Downtime actions are actions your players can take during a down time, they serve to condense a great deal of time and RP into a few avenues of narrative and mechanical resolution. As a GM you decide what down time actions are available in a given opportunity. For instance look for love might not be available on the sci-fi horror filled space station. When you create a down time each player picks a down time to pursue, players cannot pick the same down times excluding background downtimes. There is no set amount of time for a down time as GM you decide how long a down time is and what actions are possible within it. To represent longer periods of time you may allow each player to take multiple downtime actions. Below are suggested downtime options to give you an idea of intended balance and outcomes; however once you are comfortable, have fun experimenting and creating your own downtime actions by adapting these or providing wholly new options.
| Downtime Action | Description |
|---|---|
| Practice a Language | DS5 knowledge test, if you succeed you may speak a language passably but have 2ds penalty to social skill tests in that language until next down time action. |
| Train a Skill | +1 bonus die on a skill of your choice for 1 scene or encounter. |
| Gather Intel | Subterfuge test to gain a hint about the story. |
| Recruit Allies | Persuasion skill test to gain allies, number of successes equals a mob of that many members, die results of six can be exchanged for an NPC. |
| Look for Love | You and the GM roll a contested attribute test using attributes of your choice. |
| Unlock Artifact | Solve a puzzle to roll on the artifact table. |
| R&R | You may refresh all abilities and gain +1 to die result for refresh test until next down time action. |
| Run an Organisation | Roll an organisation test, elect a DS, you gain a number of CS per success based on your elected DS. GM rolls the same number of die as you, if they exceed your roll you lose that much CS rather than gain it. |
| Source Backing | Find a new you backer, before they back you they will ask you to complete a task for them. |
| Reflect | Gain 1 XP. |
| Manufacturing | Add +rank bonus die to all manufacturing tests. |
| Search the Shop | Find a shop selling what you want, if no shop is found gain a Chronicle Point instead. |
| Seek Treatment | You locate someone that can heal your conditions, but you must compensate them in some way. They will accept money at treatment cost rate or they may demand something in return. |
| Mining | Use an Excavation rig on an owned vehicle to gather minerals as it describes. In addition, add +rank bonus die to your roll. |
| Harvest | Use a Harvester rig on an owned vehicles to gather Organics as it describes. In addition, add +rank bonus die to your roll. |
| Approach Hirelings | You may hire mobs and NPCs. GM decides cost and capabilities of hirelings. |
| Moonlight | Roll an attribute test of your choice. You gain a number of 100CS per success based. |
| Party |
Everyone in the party rolls:
|
| Study | Gain rank bonus die to knowledge skill tests until next rest. |