Downtime Actions

Actions taken in downtime are the primary method through which a character can influence the world in a substantial way.

Each player character participating in downtime has three actions they can take during the period between sessions. A reminder for Base Commanders - for those with this role, at least one of their actions must be a Base Commander Action in each period.

Players who have missed two or more consecutive sessions are unable to submit downtime actions.

Checks

Downtime actions will typically involve one or more checks, and may involve multiple characters.

Each check will be attempted by one character at a time, starting with the highest skilled and continuing down the line until either the check has been successful, there has been a botch, or there are no characters remaining who can make the attempt. Other characters present may contribute cards to any checks being made and we will assume that they are doing so unless it has been explicitly said in their downtime form that they are not. This is particularly important to note as card expenditure does not refresh between downtime actions; therefore if a character is doing two actions in the downtime period which rely on the same proficiencies, they may wish to reserve some cards from the first action for use in the second.

If a character is seeking to sabotage an action, they must indicate how they are doing this and with which of their skills. Depending on their choices, one of their unhelpful cards will be added to either all attempts at one check, or the first attempt at each of the different checks. Characters who have a ‘Sabotage’ proficiency will be able to attempt this subtly, those without it are far more likely to be caught out.

  • Dave, Dozy, Beaky, Mick & Tich are attempting to explore and survey a new area of land. Two or three checks will be needed; Scout or Explore to find the place, Survey to identify what is there, and a potential third check may be needed depending on what is found.

    Check One: Finding and travelling to the land.

    • Dave and Mick have the Scout proficiency at levels 3 and 2, and Dozy has the Explore proficiency at level 2.

    • Dave is the highest skilled so attempts this check first, adding one of his Scout cards. Mick also adds a Scout card, and Dozy adds an Explore card.

    • Despite all the good cards, Dave draws two +0 cards for a failure (but not a botch - if he had botched, no further checks could be made)

    • Mick attempts the check next. He and Dozy are out of cards, but Dave adds his remaining Scout card.

    • Mick draws a +0 and +2, making this check a success.

    • If Mick had failed, Dozy could still have attempted the check but without the benefit of any cards being played in as no character had any left.

    As the check was successful, the group manage to navigate to the place they want to survey and do not encounter any hardships along the way.

    Check Two: Surveying

    • Beaky and Tich have the Survey skill, both at level 3.

    • Beaky goes first, and both he and Tich play into the check.

    • Beaky draws a +1 and +2, making this check a good success (defined as a total of 3+)

    The surveyors map out the properties and resources available, and also find a supply pod dropped by the Unity! They open it and find a cache of energy pods which they split between the group.

    No third check is required for this survey. If the surveying check had gone poorly, it is possible that they might have disturbed some native life and needed to make an additional check using proficiencies such as Animal, Xenobiology, Xenofungus or Exterminate.

Support

Support for downtime actions can be provided by NPCs. In the main these will be NPCs that a character has purchased through proficiencies such as Ally or Follower, or may be able to leverage through the I Know A Guy advantage. Purchased NPCs participating in this way will typically be able to provide the support of a single proficiency at mid-level, both making checks and contributing cards.

It is also possible for PCs to seek the help of played NPCs they have met in session as well, who may have a stronger or more well-rounded skillset. Such help will almost always have a cost, which will be cheaper if the action fits with the NPC’s ideologies and goals, and more expensive if not.

However, a downtime form should never assume the help of a played NPC unless a bargain has been made for their help - and we will need a brief summary of that bargain so that we can confirm it with the relevant member of the crew.

Types of Downtime Action

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