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.