at all) requires seeking out a special vendor or NPC and can take extra time, representing getting the item shipped to the PCs. They might be unable to find the item at all even after their time investment, based on the settlement's parameters. This approach allows PCs to determine some of their items, but it forces them to really work to get more powerful items and discourages looting every enemy to sell off fairly ordinary armor. This can be the most work for you but can make the world feel diverse and complex.

High-end markets are rare or nonexistent. PCs get what they find in adventures and can Craft their own items, if you allow them to get formulas in some way. If you have high-end marketplaces at all, their selections are small. They sell items at full Price and have difficulty attaining the funds to buy more items. They might purchase items for half of the Price but are far more selective about what they take. If you use this approach, PCs are far more likely to use strange items they find but might be dissatisfied or even underpowered depending on what items you give them. Even in this style of game, you might want to allow them to get upgraded weapons and armor fairly easily, or make sure you award those on a regular basis.

Universal Polymer Base Conversion: You can reduce the amount of time it takes for PCs to sell items by allowing PCs to reduce the items to UPBs. These services can be found at most major settlements and allows the conversion of any tech gear into its base components, resulting in 50% of the equipment's value in UPBs. You might lower the redeemed value up to 10% to represent the cost of using the facilities or the material lost in the process. Magitech and magic gear will only give up to 25% of the item's value, as most of the cost of those items is in the magic that's lost in the process of converting the items to UPBs.

Money in Downtime

While the amount of credits the PCs can earn during short periods of downtime is significantly less than the value of the loot they gain while adventuring, it can still serve as a satisfying bonus. The PCs might use their credits to outfit themselves better, donate it toward a good cause, or pool it together to save for a major purchase. If you find that a PC tends to forget about their credits or save it up more cautiously than they really need to, offer them rewarding opportunities to spend it. For instance, they might be approached to contribute to a charity in desperate need or sponsor an artist looking for a patron.

Investments

The downtime system isn't meant to deal with investing credits, receiving interest, or the like just to make more credits. Rather, investing should result in changes in the universe. PCs might invest in founding a museum and find on their return that the collection has grown. If they fund an expedition, they might get access to interesting trade goods later on.

When characters are investing in a major endeavor, the amount of in-world time invested often matters more than the credits. While spending additional credits greatly increases the efficiency of Crafting an item, you can't build a shopping mall in a day just because you have enough money to pay for the whole process. Downtime is a good opportunity for characters to start long processes that can continue in the background as the PCs adventure, provided they can find a trustworthy, competent person to run things in their stead.

Money During Long Periods of Downtime

If the PCs have a very long time between adventures, especially years, they have the opportunity to collect a great deal of credits through downtime. Use the guidelines for average progress and the Cost of Living table to figure out how much they get. Because you're trying to convey that a long time has passed, have them spend it before you jump to the end of downtime. What did they invest in during those years? What drew their interest? Did their fortunes rise or fall? Did they acquire interesting objects or hire compelling people? Consider this expenditure another way to show how the PCs impact the universe.

Cost of Living

Tracking cost of living is usually best reserved for months or years of downtime since that's when someone might earn a substantial amount of money from downtime activities and find that costs really add up. You can usually ignore it if there are only a few days of downtime, though if a PC is roleplaying a fine or extravagant lifestyle, you might charge them during even short periods of downtime to reinforce the story they're telling. For short periods of downtime, characters are usually just passing through a settlement or spending a bit of time there. You can use the weekly cost of living listed in the Cost of Living table and divide by 7 to determine the combined prices of hotel rooms and meals per day. Deduct these costs from a character's funds after they gain any credits from their other downtime activities.

A character can live off the land instead, but each day they do, they typically use the Subsist activity to the exclusion of any other downtime activity.
Cost of Living
Standard of LivingWeekMonthYear
Subsistenceno costno costno cost
Comfortable10 credits40 credits400 credits
Fine300 credits1,300 credits16,000 credits
Extravagant1,000 credits4,300 credits52,000 credits

Long-Term Rest

Each full 24-hour period a character spends resting during downtime allows them to recover double what they would for an 8-hour rest. They must spend this time resting in a comfortable and secure location, typically in bed.

If they spend significantly longer in bed rest—usually from a few days to a week of downtime—they recover from all damage and most nonpermanent conditions. Characters affected by diseases, long-lasting poisons, or similar afflictions might need to continue attempting saves during downtime. Some curses, permanent injuries, and other situations that require magic or special care to remove don't end automatically during long-term rest.

Retraining

The retraining rules allow a player to change some character choices, but they rely on you, as the GM, to decide whether the retraining requires a teacher, how long it takes, if it has any associated costs, and if the ability can be retrained at all. It's reasonable for a character to retrain most choices, and you should allow them. Only choices that are truly intrinsic to the character, like a mystic's connection, might be off-limits without extraordinary circumstances. Consider what effort each PC puts forth as they retrain, so you can describe how they feel their abilities change. What kind of research and practice do they do? If they have a teacher, what advice does that teacher give?

You can run a campaign without retraining if you want the PCs to be more bound by their decisions or are running a game without downtime. However, if your campaign doesn't use downtime rules but a player really regrets a decision made while building or leveling up their character, you might make an exception for them by letting them simply change the decision.

Some players enjoy making retraining into a story. Use NPCs the character already knows as teachers, have a character undertake intense research at a university, or ground the retraining in the game's narrative by making it the consequence of something that happened to the character in a previous session.

Time

Retraining a feat or skill increase typically takes a week. Class features that require a choice can also be retrained but take longer: at least a month, possibly more. Retraining might take even longer if it would be especially physically demanding or require travel, lengthy experimentation, or in-depth research, but usually, you won't want to require more than a month for a feat or skill, or 4 months for a class feature.

A character might need to retrain several options at once. For instance, retraining a skill increase might mean they have skill feats they can no longer use, and so they'll need to retrain those as well. You can add all this retraining time together, then reduce the total a bit to represent the cohesive nature of the retraining.

Instruction and Costs

that the character works with an instructor or undertakes special research. If you want, you can entirely ignore this aspect of retraining, but it does give an opportunity to introduce (or reintroduce) NPCs and further the game's story. You can even have one player character mentor another, particularly when it comes to retraining skills.

You don't have to use teachers, but it gives you a great way to introduce a new NPC or bring back an existing one in a new role. The role of a teacher could also be filled by communing with the cosmos for a solarian, training with the military for the soldier, and so on. The important part is the guidance gained from that source.

Any costs to retraining by using an NPC should be pretty minor—about as much as a PC could gain by Earning Income over the same period of time. The costs are mostly there to make the training feel appropriate within the context of the story, not to consume significant amounts of the character's earnings. A teacher might volunteer to work without pay as a reward for something the character has already done or simply ask for a favor in return.

Extreme Retraining

By the default rules, PCs can't retrain their class, ancestry, background, attribute modifiers, or anything else intrinsic to their character. However, you might be able to find a way to make this happen in the story, going beyond the realm of retraining and into deeper, narrative quests. Class and attribute modifiers are the simplest of these changes to justify, as they could come about solely through intense retraining. Especially at low levels, you might let a player rebuild their character as a different class, perhaps starting by retraining into a multiclass dedication for their new class and swapping into more feats from that dedication as partial progress toward the class change. Just be mindful that they aren't swapping over to switch out a class they think is great at low levels for one they think is stronger at high levels, or constantly swapping classes to chase a new play style. Retraining a class or ability modifiers should take a long time, typically months or years.

Changing an ancestry or heritage requires biohacking or magic, such as reincarnation into a new form. This might take a complex ritual, exposure to experimental biotechnology, or the intervention of a deity. For instance, you might require an ysoki who wants to be a shirren to first become trained in Shirren Lore, worship Hylax, and eventually do a great service for a shirren colony to get a divine blessing of transformation.

Retraining a background requires altering the game's story so that the events the PC thought happened didn't. That can be pretty tricky to justify! One easy scenario is that they had their memory altered or replaced with memories from another timeline and need to get it restored to reveal their “true” background—the new retrained background. They might also be revealed as a clone or parallel self from another reality.

Of course, in all these cases you could make an exception and just let the player make the change without explanation. This effectively acknowledges that you're playing a game and don't need an in-world justification to make certain retroactive changes. Or the justification could be something the player is unaware of until later, potentially tying the retraining into the larger ongoing themes of the campaign. It might be easier, or require less suspension of disbelief, to ask the group to adjust their ideas of what previously happened in the game—retconning events—than to create an in-world justification for something like an ysoki turning into a shirren via magic or a technomancer becoming a witchwarper via reality hopping.