Downtime and Recovery
Last updated: 2/9/2026
Between firefights, smuggling runs, and faction conspiracies, characters need time to heal, train, maintain equipment, and pursue personal goals. Downtime is the best opportunity for characters to pursue special goals that stray from the main storylines to round out their characters and shape their story in ways that cannot be done on the "main path."
How you spend downtime determines whether you enter the next crisis prepared or scrambling. Rest restores health and clears exhaustion. Training improves skills and unlocks techniques. Crafting repairs damaged gear and creates new equipment. Faction work builds relationships that open doors credits cannot.
Downtime is not meant to supplement the game story hooks and should not be used as a method to "min/max" characters or "power game." The below are general guidelines for the GA to determine how to proceed with downtime activities and general improvements sought by the typical player, so that they have a solid framework with which to determine fair prices, effort, and rewards.
Every hour of downtime is an investment so choose wisely but have fun!
16.1 Time Units and Phases
Downtime operates on larger time scales than combat or active missions.
Time Terminology
Scene: A scene is simply to describe a short-term event in which all or some of the players participate in a specific task or combat. This can last minutes or a few hours.
Narrative Phase: Several hours to one day – An hour is generally considered to be based on Earth/Mars for planets that are generally human populated, as time has been normalized to match as closely to the home planets.
- Used for: Short rest, basic repairs, local travel, market interactions
- Duration: Flexible based on story needs
Cycle: Anywhere from 3 days to one in-game week depending on sector (GA discretion)
- Used for: Training techniques, extended crafting, medical treatment, short-term faction work
- Duration: Enough time for meaningful progress
Session: 2-4 cycles, often aligned with real-world play session
- Used for: One complete mission arc, side quest, or extended downtime period
- Duration: Long enough for character development
Arc: Major storyline composed of several sessions
- Used for: Campaign milestones, faction betrayals, personal character arcs
- Duration: Multiple real-world sessions
Interlude: Narrative bridge or montage
- Used for: Fast-forwarding time, handling logistics, running background tasks
- Duration: Variable, GA discretion
Tracking Downtime
Players should clearly record:
- What action was taken
- Duration required
- Credits or materials spent
- Skill checks involved
- Long-term effects gained
GAs may use tracking sheets or digital tools to help players visualize progress toward long-term goals.
16.2 Rest and Recovery
Rest restores physical and mental resources, clearing injuries and fatigue accumulated during missions.
Full Rest (Safe Conditions)
Requirements:
- Secure, comfortable shelter (ship cabin, hotel, safehouse)
- Adequate food and water
- No combat or environmental threats
- One full Narrative Phase minimum
Effects:
- Restore all HP to maximum
- Restore all Energy to maximum
- Clear all Exhaustion points
- Remove minor status conditions (Stressed, minor Poisoned)
- No roll required
Partial Rest (Uncomfortable Conditions)
Requirements:
- Unstable shelter (derelict ship, cave, public space)
- Limited food/water
- Some environmental stress
- One Narrative Phase
Effects:
- Restore 50% maximum HP
- Restore 50% maximum Energy
- Must pass TD 6 Spirit check or minor conditions persist
- Exhaustion reduced by 1 point only
Failure (Spirit Check):
- Gain 1 additional Exhaustion point
- Minor conditions worsen
- Partial rest provides no benefit
No Rest (Hostile Conditions)
Conditions:
- Active pursuit or danger
- Extreme environmental hazards
- No shelter or resources
- Cannot safely stop
Effects:
- No HP or Energy recovery
- Exhaustion increases by 1 every 12 hours
- Ongoing conditions worsen
- Physical and mental deterioration
Consequences of Extended Sleep Deprivation:
- At 3 Exhaustion: -1 to all Trait dice
- At 4 Exhaustion: Character Staggered, cannot recover Energy naturally
- At 5 Exhaustion: Character loses all Energy during Combat, Health reduced to 1
- At 6 Exhaustion: Character collapses and is considered downed and is at risk of dying
16.3 Medical Treatment and Healing
Serious injuries require professional medical intervention beyond simple rest.
Professional Medical Care
Basic Medical Treatment (Tier 1 Access):
- Cost: 250-1,000 credits per visit
- Services: Injury stabilization, minor surgery, infection treatment
- Recovery time: 1-3 days
- Removes: Bleeding, Poisoned (minor), minor injuries
Standard Medical Procedures (Tier 2 Access):
- Cost: 1,000-5,000 credits per procedure
- Services: Major surgery, organ repair, trauma response
- Recovery time: 3-7 days
- Removes: Major injuries, severe Poisoned, chronic conditions
Advanced Medical Intervention (Tier 3 Access):
- Cost: 5,000-25,000 credits per treatment
- Services: Cybernetic repairs, genetic therapy, consciousness restoration
- Recovery time: 1-2 weeks
- Removes: Critical injuries, permanent damage (sometimes), complications from augmentation
Field Medicine
When professional care is unavailable, characters with Medicine skill can provide treatment.
Emergency Stabilization: Medicine check TD 6
- Success: Remove Bleeding, stabilize dying character
- Failure: Condition persists
- Can be attempted once per injury
Improvised Surgery: Medicine check TD 8
- Success: Restore 2d6 HP, remove one major injury
- Failure: No benefit, materials consumed
- Critical Failure (minimum roll): Worsen condition, additional 1d6 damage
- Requires medical supplies and clean environment
Long-Term Care: Medicine check TD 10
- Success: Patient recovers +1d6 HP per day of care
- Failure: Standard recovery only
- Requires medical supplies and time investment
Natural Recovery Without Medical Access
Minor Injuries (Bleeding, bruises, minor wounds):
- Recovery time: 2-3 days with basic rest
- No special treatment required
- May leave scars or complications
Major Injuries (Broken bones, serious trauma, deep wounds):
- Recovery time: 1-2 weeks minimum
- Disadvantage on physical actions until healed
- Risk of permanent complications without treatment
Critical Injuries (Organ damage, severe trauma, near-death):
- Recovery time: 3-4 weeks minimum
- May cause permanent damage (-1 maximum HP, skill penalties)
- Death possible without proper medical intervention
16.4 Training and Advancement
Characters improve through dedicated training during downtime. Note that the max a skill may be improved is by 3. An improvement of 4 or more is GA discretion or for special circumstances as an advisement to the GA.
Skill Training
Improving Existing Skills:
| Target Bonus | Cost | Time | Requirements |
|---|---|---|---|
| +1 | 10,000 C | 1 week | Basic instruction or practice |
| +2 | 30,000 C | 2 weeks | Professional trainer or extended practice |
| +3 | 60,000 C | 1 month | Expert instructor and intensive training |
| +4 or higher | Variable | Extended | Story-based, exceptional circumstances |
Process:
- Declare skill to train
- Locate appropriate instructor or training facility (Investigation TD 8)
- Pay costs and commit time
- No roll required—training automatically succeeds given time and resources
Training Modifiers:
- Self-taught (no instructor): Time doubled
- Exceptional instructor: Cost +50%, time -25%
- Group training (3+ students): Cost -20% per person
Learning New Intellect Skills
- Cost: 20,000 credits
- Time: 2 weeks
- Requirements: Access to training materials or instructor
Characters may learn new Intellect skills beyond their initial selection. Each skill requires separate training period and cost. Characters may only add one additional intellect skill.
Available Skills:
- Academic: History, Linguistics, Cryptography, Planetary Science, Law
- Scientific: Engineering, Chemistry, Medicine
- Practical: Piloting/Navigation, Demolitions, Surveying, Programming, Commerce
Technique Learning
During Level-Up: Spend Technique Points as normal (see Section 7.0)
Through Downtime Purchase:
- Cost: 5,000 credits per TP equivalent of technique
- Time: 1 cycle per technique level
- Requirements: Meet level prerequisites, access to trainer or manual
- Limits: Cannot bypass level requirements
Learning Techniques from Other Jobs: Available starting at Level 5:
- Must meet all prerequisites
- Costs doubled (10,000 credits per TP equivalent)
- Requires narrative justification or trainer from that job
- Limited to one additional job tree
Trait Advancement
Trait die may also be improved, but only one die may be improved per Character as a general rule of thumb.
Improving Trait Dice:
| Current Die | New Die | Cost | Time | Requirements |
|---|---|---|---|---|
| d4 | d6 | 20,000 C | 2 months | Extended intensive training |
| d6 | d8 | 40,000 C | 3 months | Expert coaching, facilities |
| d8 | d10 | 80,000 C | 4 months | Master-level instruction |
Process:
- Only one Trait can be improved per downtime period
- Training cannot be interrupted—breaks reset progress
- Must have access to appropriate training regime
- Represents fundamental character growth
Training Locations:
- Combat: Military facilities, fighting gyms, mercenary companies
- Wisdom: Monasteries, survival schools, meditation centers
- Intellect: Universities, research stations, engineering guilds
- Charisma: Diplomatic academies, performance schools, negotiation workshops
16.5 Crafting and Equipment Maintenance
Downtime is essential for maintaining gear and creating new equipment. Crafting rules below are given as a basic structure and may be adjusted to each game. The rules in the crafting section rule all when conflicts exist.
Routine Maintenance
Equipment Maintenance: Costs and procedures detailed in Section 11.0 Crafting and Repair
Typical Maintenance Schedule:
- After every combat: Check all used equipment
- Every 10 flight hours: Ship system inspection
- Weekly: Routine gear inspection and cleaning
- Monthly: Comprehensive overhaul
Neglecting Maintenance:
- Equipment accumulates additional Wear Points
- Malfunction chance increases
- Catastrophic failures more likely
- Repair costs increase significantly
Crafting Projects
Characters may undertake crafting projects during downtime:
Simple Items (Basic Complexity):
- Time: 1-4 hours per item
- Can complete multiple per Narrative Phase
- Examples: Ammunition, basic tools, simple repairs
Moderate Projects (Advanced Complexity):
- Time: 4-12 hours per item
- One per Narrative Phase typically
- Examples: Weapons, armor, electronics
Major Projects (Masterwork Complexity):
- Time: variable
- Requires multiple cycles
- Examples: Custom equipment, specialized systems
Ongoing Projects:
- Characters may work on long-term crafting across multiple downtime periods
- Track progress and components invested
- Can abandon project but lose invested resources
Batch Crafting
During extended downtime, characters may craft multiple items:
Requirements:
- Workshop or better facility
- All components available
- Uninterrupted time
Benefits:
- Craft up to 10 Basic items simultaneously
- Time: 150% of single item (not linear multiplication)
- All items succeed or fail together
16.6 Faction Work and Reputation Building
Downtime provides opportunities to improve faction standing through dedicated service.
Faction Missions
Short Missions (1 Narrative Phase):
- Simple deliveries or pickups
- Basic security work
- Information gathering
- Standing gain: +2 to +5
Standard Missions (1 Cycle):
- Escort or protection contracts
- Facility security
- Investigation work
- Standing gain: +5 to +10
Extended Contracts (2-3 Cycles):
- Long-term assignments
- Deep cover operations
- Major construction or recovery
- Standing gain: +10 to +20
Passive Faction Activities
Regular Contact Maintenance:
- Cost: 100-500 credits per cycle
- Effect: Prevents standing decay, maintains visibility
- Time: Minimal (background activity)
Favor Trading:
- Provide services or information
- Gain minor standing increases (+1 to +3)
- Builds relationship over time
Public Relations:
- Advocate for faction publicly
- Wear faction colors or symbols
- Defend faction reputation
- Gain +1 standing per cycle of dedicated effort
Faction Standing Decay
Neglecting Factions:
- No contact for 3+ cycles: -1 standing per cycle
- No missions for 2+ story arcs: -5 standing
- Publicly oppose faction: -10 to -20 standing
Maintaining Multiple Factions:
- Characters can maintain 3-4 faction relationships actively
- Additional factions receive less attention (decay faster)
- Rival factions create complications (helping one may hurt another)
16.7 Personal Projects and Goals
Downtime enables pursuit of character-specific objectives beyond mechanical advancement.
Research and Investigation
Library/Database Research:
- Time: 1 Narrative Phase to 1 Cycle
- Cost: 100-1,000 credits (access fees, bribes)
- Roll: Investigation or appropriate Intellect skill vs. TD 4-10
- Outcome: Gain information, leads, or specialized knowledge
Field Investigation:
- Time: 1-2 Cycles
- Cost: Variable (travel, bribes, equipment)
- Roll: Investigation, Awareness, or Leadership vs. TD 4-10
- Outcome: Discover secrets, locate persons of interest, uncover conspiracies
Social Networking
Building Contacts:
- Time: 1 Cycle per contact
- Cost: 500-2,000 credits (social events, gifts, bribes)
- Roll: Persuasion or Leadership vs. TD 6-8
- Outcome: Gain reliable contact in specific field
Maintaining Relationships:
- Time: Minimal (background)
- Cost: 100-500 credits per cycle per contact
- Effect: Contacts remain available and helpful
Business Ventures
Establishing Business:
- Time: 2-4 Cycles setup
- Cost: 5,000-50,000 credits initial investment
- Roll: Commerce or relevant skill vs. TD 6-10
- Outcome: Passive income source (100-1,000 C per cycle)
Managing Business:
- Time: 1 Narrative Phase per cycle
- Cost: Ongoing expenses
- Roll: Commerce check determines profit/loss
Creative Pursuits
Writing, Art, Performance:
- Time: Variable
- Cost: Minimal to moderate
- Roll: Performance or relevant skill
- Outcome: Reputation gain, minor income, personal satisfaction
16.8 Extended Downtime Activities
Some activities require multiple cycles or story arcs.
Property Acquisition
Purchasing Safehouse:
- Cost: 10,000-100,000 credits depending on location and quality
- Time: 1-2 Cycles (paperwork, inspection, acquisition)
- Benefits: Secure location, storage, potential base of operations
Ship Purchase:
- Cost: 50,000-5,000,000+ credits (see Section 10.0)
- Time: 2-4 Cycles (negotiations, inspection, licensing)
- Benefits: Independence, mobility, living space
Long-Term Medical Treatment
Chronic Condition Management:
- Cost: 500-5,000 credits per month
- Time: Ongoing
- Effect: Manage or cure long-term health issues
Augmentation Integration:
- Cost: Variable (see Section 15.0)
- Time: 1-3 Cycles recovery and adaptation
- Effect: Full integration of implants or modifications
Educational Programs
University Degree:
- Cost: 10,000-50,000 credits
- Time: 1-2 years (10-20 story arcs)
- Benefits: +2 to multiple related skills, social credentials
Specialized Certification:
- Cost: 5,000-20,000 credits
- Time: 2-6 Cycles
- Benefits: Professional credentials, +1 related skill
Faction Deep Integration
Becoming Faction Officer:
- Requirements: Standing >= 80, extended service
- Time: 6+ Cycles of dedicated work
- Benefits: Authority, resources, missions, protection
Faction Betrayal Recovery:
- Requirements: Surviving betrayal consequences
- Time: 12+ Cycles of rebuilding trust
- Benefits: Potential standing restoration (never full)
16.9 Downtime Complications
Not all downtime passes smoothly. Use these complications to add tension and unpredictability.
Random Downtime Events (d20)
| d20 | Event |
|---|---|
| 1 | Credential check: Prove legality or face fines/detention |
| 2 | Stalker detected: Hostile agent following you |
| 3 | Key NPC disappears—abduction or betrayal? |
| 4 | Power outage: Comms or critical gear offline temporarily |
| 5 | Market crash: Prices spike 50-200% for next cycle |
| 6 | Emergency ship repair needed: 1,000 credit unexpected cost |
| 7 | False charges planted: Credentials flagged incorrectly |
| 8 | Disease outbreak: Quarantine imposed, cycle lost |
| 9 | Riot erupts in your district: Violence and chaos |
| 10 | Pickpocket attempt: Lose 500 credits or random item |
| 11 | Old enemy resurfaces: Confrontation imminent |
| 12 | Faction dispute: Must choose side or lose standing with both |
| 13 | Equipment theft attempt: Roll Awareness TD 6 to prevent |
| 14 | Political upheaval: Laws change, permits invalidated |
| 15 | Natural disaster: Evacuation required, property threatened |
| 16 | Mysterious benefactor: Receive 1,000 credits or valuable item |
| 17 | Lucky encounter: Meet useful contact or gain valuable intel |
| 18 | Training breakthrough: Reduce current training time by 25% |
| 19 | Market opportunity: Rare item available at 50% discount |
| 20 | Unexpected windfall: Receive 2,000 credits from unknown source |
Complication Resolution
Criminal Investigation:
- Must prove innocence or pay fines
- Takes 1 Narrative Phase to 1 Cycle
- May require Deception, Law, or Persuasion checks
Medical Emergency:
- Immediate treatment required (see medical costs)
- Interrupts current downtime activity
- May cause permanent effects if neglected
Faction Crisis:
- Immediate decision required
- May force mission interruption
- Standing changes based on response
Personal Crisis:
- Family, friend, or contact in danger
- Must choose between downtime activity and assistance
- Story consequences based on choice
16.10 Managing Multiple Characters
In games with multiple player characters, coordinate downtime to maintain group cohesion.
Group Downtime
Synchronized Activities:
- All characters rest/travel together
- Ship maintenance as group project
- Collective training (reduced costs)
Split Party Downtime:
- Each character pursues individual goals
- GA manages timelines separately
- Reconvene at agreed time/place
Downtime Pacing:
- Don't let one character's long-term project delay entire group
- Allow parallel activities
- Use montages for extended periods
Downtime Coordination
Best Practices:
- Establish common meeting point
- Set time limit for individual pursuits
- Maintain communication (when possible)
- Balance individual goals with group needs
16.11 Downtime Example
After narrowly escaping the VSU salvage fleet in the Sirius Belt, the crew of the Drift Pearl limps into Metronis Station with critical ship damage, depleted supplies, and multiple injuries. They have approximately 2 cycles (two weeks in-game) before their next contracted mission.
Kade (Pilot):
- Cycle 1: Arranges ship repairs (3,000 C, hull patching and engine tuning)
- Cycle 2: Trains Piloting skill from +2 to +3 (pays 3,000 C, studies with retired military pilot)
- Background: Maintains contact with ex-military network (200 C)
Tavi (Operative):
- Cycle 1: Full rest (recovers all HP and Energy, 300 C capsule hotel)
- Cycle 2: Purchases and installs Targeting Overlay implant (7,500 C implant + 2,000 C installation at independent surgeon)
- Background: Intelligence gathering on VSU movements (Investigation check TD 8—succeeds, learns of VSU expansion plans)
Ryker (Technician):
- Cycle 1: Batch crafts ammunition and repairs team equipment (uses 20 Basic Components, Engineering checks succeed)
- Cycle 2: Undertakes Steel Lotus Syndicate mission for standing boost (gains +8 standing, paid 1,500 C)
- Background: Maintains workshop space in lower Metronis (150 C rent)
Complication (GA rolls d20 = 11): Old enemy resurfaces—a bounty hunter working for the VSU tracks the crew to Metronis. The GA decides this confrontation will trigger the start of the next mission arc.
By the end of downtime, the crew is rested, repaired, better equipped, and slightly more skilled—but new threats emerge just as they prepare to leave.