Downtime Actions
Downtime actions represent specific activities undertaken by pilots between missions. Unless the downtime takes place over an especially long period, players usually only get to make one downtime action per downtime.
Unlike skill checks, downtime actions have specific outcomes depending on whether you succeed, fail, or roll 20+, and most ask you to choose from a list of possible outcomes. Even though downtime actions aren’t skill checks, triggers can still be used to get bonuses when rolling. For example, the GET A DAMN DRINK action might benefit from Survive (alcohol tolerance), Charm (impressing the locals), or Word on the Streets (eavesdropping for gossip).
Although the outcomes of downtime actions depend on the roll, it’s up to the GM and player to flesh out the details using the provided prompts. You can go into as much detail as you want about what actually takes place.
In addition to the downtime actions provided here, you can also easily create new ones that are more relevant to your particular game or story. Use these ones as starting points!
Power at a Cost
When you seek POWER AT A COST, you’re trying to get your hands on something.
Name what you want. You can definitely get it, but epending on the outlandishness of the request, the GM chooses one or two:
- It’s going to take a lot more time than you thought.
- It’s going to be really damn risky.
- You’ll have to have to give something up or leave something behind (e.g., wealth, resources, allies).
- You’re going to piss off someone or something important and powerful.
- Things are going to go wildly off-plan.
- You’ll need more information to proceed safely.
- It’s going to fall apart damn soon.
- You’ll need more resources, but you know where to find them.
- You can get something almost right: a lesser version, or less of it.
Evergreen Downtime Activites
DIG UP THE PAST
You pick apart the wreckage of old Hercynian Crisis
ships and mechs around Evergreen for useful gear,
sifting through rusted metal and the old, scarred
skeletons of long-dead juggernauts.
Create a six-segment Salvage clock on your
character sheet then roll:
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- On 9 or less, fill in one segment.
- On 10 - 19, filli n two segments
- On 20+, fill in three segments.
- 1 segment: while resting, restore your mech to full HP using salvaged materials.
- 3 segments: While resting, restore 1 structure.
- 6 segments: Permanetly gain the HA Genghis MK 1 Frame as Exotice Gear
- On 9 or less, you walk somewhere you’re not supposed to be. Describe how you get out of the situation, or spend an uncomfortable night at the Governor’s Farm until Patience can smooth the situation out. Take +1DIfficulty to interactions with Evergreen colonists and administrators (including Patience!) until the next downtime.
- On 10–19, permanently gain either STREETWISE or LOCAL DIALECT (see below).
- On 20+, permanently get STREETWISE and LOCAL DIALECT.
- Musical Performance.
- Karaoke.
- Movie night. The holos are pretty old, though Landmark has acquired a surprisingly good selection.
- Group dinner or breakfast. Ingredients are readily available though limited in stock.
- Poetry reading.
- Drinking contest.
- On 9 or less, it was embarrassing or a little awkward, though people may have enjoyed it regardless. Take 1d6.
- On 10–19, it went pretty well. Take 2d6.
- On 20+, it went fantastically. Take 3d6.
- get additional help from someone
- sacrifice some of yourr health, dignity, or sanity
- undertake an especially difficult/hazardous project
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