Running Downtime
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
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
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
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
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
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
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
Checks
Longer Periods of Downtime
Events
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
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
Art, Library, Other Educational Lore |
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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 |
Craft or Earn Income (Crafting) |
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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
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
Investments
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
Cost of Living
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.
Standard of Living | Week | Month | Year |
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Subsistence | no cost | no cost | no cost |
Comfortable | 10 credits | 40 credits | 400 credits |
Fine | 300 credits | 1,300 credits | 16,000 credits |
Extravagant | 1,000 credits | 4,300 credits | 52,000 credits |
Long-Term Rest
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
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
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
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
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.