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Downtime Activities - SF2E/PF2E Adapted Rules

Downtime Activities - SF2E/PF2E Adapted Rules

Source Compilation: SF1E Downtime (Character Operations Manual, Ports of Call, Galaxy Exploration Manual) + PF2E Downtime Mode (GM Core 2.0) + PF2E Casino Games (Rule 1452, Absalom City of Lost Omens)

Adaptation Date: 2026-01-14

System: Starfinder 2E / Pathfinder 2E hybrid for FoundryVTT


Table of Contents

  1. Overview
  2. Running Downtime
  3. Downtime Activities
  4. Casino Games
  5. Long-Term Goals
  6. Buying and Selling Items
  7. Money and Cost of Living
  8. Retraining System

Overview

Downtime represents the time between adventures when player characters pursue personal goals like crafting, running businesses, maintaining equipment, or enjoying recreation. It operates at a different pace than combat or exploration, allowing significant in-game time to pass in just minutes of real table time.

Key Characteristics:

  • Stakes: None to low
  • Time Scale: Days to years compressed into minutes of real time
  • Mode Switching: Requires switching to exploration/encounter mode if actions demand it

Depth of Downtime: Groups should establish downtime preferences at campaign start. The guideline suggests:

  • 15 minutes for brief station visits mid-adventure
  • 30 minutes for periods between major adventures
  • Longer sessions only for significant roleplay opportunities

Campaigns Without Downtime

Two scenarios eliminate downtime entirely:

  1. Breakneck pacing where the story moves too quickly for downtime
  2. Player disinterest where the group simply doesn't value downtime mechanics

If skipping downtime, credits earned through downtime activities (relatively minor compared to adventure loot) becomes unavailable, though this rarely creates significant balance issues.


Running Downtime

GM Priorities for Running Downtime

  • Demonstrate how previous PC achievements changed the setting
  • Highlight planning benefits and their consequences
  • Minimize rolls and keep proceedings brisk
  • Reintroduce compelling NPCs from earlier sessions
  • Inject interesting events that make the world feel alive
  • Transition to other modes when new scenes or conflicts emerge

Playing Out Downtime Days

At each downtime day's start, have players declare objectives. Resolve characters one at a time (or group cooperating characters). Complete simple activities first, allowing uninvolved players brief breaks.

Cooperation Rules

Multiple characters can work together on downtime tasks:

  • Simple tasks (single check): One character rolls while others Aid
  • Complex tasks: Each character contributes to different aspects; all efforts count toward completion

Downtime Checks

Most downtime activities use skill checks representing culmination of multiple days' work. Players cannot typically use abilities that manipulate die rolls (like fortune spells or activated magic bonuses). Constant bonuses (like item bonuses requiring no activation) still apply. Assurance might be permitted at GM discretion.

Group Engagement Strategies

Combine multiple characters' activities into single scenes when possible. If a mechanic seeks tech suppliers and another character crafts items, integrate both into one storyline. For disengaged players, provide one-sentence summaries rather than extended downtime sequences.

Longer Periods of Downtime (Weeks/Months/Years)

For extended downtime, avoid rolling for every day or month. Instead:

Select key events (typically one per week/month, or four per year) tailored to each character that serve as plot hooks or advancement opportunities.

Average progress by setting tasks at the lowest reliable difficulty level available in the character's location. After failure, allow retry after a week (or month for yearly downtime). Don't reroll successes unless story circumstances justify it.

Events should feature higher-difficulty tasks than baseline activities to reflect busy periods and special opportunities.


Downtime Activities

Core PF2E Activities

These activities use the standard PF2E mechanics and are adapted for sci-fi settings where appropriate.

Craft

Activity: Use the Craft downtime activity to create items.

Time: Variable (based on item level and complexity)

Requirements: Appropriate tools, formula, and raw materials

Mechanics: Use standard PF2E Crafting rules. In sci-fi settings, this covers both technological and magical item creation.

Sci-Fi Adaptation:

  • Tech workshops replace traditional forges
  • Nanofab stations provide bonuses to Crafting checks
  • Some items require clean rooms or zero-gravity environments

Earn Income

Activity: Use a skill to earn money during downtime.

Time: Typically 1 day or longer

Requirements: Appropriate skill trained

DC Formula: Determined by task level and settlement size

Results:

  • Critical Success: Earn income as success, plus another day's income
  • Success: Earn income based on task level and proficiency
  • Failure: Earn pittance (typically 10% of expected earnings)
  • Critical Failure: Earn nothing and may create complications

Sci-Fi Tasks by Skill: See Earn Income Tasks section below for tech-focused work opportunities.

Subsist

Activity: Provide necessities for yourself without paying cost of living.

Time: 1 day

Skills: Society (urban) or Survival (wilderness/space)

DC: Based on environment difficulty

Results:

  • Critical Success: Provide for self and one additional creature
  • Success: Provide for self
  • Failure: Uncomfortable conditions (–1 penalty to checks until next rest)
  • Critical Failure: Suffer exposure or starvation effects

Sci-Fi Adaptation:

  • Space Stations: Society checks to navigate communal resources, public spaces, and charity networks
  • Asteroids/Barren Worlds: Survival checks to recycle life support, scavenge materials
  • Drift Travel: Engineering Lore or Survival to efficiently manage ship resources

Retrain

Activity: Change a feat, skill increase, or other character option.

Time: Varies by option

  • Feats/Skill Increases: 1 week typically
  • Class Features: 1 month or longer

Requirements: Often requires teacher or appropriate facility

Cost: Minor (roughly equivalent to one Earn Income period)

Details: See Retraining System for full rules.


SF1E Activities

These activities are drawn from Starfinder 1E sources and adapted to PF2E mechanics.

Analyze Sample

Time: 1 day Requirements: Appropriate skill (Life Science, Physical Science, Engineering, Computers) Activity: Take 20 on a check to analyze an unknown sample, technology, or phenomenon. Requires proper laboratory equipment or analysis tools.

Sci-Fi Examples:

  • Analyze alien organism samples
  • Decode ancient technology
  • Study stellar phenomena data
  • Reverse-engineer captured equipment

Build Shelter

Time: 1 day Requirements: Survival, appropriate materials DC: 20 (modified by environment) Activity: Construct temporary shelter for party. Critical success creates comfortable shelter that provides bonus to rest.

Sci-Fi Adaptation:

  • Deploy and seal emergency habitats
  • Construct radiation shielding
  • Establish life support perimeter

Carouse

Time: 1 day Cost: 10 gp x character level Requirements: Fortitude save DC 10 + half level Activity: Spend time socializing in establishments, making contacts, and enjoying nightlife.

Results:

  • Critical Success: Make valuable contact; gain +2 circumstance bonus to Diplomacy or Gather Information in this settlement for 1 week
  • Success: Enjoyable time; gain temporary contact
  • Failure: Wasted money and time; no lasting benefits
  • Critical Failure: Create scandal, make enemy, or suffer consequences (arrested, robbed, embarrassing holovid circulates)

Sci-Fi Locations:

  • Station nightclubs and zero-g bars
  • VR entertainment complexes
  • Drift racing circuits
  • Casino floors (see Casino Games)

Convalesce

Time: 1 day of complete rest Activity: Complete bed rest in comfortable conditions. Recover 2 HP per character level.

Note: Does not stack with normal daily rest recovery. Represents focused recovery without other activities.

Coordinate

Time: 1 day Requirements: Any mental skill Activity: Plan upcoming activities with allies. Grant one ally +1 circumstance bonus to their next downtime activity check the following day. Multiple characters can coordinate to help the same person (bonuses stack up to +3).

Sci-Fi Examples:

  • Plan heist or infiltration
  • Coordinate supply runs
  • Schedule skill-sharing sessions
  • Optimize crew rotations

Crack Technology

Time: 1 day Requirements: Computers or Engineering, access to technology Activity: Take 20 on a check to understand, bypass, or repurpose unfamiliar technology. Requires appropriate tools.

Applications:

  • Unlock secured data
  • Bypass security systems
  • Repurpose alien technology
  • Decode encrypted files

Drill

Time: 1 day Requirements: Any skill Activity: Practice specific skill applications. Take 10 on the first check using that skill on the following day (must declare which skill application during drill).

Sci-Fi Examples:

  • Combat drills (Athletics, Acrobatics)
  • Hacking simulations (Computers)
  • Piloting training (Piloting)
  • Zero-gravity maneuvering (Acrobatics, Athletics)

Entertain

Time: 1 day Requirements: Performance skill or Charisma-based Profession Activity: Perform for audiences. Uses Earn Income mechanics but also builds reputation.

Sci-Fi Venues:

  • Holovid productions
  • Zero-g dance performances
  • Virtual reality experiences
  • Holographic art installations

Explore Futures

Time: 1 day Requirements: Mysticism (magical divination) or Computers (probability modeling) DC: GM discretion based on complexity Activity: Attempt to predict likely outcomes of future events. Gain one reroll for a specific situation within the next week (must be related to explored topic).

Sci-Fi Methods:

  • Quantum probability engines
  • Precognitive neural interfaces
  • AI predictive modeling
  • Mystical divination

Gather Supplies

Time: 1 day Requirements: Survival DC: Based on environment Activity: Scavenge or harvest materials from environment.

Results:

  • Critical Success: Find supplies worth 4d10 sp (or specific needed items)
  • Success: Find supplies worth 2d10 sp
  • Failure: Find supplies worth 1d10 sp
  • Critical Failure: No supplies found; possible complication

Sci-Fi Locations:

  • Asteroid mining
  • Salvaging crash sites
  • Harvesting from alien ecospheres
  • Reclaiming materials from ruins

Hunt Bargains

Time: 1 day Requirements: Diplomacy or appropriate Lore DC: 15 + character level Activity: Search markets for deals on equipment.

Results:

  • Critical Success: Find desired item at 20% discount
  • Success: Find desired item at 10% discount
  • Failure: No deals found
  • Critical Failure: Sold fraudulent or defective item

Inoculate

Time: 1 day Requirements: Medicine, medical supplies DC: Disease/poison level DC Activity: Prepare someone against upcoming known affliction. Grant target +4 circumstance bonus to saves against specific disease or poison for 1 week.

Sci-Fi Adaptation:

  • Vaccinations against alien pathogens
  • Radiation inoculation treatments
  • Nano-vaccine deployment
  • Genetic resistance therapy

Lounge

Time: 1 day Activity: Relax in comfortable conditions without specific goals. Gain temporary HP equal to character level and +1 morale bonus to saves for 24 hours.

Sci-Fi Locations:

  • Recreation decks
  • Holo-suites
  • Zero-g relaxation chambers
  • Sensory deprivation tanks

Maintain Equipment

Time: 1 day Requirements: Crafting or Engineering Lore, appropriate tools Activity: Perform maintenance on weapons or armor. Grant one weapon or armor piece +1 circumstance bonus to attacks (weapon) or +1 to AC (armor) for 1 week or until critically failed roll.

Sci-Fi Maintenance:

  • Clean and calibrate weapon focusing crystals
  • Recharge armor capacitors
  • Replace worn seals and gaskets
  • Update software and firmware

Maintain Readiness

Time: 1 day Requirements: Any skill related to awareness or combat Activity: Stay alert and prepared. Gain +2 circumstance bonus to initiative for the next encounter that occurs within 3 days.

Sci-Fi Practice:

  • Sensor watch rotations
  • Alert drills
  • Combat readiness checks
  • Threat assessment reviews

Manage Course

Time: 1 day during travel Requirements: Piloting DC: Based on travel difficulty Activity: Optimize travel route.

Results:

  • Critical Success: Reduce travel time by 12 hours
  • Success: Reduce travel time by 6 hours
  • Failure: No change
  • Critical Failure: Increase travel time by 6 hours or encounter hazard

Plan Route

Time: 1 day Requirements: Appropriate Lore or Survival Activity: Research and plan upcoming travel. Grant +4 circumstance bonus to navigation checks during the journey.

Sci-Fi Planning:

  • Chart Drift routes
  • Calculate fuel-efficient trajectories
  • Identify safe harbors and resupply points
  • Map hazard zones

Practice Profession

Time: 1 week Requirements: Any Profession or Lore skill Activity: Maintain professional skills and networks. Uses Earn Income mechanics but represents steady work rather than odd jobs.

Sci-Fi Professions:

  • Starship crew positions
  • Corporate consultants
  • Information brokers
  • Xenobiologists
  • Drift navigators

Provide Long-Term Care

Time: 1 day Requirements: Medicine, medical facilities DC: Patient's injury/disease DC Activity: Treat patients recovering from serious injuries or diseases. Patients under long-term care gain +2 circumstance bonus to recovery checks and recover 50% faster.

Rebuild Drone (Mechanic Only)

Time: 1 day (minor repairs) or 1 week (full rebuild) Requirements: Engineering, appropriate parts Cost: 10% of drone value (minor) or full value (rebuild) Activity: Repair destroyed drone or rebuild with modifications. Full rebuild allows changing drone chassis and modifications.

Refit Starship

Time: 1d4 days Requirements: Engineering, shipyard access Cost: Per starship modification rules Activity: Install, remove, or replace starship systems and upgrades. Time varies by scope of modifications.

See also: Ship Activities for ongoing maintenance.

Research

Time: 1 day Requirements: Culture, Society, or appropriate Lore DC: Based on information obscurity Activity: Investigate topics using libraries, data networks, or archives.

Results:

  • Critical Success: Learn desired information plus additional related facts
  • Success: Learn desired information
  • Failure: Learn partial or unreliable information
  • Critical Failure: Learn false information

Sci-Fi Resources:

  • Infosphere databases
  • Corporate archives
  • University data vaults
  • Drift beacon message caches
  • Ancient alien ruins

Secure Area

Time: 1 day Requirements: Engineering, Crafting, or Thievery DC: Based on desired security level Activity: Set up security measures for location.

Results:

  • Critical Success: Security provides +4 circumstance bonus to detect intrusions; DC to bypass is character level + 20
  • Success: Security provides +2 circumstance bonus to detect intrusions; DC to bypass is character level + 15
  • Failure: Security provides +0 but consumes resources
  • Critical Failure: Security has vulnerabilities; –2 penalty to detect intrusions

Sci-Fi Security:

  • Automated turrets
  • Motion sensors and cameras
  • Biometric locks
  • Force field barriers
  • AI security monitoring

Work Out

Time: 1 day Requirements: Athletics or Acrobatics Activity: Physical training regimen. Gain one reroll for a failed Athletics or Acrobatics check within the next 3 days (choose which skill during workout).

Sci-Fi Training:

  • Zero-gravity maneuvering courses
  • Combat simulators
  • Augmented reality obstacle courses
  • Centrifugal gravity adaptation

Ports of Call Activities

Catalog Creature

Time: 1 day Requirements: Life Science or appropriate Lore, studied creature DC: Creature level + 15 Activity: Document and study a creature's biology, behavior, and capabilities.

Results:

  • Critical Success: Gain +2 circumstance bonus to Recall Knowledge about this creature type and +1 to attack/damage against it for 1 week
  • Success: Gain +1 circumstance bonus to Recall Knowledge about this creature type for 1 week
  • Failure: No benefit
  • Critical Failure: Incorrect conclusions; –1 penalty against this creature type for 1 week

Channel Divinity

Time: 1 day Requirements: Mysticism, religious affiliation DC: Character level + 10 Activity: Commune with divine forces through meditation, prayer, or ritual.

Results:

  • Critical Success: Gain +2 bonus to next divine spell or class feature; receive divine insight (minor prophecy)
  • Success: Gain +1 bonus to next divine spell or class feature
  • Failure: No benefit
  • Critical Failure: Spiritual doubt; –1 to divine abilities for 1 day

Companion Care

Time: 1 day Requirements: Survival, Nature, bonded creature companion DC: Companion level + 10 Activity: Provide special care for creature companion including grooming, training, medical attention, and bonding.

Results:

  • Critical Success: Companion gains +2 to one ability (player choice) for 1 week
  • Success: Companion gains +1 to one ability for 1 week
  • Failure: No benefit
  • Critical Failure: Companion stressed; –1 to all checks for 1 day

Cook Feast

Time: 1 day Requirements: Profession (cook) or Survival, ingredients worth 1 gp x party size DC: 15 + party level Activity: Prepare elaborate meal for party.

Results:

  • Critical Success: All participants gain +1 HP recovered per level and +1 morale bonus to all checks for 24 hours
  • Success: All participants gain +1 HP recovered per level for next rest
  • Failure: Edible but unmemorable meal
  • Critical Failure: Meal causes discomfort; –1 to checks for 8 hours

Sci-Fi Cuisine:

  • Synthesized gourmet meals
  • Alien delicacies
  • Zero-g preparation techniques
  • Molecular gastronomy

Debrief

Time: 1 day Requirements: None (group activity) Activity: Discuss recent successes or failures with team to extract lessons.

Results:

  • After Success: Each participant gains +1 bonus to next check when attempting similar activity
  • After Failure: Each participant gains +2 bonus to retry the failed activity or similar tasks

Sci-Fi Debriefing:

  • Holographic mission playback
  • Neural link experience sharing
  • AI tactical analysis
  • Team building exercises

Distill Serums

Time: 1 day Requirements: Mysticism, appropriate facilities DC: Serum level DC Cost: Half serum price Activity: Create magical serums. Uses Craft activity mechanics but specifically for serum creation.

Sci-Fi Adaptation:

  • Hybrid mystech pharmaceuticals
  • Alchemical infusions
  • Nano-serum engineering

Find Buyer / Find Cargo

Time: 1 day Requirements: Diplomacy or Profession (merchant) DC: 10 + (1.5 × character level) for finding cargo; 15 + (1.5 × character level) for finding buyer Activity: Locate trade opportunities.

See: Galactic Trade for full trade system rules.

Invest

Time: 1 day research, monthly results Requirements: Finance-related skill Activity: Invest credits in business ventures, markets, or corporations.

GM Note: This creates world changes rather than passive income. Investments advance story goals: funding expeditions, supporting businesses, or financing construction projects.

Returns: Variable, GM discretion based on story developments. Typical return: 0-20% per month for stable investments, –50% to +100% for speculative ventures.

Marathon Entertainment

Time: 1 day Requirements: None Cost: 2 gp x character level Activity: Binge entertainment media in chosen genre.

Results by Genre:

  • Action: +1 bonus to Athletics or Acrobatics for 1 day
  • Comedy: +1 bonus to Diplomacy for 1 day
  • Drama: +1 bonus to Deception or Performance for 1 day
  • Horror: +1 bonus to Intimidation for 1 day
  • Mystery: +1 bonus to Perception or Society for 1 day
  • Romance: +1 bonus to Diplomacy for social interactions for 1 day

Sci-Fi Media:

  • Holovid series
  • Immersive VR experiences
  • Neural entertainment feeds
  • Drift-transmitted shows

Mech System Diagnostics

Time: 1 day Requirements: Engineering, mech access DC: Mech level + 12 Activity: Perform comprehensive mech maintenance and diagnostics.

Results:

  • Critical Success: Discover hidden issues; mech gains +1 to all systems for 1 week
  • Success: Mech operates optimally for 1 week
  • Failure: No benefit
  • Critical Failure: Miss developing problem; mech suffers –1 penalty until repaired

Schmooze

Time: 1 day Requirements: Diplomacy DC: Based on target's level and attitude Activity: Build relationships with influential people in settlement.

Results:

  • Critical Success: Gain +3 circumstance bonus to Diplomacy and Gather Information with target and their associates for 1 week; target treats you one step friendlier
  • Success: Gain +1 circumstance bonus to Diplomacy with target for 1 week
  • Failure: No benefit
  • Critical Failure: Offend target; they become one step less friendly

Social Media Curation

Time: 1 day Requirements: Culture or Society DC: 15 + character level Activity: Manage personal brand on infosphere social networks.

Results:

  • Critical Success: Gain 4d10 followers; +2 bonus to Diplomacy or Intimidation (player choice) in this settlement for 1 week
  • Success: Gain 2d10 followers; +1 bonus to Diplomacy in this settlement for 1 week
  • Failure: No change
  • Critical Failure: Social media faux pas; –2 penalty to Diplomacy in this settlement for 1 week

Sci-Fi Platforms:

  • Infosphere feeds
  • Holographic presence networks
  • Neural-link social spaces
  • Corporate reputation systems

Spellcraft

Time: 1 day Requirements: Mysticism, spell knowledge Activity: Study and optimize spell techniques.

Results:

  • Critical Success: Next casting of practiced spell automatically heightened by +1 level (if applicable) or gains +2 to spell DC
  • Success: Next casting of practiced spell gains +1 to spell DC
  • Failure: No benefit
  • Critical Failure: Confusion; –1 to spell DC for this spell for 1 day

Starship System Diagnostics

Time: 1 day Requirements: Engineering, starship access DC: Starship tier + 12 Activity: Perform comprehensive starship maintenance and diagnostics.

See: Ship Activities - System Diagnostics for full rules.

Talk Therapy

Time: 1 day Requirements: Medicine or Diplomacy DC: 15 + patient level Activity: Provide counseling and psychological support.

Results:

  • Critical Success: Patient gains +2 morale bonus to Will saves and recovers from fear/mental effects twice as fast for 1 week
  • Success: Patient gains +1 morale bonus to Will saves for 1 week
  • Failure: No benefit
  • Critical Failure: Patient feels judged; –1 to mental checks for 1 day

Sci-Fi Methods:

  • Neural counseling interfaces
  • AI-assisted therapy
  • Group support in zero-g environments
  • Holographic therapy simulations

Tidy Up

Time: 1 day per week Requirements: None Activity: Maintain living space, starship, or base. Prevents accumulation of clutter and disrepair.

Benefits: Clean, organized spaces provide +1 circumstance bonus to all downtime activities conducted in maintained area.

Failure to Tidy: After 2 weeks without tidying, spaces become disorganized (–1 penalty to downtime activities). After 4 weeks, spaces become hazardous or dysfunctional.


Galaxy Exploration Manual Activities

Celestial Analysis

Time: 1 day Requirements: Computers or Physical Science, sensor data DC: Based on celestial object complexity Activity: Analyze stellar bodies, phenomena, or astronomical data.

Results:

  • Critical Success: Detailed analysis revealing composition, hazards, and opportunities; +4 to related checks for 1 week
  • Success: Basic analysis of key features; +2 to related checks for 1 week
  • Failure: Incomplete data
  • Critical Failure: Misinterpretation of data; false conclusions

Applications:

  • Identify resource-rich asteroids
  • Predict stellar phenomena
  • Map gravitational hazards
  • Locate hidden system objects

Locate Galactic Destination

Time: 1 day per clue Requirements: Culture, Society, or relevant Lore DC: Based on destination obscurity Activity: Research location of rumored or legendary place.

Results: Each success provides one clue toward finding destination. Number of clues needed: 2-10 depending on obscurity.

Sci-Fi Destinations:

  • Lost colonies
  • Ancient alien ruins
  • Hidden corporate facilities
  • Legendary Drift phenomena
  • Forgotten space stations

Map Star System

Time: 1 day Requirements: Computers, sensor access DC: 15 + system complexity Activity: Create detailed map of star system including planets, hazards, and points of interest.

Results:

  • Critical Success: Complete map with hazards, resources, and optimal travel routes; provides +4 to navigation
  • Success: Accurate map with major features; provides +2 to navigation
  • Failure: Incomplete map
  • Critical Failure: Map contains errors that may mislead

World Analysis

Time: 1 day Requirements: Various skills depending on focus DC: Based on world complexity Activity: Study planet's characteristics:

  • Life Science: Biosphere and habitability
  • Physical Science: Geology and atmosphere
  • Society: Civilization and culture
  • Survival: Resources and hazards

Results:

  • Critical Success: Comprehensive understanding; +4 to related checks on this world for 1 month
  • Success: Good understanding; +2 to related checks on this world for 1 month
  • Failure: Basic information only
  • Critical Failure: Misconceptions; –2 to related checks until corrected

World Mapping

Time: 1 day Requirements: Physical Science, Survival, or appropriate Lore DC: Based on world size and terrain complexity Activity: Map planetary surface features, resources, and hazards.

Results:

  • Critical Success: Detailed map identifying resources, safe zones, and hazards; +4 to Survival and navigation on planet
  • Success: Functional map; +2 to Survival and navigation on planet
  • Failure: Incomplete map
  • Critical Failure: Inaccurate map with dangerous errors

Organization Management Activities

Note: These activities apply to crews, trade companies, mercenary bands, or other organizations PCs lead.

Delegate Work

Time: Matches delegated activity Requirements: Organization member with appropriate skills Activity: Assign downtime activity to organization member. They perform activity using their own skills but results benefit the organization or PC.

Cost: Standard payment for member's time (typically 10-50% of potential earnings, or favors/loyalty)

Limits: Can only delegate activities the member is qualified to perform.

Executive Decisions

Time: 1 day Requirements: Diplomacy, Intimidation, or appropriate Lore DC: Based on organization size and complexity Activity: Make leadership decisions affecting organization efficiency and morale.

Results:

  • Critical Success: Organization gains +2 bonus to one type of check (player choice: combat, skill checks, productivity) for 1 week
  • Success: Organization gains +1 bonus to one type of check for 1 week
  • Failure: No benefit
  • Critical Failure: Poor decisions; organization suffers –1 penalty for 1 week

Membership Drive

Time: 1 week Requirements: Diplomacy DC: Based on settlement size and organization reputation Activity: Recruit new members to organization.

Results:

  • Critical Success: Recruit 2d6 members
  • Success: Recruit 1d6 members
  • Failure: Recruit 1 member
  • Critical Failure: No new members; existing members question leadership

Quality of Recruits: Based on organization's reputation and benefits offered. Higher success margins attract more skilled recruits.


New Tech Activities

These activities are unique to sci-fi/tech settings and represent advanced technology maintenance and research.

System Maintenance

Time: 1 day Requirements: Engineering or Computers, appropriate tools DC: System level + 10 Activity: Perform routine maintenance on technological systems (computers, life support, power systems, security).

Results:

  • Critical Success: System operates at peak efficiency; +2 circumstance bonus to checks involving this system for 1 week; system automatically succeeds first malfunction check
  • Success: System operates reliably for 1 week; +1 circumstance bonus to checks involving this system
  • Failure: System functional but no improvements
  • Critical Failure: Maintenance introduces minor issue; –1 penalty until properly maintained

Applications:

  • Computer core optimization
  • Life support calibration
  • Power grid balancing
  • Security system updates
  • Sensor array fine-tuning

Data Mining

Time: 1 day to 1 week Requirements: Computers, access to data networks DC: 15 + data security level Activity: Extract, analyze, and correlate large amounts of data from networks, databases, or captured systems.

Time Scale:

  • 1 day: Single database or system
  • 3 days: Network or multiple related systems
  • 1 week: Infosphere-wide data collection

Results:

  • Critical Success: Discover target information plus valuable secondary data; +4 to related skill checks for 1 week; may discover trade opportunities or hidden threats
  • Success: Discover target information; +2 to related skill checks for 1 week
  • Failure: Partial information; requires additional time
  • Critical Failure: Discovery detected; security responses triggered, or false data corrupts analysis

Applications:

  • Market analysis for trade
  • Corporate intelligence gathering
  • Criminal network mapping
  • Scientific research compilation
  • Historical data archaeology

Value: Critical successes may yield sellable information worth 10d10 × character level in credits to appropriate buyers.

Prototype Testing

Time: 1 day to 1 week Requirements: Engineering or Computers, prototype item DC: Prototype level + 15 Activity: Test experimental technology to refine its capabilities, discover flaws, or improve performance.

Time Scale:

  • 1 day: Minor modifications or basic testing
  • 3 days: Comprehensive testing
  • 1 week: Major refinement or problem-solving

Results:

  • Critical Success: Discover major improvement; prototype gains one beneficial modification worth up to 10% of its value, or flaw is eliminated
  • Success: Prototype functions reliably; confirm its capabilities and limitations
  • Failure: Testing inconclusive; must continue testing or accept uncertainties
  • Critical Failure: Prototype malfunctions during testing; takes damage or requires repairs worth 10% of its value

Applications:

  • Weapon prototype refinement
  • Armor system debugging
  • Experimental drug trials
  • Starship component testing
  • AI algorithm training

Special: Mechanic characters gain +2 circumstance bonus when testing their own custom gear or drones.


Ship Activities

These activities specifically relate to starship maintenance and improvement.

Hull Repair

Time: 1 day Requirements: Engineering, shipyard or spacewalk capability, materials Cost: 5% of ship's value per 10% Hull Points restored DC: Ship tier + 10 Activity: Repair starship hull damage from combat or hazards.

Results:

  • Critical Success: Restore 15% of maximum Hull Points; any one damaged system automatically repaired
  • Success: Restore 10% of maximum Hull Points
  • Failure: Restore 5% of maximum Hull Points
  • Critical Failure: No progress; materials wasted

Battlefield Repairs: In emergencies, can attempt DC + 10 check to restore 5% Hull Points in 1 hour, but this is temporary patchwork that reduces maximum Hull Points by same amount until proper repairs completed.

Automation: Repair drones or automated systems can work continuously, completing repairs in background during other downtime activities.

System Calibration

Time: 1 day Requirements: Engineering or Computers (depending on system), starship access DC: Ship tier + 12 Activity: Fine-tune starship systems for optimal performance.

Choose One System:

  • Weapons: +1 circumstance bonus to attack rolls with calibrated weapon for next 3 starship combat encounters
  • Shields: +5% to Shield Points for 1 week
  • Engines: +1 to Piloting checks for 1 week, or +10% speed for travel
  • Sensors: +2 to scanning and Computers checks using sensors for 1 week
  • Power Core: +5% power efficiency; reduce fuel consumption by 5% for 1 week

Results:

  • Critical Success: Chosen benefit at double value, lasts 2 weeks or 6 combats
  • Success: Chosen benefit as described
  • Failure: No benefit
  • Critical Failure: System miscalibrated; –1 penalty to system checks until recalibrated

Multiple Systems: Can calibrate multiple systems by spending multiple days, but each attempt after the first on the same day increases DC by +5 (cumulative).

System Diagnostics

Time: 1 day Requirements: Engineering, starship access DC: Ship tier + 12 Activity: Perform comprehensive starship systems check to identify developing problems, inefficiencies, or opportunities for improvement.

Results:

  • Critical Success: Identify all current and developing issues; gain +2 circumstance bonus to all Engineering checks on this ship for 1 week; automatically succeed at first critical damage check
  • Success: Identify current issues and major developing problems; gain +1 circumstance bonus to Engineering checks on this ship for 1 week
  • Failure: Identify only obvious current issues
  • Critical Failure: Miss critical developing issue; system suffers –1 penalty until properly diagnosed and repaired

Preventative Maintenance: If performed weekly, reduces chance of random malfunctions by 50% and extends time between required major overhauls.

Starship Retrofit

Time: 1d4 days (minor changes) to 2d6 weeks (major overhaul) Requirements: Engineering, shipyard facilities, appropriate materials Cost: Varies by modification Activity: Install, replace, or remove starship systems, weapons, or upgrades.

Time by Modification Scale:

  • Minor (weapon swap, armor upgrade): 1d4 days
  • Moderate (system replacement, expansion bay): 1d4 weeks
  • Major (power core, frame modifications): 2d6 weeks
  • Overhaul (complete rebuild): 1d6 months

Requirements: Access to appropriate shipyard facilities. Makeshift repairs possible at DC + 10 with limited tools, but time increases by 50%.

Cooperation: Multiple engineers can work together, reducing time by 20% per additional qualified engineer (maximum 60% reduction with 3 additional engineers).


Casino Games

These games provide structured gambling mechanics for downtime entertainment. All games use credits as currency (1 credit = base unit).

Common Casino Rules

House Edge: 5% of winnings taken by house (already calculated into payout odds)

Cheating Detection:

  • Cheater: Uses Deception or Thievery vs. observers' Perception
  • Observers: Casino staff typically have Perception +10 to +20 depending on establishment quality
  • Penalties: Ejection, blacklisting, legal action, or physical "encouragement" to leave

Technological Cheating:

  • Devices: Require Crafting or Engineering to create
  • Detection: Anti-cheat scanners provide +5 to +10 to Perception checks
  • DC to Avoid Detection: 25 + security level

Gravity Jack (Adapted from Blackjack)

Players: 2-7 players plus dealer Equipment: Modified digital card deck (cards 1-13, four suits: Plasma/Hearts, Void/Spades, Quantum/Diamonds, Fusion/Clubs) Minimum Bet: 10 credits (varies by casino)

Objective: Get hand total closer to 21 than dealer without exceeding 21.

Gameplay:

  1. Ante: All players place bets
  2. Deal: Dealer gives two cards to each player and self (one dealer card face-up)
  3. Player Turns: Each player may:
    • Hit: Take another card
    • Stand: Keep current hand
    • Double Down: Double bet, take exactly one more card
    • Split: If two cards match, split into two hands (additional bet required)
  4. Dealer Turn: Must hit on 16 or below, stand on 17 or above
  5. Resolution: Players with higher total win even money (1:1); player Gravity Jack (21 with two cards) pays 3:2

Gravity Jack Special: Natural 21 with Ace of Plasma and King of Fusion pays 2:1.

Sci-Fi Variants:

  • Zero-G Jack: Cards float in holographic display; Acrobatics check to grab desired card adds excitement
  • Neural Jack: Players receive cards via neural interface; requires Computers check to calculate odds quickly
  • Drift Jack: Card values fluctuate randomly each round (d6: 1-2 = -1, 3-4 = no change, 5-6 = +1)

Nebula Hold'em (Adapted from Poker)

Players: 3-8 players plus dealer Equipment: Modified digital deck (cards 1-13, four suits) Ante: 10 credits minimum (varies by table)

Objective: Make best five-card hand from seven available cards.

Gameplay:

  1. Ante: All players place small/big blinds
  2. Deal: Each player receives 2 hole cards (private)
  3. First Betting Round: Players may bet, call, raise, or fold
  4. The Flop: Dealer reveals 3 community cards
  5. Second Betting Round
  6. The Turn: Dealer reveals 4th community card
  7. Third Betting Round
  8. The River: Dealer reveals 5th community card
  9. Final Betting Round
  10. Showdown: Best hand wins pot (minus 5% house cut)

Hand Rankings (Standard Poker):

  1. Royal Nebula (Royal Flush): A-K-Q-J-10 of same suit
  2. Straight Nebula (Straight Flush): Five sequential cards, same suit
  3. Quantum Quartet (Four of a Kind)
  4. Drift House (Full House): Three of a kind + pair
  5. Plasma Flush (Flush): Five cards of same suit
  6. Void Straight (Straight): Five sequential cards
  7. Fusion Triple (Three of a Kind)
  8. Binary Pair (Two Pair)
  9. Singularity Pair (One Pair)
  10. Event Horizon (High Card)

Sci-Fi Variants:

  • Quantum Hold'em: One random community card revealed by quantum fluctuation (d6 determines which card)
  • Drift Hold'em: Community cards exist in Drift; Mysticism check reveals hints about upcoming cards
  • Corporate Hold'em: Players can purchase additional information (50 credits = see one opponent's card)

Orbital Roulette (Adapted from Roulette)

Players: Unlimited (typically 1-20 at table) Equipment: Rotating orbital wheel with 38 slots (0, 00, 1-36), betting table Minimum Bet: 5 credits (varies by table)

Objective: Predict where gravity sphere will land on orbital wheel.

Betting Options:

Bet TypeDescriptionPayout
StraightSingle number35:1
SplitTwo adjacent numbers17:1
StreetThree numbers in row11:1
CornerFour numbers in square8:1
Six LineSix numbers (two rows)5:1
ColumnTwelve numbers in column2:1
Dozen1-12, 13-24, or 25-362:1
Red/BlackColor bet1:1
Even/OddParity bet1:1
High/Low1-18 or 19-361:1

Gameplay:

  1. Players place bets on table
  2. Dealer activates orbital wheel
  3. Gravity sphere released into rotation
  4. Wheel and sphere both rotate (opposite directions)
  5. Sphere settles into numbered slot
  6. Dealer pays winners, collects losing bets

Sci-Fi Variants:

  • Zero-G Roulette: Played in zero gravity; sphere trajectory affected by station rotation (Piloting or Physical Science check predicts better)
  • Drift Roulette: Wheel briefly enters Drift; results influenced by Drift currents (pure chance, but more dramatic)
  • Quantum Roulette: Sphere exists in superposition until observed; multiple results possible (pays out on all quantum states, but bet must cover all)
  • Graviton Roulette: Players can subtly influence sphere with graviton manipulators (Computers check DC 30 to shift result by ±1 number)

Colossus (Card Game - Adapted from Golem)

Players: 3-6 players plus dealer Equipment: Modified digital deck (cards 1-13, four suits: Chrome/Hearts, Carbon/Spades, Plasma/Diamonds, Void/Clubs), amulet token Ante: 20 credits to 500 credits (table-determined)

Gameplay:

Round 1 - Deal:

  1. All players ante
  2. Starting player holds amulet token (rotates each hand)
  3. Dealer gives five cards to each player

Round 2 - First Betting:

  • Amulet holder bets first, then clockwise
  • Players may: Bet (minimum ante), Match, Raise (minimum ante increment), or Fold

Round 3 - Exchange:

  • Each player discards up to 2 cards
  • Dealer replaces discards from deck
  • All discards form "Colossus pile"

Round 4 - Second Betting:

  • Same as first betting round

Resolution:

  • If one player remains: wins pot minus 5% house cut
  • If 2+ players remain: hands revealed

The Colossus Hand:

  • Best five-card hand constructed from all discarded cards
  • Winner must BEAT the Colossus hand
  • If Colossus wins: losing player adds 2× ante to pot, redeal with remaining players
  • Continue until someone defeats Colossus

Hand Rankings: Same as Nebula Hold'em

Sci-Fi Theme: Colossus represents ancient AI or mechanical guardian that must be defeated to claim prize.

Drift Dash (Dice Game - Adapted from Bounder)

Players: Up to 20 at table Equipment: 3d6 (dealer/beacon), 2d20 (racer) Minimum Bet: 50 credits

Objective: Racer must "bound" the beacon's signal by rolling one die higher and one die lower than beacon total.

Gameplay:

Step 1 - Establish Vector:

  • Racer places stake (minimum bet)
  • Racer rolls first d20, establishing "vector"
  • Racer may double stake after seeing vector

Step 2 - Side Bets:

  • Other players can bet on:
    • Racer's success/failure
    • Beacon outcomes (all-even/all-odd/three-of-a-kind)

Step 3 - Beacon Transmission:

  • Dealer rolls 3d6 and totals
  • If total equals racer's vector: racer crashes (loses immediately)

Step 4 - Second Vector:

  • Racer rolls second d20
  • WIN: One die higher AND one die lower than beacon total
  • JACKPOT: Rolling natural 1 and 20 wins triple stake

Payouts:

OutcomeProbabilityPayout
Successful bound~40%1:1
Beacon all-even<13%1:1
Beacon all-odd<13%1:1
Beacon three-of-a-kind<3%3:1
Natural 1 and 20~0.25%3:1

Sci-Fi Theme: Represents Drift racing where pilots must navigate between hazard boundaries.

Quantum Lottery (Number Prediction - Adapted from Century)

Players: Unlimited Equipment: 2d10 quantum dice (or holographic number tumbler generating 1-100), prediction terminals Minimum Bet: 50 credits

Objective: Predict which numbers will manifest from quantum fluctuations.

Gameplay:

Step 1 - Prediction:

  • Player selects 2-10 numbers between 1-100
  • Player places stake (minimum 50 credits)

Step 2 - Quantum Draw:

  • Dealer activates quantum generator
  • Generator manifests 20 numbers (1-100) through quantum fluctuation
  • Each number appears as holographic display
  • All 20 numbers are unique (no repeats)

Step 3 - Resolution:

  • Compare predicted numbers to manifested numbers
  • Payout based on matches

Payout Table:

PredictionsMatches RequiredPayout
211× stake
225× stake
325× stake
3330× stake
4330× stake
44200× stake
54200× stake
551,000× stake
10105,000× stake

Odds:

  • Matching 2 of 2: ~6%
  • Matching 3 of 3: ~0.8%
  • Matching all 10 of 10: <0.01%

Sci-Fi Variants:

  • True Quantum: Numbers determined by actual quantum particle observation
  • Drift Lottery: Numbers channeled from Drift fluctuations; Mysticism provides +1 to one prediction
  • Precog Lottery: Players with precognition abilities gain +2 to two predictions (GM discretion)

Electronic & Holographic Games

Slot Machines (Credit Slots):

  • Minimum: 1 credit per spin
  • Payout: Varies by symbol combinations
  • Average return: 85-95% (house edge 5-15%)
  • Jackpot: Typically 1,000-10,000× bet for rare symbol combination

Virtual Reality Games:

  • VR Racing: Bet on racers, 10-100 credits, Piloting checks influence AI performance
  • VR Combat: Simulated arena battles, 50-500 credits, players can compete directly
  • VR Exploration: Treasure hunt scenarios, 20-200 credits, winners share prize pool

Holographic Card Games:

  • Automated dealers
  • Anti-cheat detection built-in (+10 to detect cheating)
  • Faster pace than physical games
  • Often features animated cards and special effects

Neural Interface Games:

  • Direct brain-computer gaming
  • Reaction time games favor high Dexterity
  • Strategy games favor high Intelligence
  • Social games favor high Charisma
  • Bets: 50-1,000 credits depending on game complexity

Long-Term Goals

Downtime gains satisfaction through pursuing extended objectives rather than disconnected tasks. Long-term goals provide narrative structure and meaningful progression.

Effective Long-Term Goals

Business Ventures:

  • Running trade routes
  • Operating casinos or entertainment venues
  • Manufacturing operations
  • Technology development firms

Organizations:

  • Founding mercenary companies
  • Establishing research institutions
  • Creating political movements
  • Building criminal networks

Infrastructure Projects:

  • Restoring damaged colonies
  • Establishing new settlements
  • Building space stations
  • Developing terraforming operations

Political Goals:

  • Reforming corporate governance
  • Mediating factional conflicts
  • Establishing trade agreements
  • Changing legal frameworks

Personal Goals:

  • Mastering advanced technologies
  • Achieving celebrity status
  • Solving ancient mysteries
  • Perfecting experimental designs

Goal Progression

Goals should advance through distinct stages. Example progression for a Trading Company:

  1. Stage 1: Secure initial cargo and ship (foundation)
  2. Stage 2: Establish routes between nearby stations (growth)
  3. Stage 3: Build reputation and regular customers (development)
  4. Stage 4: Hire crew and additional ships (expansion)
  5. Stage 5: Deal with competitors or pirates (conflict)
  6. Stage 6: Secure exclusive contracts or trade rights (maturation)
  7. Stage 7: Expand to new systems or sectors (achievement)

Success and Failure

Reasonable long-term goals should be achievable but uncertain. Communicate expected difficulty and time requirements upfront.

Handling Failure:

  • Even failed goals can yield smaller successes
  • Open new opportunities or alternative paths
  • Provide character growth and lessons learned
  • Create memorable story moments

Handling Success:

  • Treat goal resolution as significant emotional moment
  • Represent culmination of multiple sessions' effort
  • Provide tangible benefits (wealth, reputation, influence)
  • Open doors to new, more ambitious goals

GM Guidance:

  • Track goal progress between sessions
  • Create complications that require player engagement
  • Tie goals to main campaign story when possible
  • Allow goals to evolve based on campaign events

Buying and Selling Items

Standard market dynamics apply, adapted for sci-fi settings.

Three Market Approaches

Approach 1: Unrestricted Markets (High Convenience)

Characters purchase desired items anywhere at full price; sell for half price. Prioritizes convenience over verisimilitude.

Best for: Fast-paced campaigns, groups focused on combat/adventure over economics

Drawback: Players tend toward mechanically optimal gear; less immersion

Approach 2: Effort-Based Markets (Balanced)

Characters must find appropriate vendors. Purchase higher-level or uncommon items requires seeking special vendors, consuming downtime.

Selling: Variable prices based on market saturation

  • Common items: 25-50% of value
  • Saturated markets: 10-25% of value
  • Rare/valuable items: 50-75% of value
  • Unwanted items: Buyer may refuse purchase

Purchasing: Vendors may not have specific items available

  • Common items (level ≤ settlement level): Always available
  • Uncommon items: Requires 1 day searching per 2 item levels
  • Rare items: Requires 1 week searching, may not exist in settlement
  • Unique items: Must be discovered through adventure or special contacts

Best for: Campaigns emphasizing exploration and world-building

Benefit: Encourages world immersion and creates real consequences for gear choices

Approach 3: Rare Technology (Low Magic/Tech)

Advanced technology markets are scarce or nonexistent. Characters equip themselves through salvage, adventure loot, and crafting.

Vendors:

  • Tiny selections at full prices
  • Most items level ≤ settlement level - 4
  • Vendors buy selectively at 25-50% value

Best for: Gritty campaigns, post-apocalyptic settings, frontier worlds

Benefit: Encourages creative use of diverse found items

Drawback: Risks player dissatisfaction if they can't access desired gear

Settlement Market Levels

Settlement TypeMax Item LevelTechnology Availability
Outpost3Basic supplies only
Village4Common items, limited selection
Town6Common items readily available
City10Uncommon items with effort
Metropolis14Rare items with significant effort
Absalom Station20Nearly anything available with time/money

Corporate Contacts

Establishing relationships with corporations or black market dealers can improve access:

Corporate Account Holder:

  • Requires minimum monthly purchases or account fee
  • Improves availability by +2 item levels
  • May provide 5-10% discount on common items

Black Market Contact:

  • Requires criminal connections (Underworld Lore or similar)
  • Accesses illegal items
  • Prices typically 150-200% of normal
  • Risk of law enforcement attention

Money and Cost of Living

Downtime Earnings vs. Adventure Loot

Downtime earnings prove minor compared to adventure loot but provide satisfying bonuses. Typical downtime earnings: 10-50 credits per day depending on skill and activity success.

Rewarding Spending Opportunities

  • Charity contributions: Build reputation and contacts
  • Artist patronage: Support cultural endeavors, gain prestige
  • Group purchases: Pool resources toward starship upgrades or major items
  • Information acquisition: Pay for exclusive data or intel
  • Bribes and favors: Grease social wheels in corrupt systems

Cost of Living

Characters must maintain lifestyle appropriate to their status and needs. Tracking typically applies only to months/years of downtime since shorter periods usually involve brief settlement stays.

Cost of Living Table:

Standard of LivingWeekMonthYear
Subsistence*40 cr200 cr2,400 cr
Comfortable100 cr400 cr5,200 cr
Fine3,000 cr13,000 cr160,000 cr
Extravagant10,000 cr43,000 cr520,000 cr

*Subsistence achievable free via Society or Survival skill checks

Subsistence: Communal habitats, recycled air/water, synthesized food, shared facilities

Comfortable: Private quarters, standard amenities, fresh food access, personal entertainment

Fine: Luxury quarters, premium food and drink, entertainment access, personal staff, quality furnishings

Extravagant: Penthouse suites, gourmet cuisine, exclusive entertainment, full staff, custom luxuries

Enforcement: Enforce costs for extended luxury roleplay during short downtime to reinforce character narratives. Characters can substitute subsistence lifestyle via Subsist activity (excludes other downtime activities).

Investments

Downtime investment creates world changes rather than passive income. Money spent advances story goals:

Example Investments:

  • Colony Support: Funding infrastructure improvements, establishing facilities
  • Expedition Sponsorship: Access to discoveries, trade goods, or territory claims
  • Museum Funding: Growing collections, prestige, research access
  • Corporate Shares: Influence over corporate actions, dividends tied to story events
  • Station Construction: Building facilities that provide ongoing benefits

Time vs. Money: Time invested matters more than money spent. Building a research facility requires months regardless of funding, but money determines quality and capabilities.

Long Periods of Downtime Currency

After years of downtime, characters accumulate substantial credits. Have them spend earnings before downtime concludes:

Mandatory Expenditures:

  • Cost of living deductions (see table above)
  • Equipment maintenance (5% of gear value per year)
  • Starship upkeep (see Ship Activities)
  • Taxes and fees (10% of income in civilized space)

Investment Opportunities:

  • Major purchases (vehicles, property, starships)
  • Business investments
  • Organizational funding
  • Hiring permanent staff or crew
  • Establishing bases or facilities

Galactic Trade (Optional System)

This system provides structured mechanics for cargo trading as a downtime activity. Based on SF1E Galactic Trade rules adapted to PF2E.

Four-Step Trade System

Step 1: Find Cargo

Time: 1 day Skill: Diplomacy or Profession (merchant) DC: 10 + (1.5 × character level) Penalty: –1 cumulative per previous find cargo attempt in same settlement within last week Group Bonus: +1 circumstance bonus per ally aiding (max +4)

Results on Success:

  • Discover 1d4 lots available for purchase
  • All lots must be purchased together
  • Buy Price: 1d4 BP × number of lots discovered
  • For every 5 points exceeding DC: ±1 lot (player choice)

Critical Success: As success, but buy price reduced by 1 BP/lot (minimum 1 BP/lot)

Critical Failure: Bad reputation in this settlement; –2 penalty to find cargo/buyer here for 1 week

Cargo Types (d20):

  1. Art or antiques
  2. Base metals
  3. Ceramics or glassware
  4. Chemicals
  5. Furniture
  6. Hides or leather
  7. Live animals or animal products
  8. Machinery, electronics, appliances
  9. Minerals or mineral products
  10. Paper products or books
  11. Plastics
  12. Precision equipment
  13. Precious metals or semiprecious stones
  14. Prepared food
  15. Textiles or clothing
  16. Toys, games, sporting equipment
  17. Vegetable products
  18. Vehicles
  19. Weapons or ammunition
  20. Wood or wood articles

Destination (d10):

RollDestinationTravel Time
1Absalom Station1d6 days
2-4Same star system1d6 days
5-7Near Space world3d6 days
8-10Vast world5d6 days

Step 2: Determine Complication (d20)

d20ComplicationEffect
1Blockade RunningPiloting check to slip through; else starship combat
2CompetitionRival crew; –2 BP/lot if they arrive first
3Expiration Date*If not delivered in 2d8 days, max 1 BP/lot
4Fire Sale*Cargo increases to max capacity; –1 BP/lot buy
5Friendly Discount*Diplomacy check reduces buy price 1 BP/lot
6Handling ProblemsHazard with level = party level during loading
7Hiding Something*Perception reveals hidden problem
8High Demand*+1 BP buy, +2 BP sell
9IllegalLaw enforcement can detect via scan
10ImitationKnockoffs; –2 BP both prices
11RadioactivePhysical Science to detect; 1 day or 1 BP/lot to fix
12RegulatedComputers/Profession or 1 day customs delay
13Rush JobDeliver in 1d8 days; +2 BP sell or find new buyer
14StolenHard encounter, pacifiable via surrender
15StowawayNPC level = party level; Perception during loading
16Strange CustomsSociety check ±1 BP/lot
17TelepathicWithout telepathy/Diplomacy, –1 BP/lot
18Tough Sell–2 BP/lot unless Intimidation succeeds
19Uncommon Tongue*Communication required or sale fails
20Vermin*Life Science to detect; –2 BP/lot or fumigation

*Discoverable before purchase

Step 3: Transport

Loading Times:

  • With cargo lifter: 1 hour per lot (one person)
  • Without equipment: 8 hours per lot (one person)
  • Multiple workers: Proportional reduction

Travel Time: As determined in Step 1

Random Encounters: GM discretion; typically 10% chance per day for space hazards or pirates

Step 4: Make the Sale

Time: 1 day Skill: Diplomacy or Profession (merchant) DC: 15 + (1.5 × character level)

Critical Success: As success, but sell price increased by 1 BP/lot

Success: Find buyer at calculated sell price

Failure: Must reduce sell price by 1 BP/lot or spend additional day searching

Critical Failure: No buyers found; cargo spoils, becomes worthless, or must be sold at 1 BP/lot

Sell Price Calculation:

  1. Base Price: Roll d8 (if result is 8, roll again and add to total; repeat if necessary)
  2. Apply Distance Modifiers:
    • Same system/Absalom Station: –2 BP/lot
    • Other Pact Worlds: –1 BP/lot
    • Near Space: No change
    • Vast: +1 BP/lot
  3. Apply complication effects (from Step 2)
  4. Minimum: 1 BP/lot

Build Points as Currency

Standard Lot: 25 tons = 1 starship cargo hold

BP to GP Conversion: 1 BP = 200 gp for personal purchases

Alternative BP Sources:

  • Encounter Treasure: 4 BP = one cargo lot worth
  • Starship Salvage: 1 day work = defeated ship's tier in BP

Insurance

Starship Insurance (1-year policies)

PolicyCostPayout
Bronze5% of ship BP value50% of ship value
Silver10% of ship BP value75% of ship value
Gold15% of ship BP value100% of ship value

Requirements: Annual inspection, compliance with safety regulations

Exclusions: Intentional destruction, illegal activities, war zones (unless rider purchased)

Cargo Insurance

  • Cost: 10% of cargo's buy price (minimum 1 BP)
  • Coverage: Full buy price if lost without negligence
  • Exclusions: Spoilage from delays, confiscation by authorities, losses during illegal activities

Trade Expansion

Planetary Agent: Cost = agent's level in BP (capped at party level)

  • Performs find cargo/buyer operations on one world
  • 1-year contract
  • Provides results remotely; party need not be present
  • Agent takes 10% commission on profits

System Representative: Cost = 2× level in BP

  • Operates throughout one star system
  • Can manage multiple simultaneous transactions
  • 1-year contract
  • Takes 15% commission on profits

Additional Starship:

  • Tier Cap: Party level – 2
  • Crew Cost: 5 × tier in BP annually
  • Operations: Operates independently on trade routes
  • All BP earned joins party pool
  • Requires contracts with agent or representative to operate

Retraining System

Retraining allows changing character choices made during advancement. This system provides narrative-driven mechanics for character evolution.

General Principles

GM Authority: GM decides teacher requirements, duration, costs, and whether choice can retrain

Default Stance: Most choices should be retrainable. Only truly intrinsic elements (like genetic heritage or innate powers) warrant restrictions without extraordinary circumstances.

Narrative Focus: Make retraining story-driven:

  • Use established NPCs as teachers
  • Situate research in interesting locations
  • Connect retraining to previous session consequences
  • Create roleplay opportunities

Retraining Duration

Feats and Skill Increases:

  • Typical Duration: 1 week
  • Complex Feats: Up to 1 month for especially demanding options
  • Rare Requirements: May require travel or special circumstances

Class Features Requiring Choices:

  • Minimum Duration: 1 month
  • Complex Features: 2-4 months for fundamental changes
  • Rarely Exceeds: 4 months even for major class features

Multiple Simultaneous Retraining: If retraining multiple related choices (like skill increase requiring feat changes), combined time can be reduced 10-25% for cohesion.

Instruction and Costs

Teachers: Provide narrative opportunities to introduce/reintroduce NPCs.

Sample Teachers (Sci-Fi Adapted):

  • Dr. Koda Mohanz: Xenobiologist and university proctor
  • Chief Engineer Redforge: Aged master technician
  • Administrator Ivestia II: Corporate etiquette and diplomacy expert
  • Attorney Effestos: Legal and political systems advisor
  • Dr. Phinella Albor: Medical cybernetics professor
  • Dr. Revis Enzerrad: Occult mystic and researcher
  • Grita the Station Sage: Herbalist and alchemist
  • Jeballewn Leastfire: Experimental chemistry expert
  • Commander Neverlost: Retired military veteran
  • Lyra of the Void: Historian and cultural specialist
  • Major Venaeus: Tactical combat instructor
  • Mother Elizia: High priest and theological scholar
  • Professor Yamarrupan: Theoretical physics lecturer
  • Coach Solvar: Physical conditioning expert
  • Navigator Sanden: Drift travel specialist
  • Master Silent Flame: Martial arts grandmaster
  • Agent Tembly: Infiltration and acrobatics expert
  • Operative Twelve Fingers: Espionage tradecraft instructor
  • Scout Hardfoot: Survival and reconnaissance expert
  • Maestro Gan: Performing arts virtuoso

Costs: Minor—roughly equivalent to one Earn Income period's earnings at character level. Typically 50-500 credits depending on character level and retraining complexity.

Purpose of Costs: Primarily enforce narrative appropriateness rather than consuming significant resources.

Alternative Compensation: Teachers might volunteer for:

  • Past favors owed
  • Future services requested
  • Political or organizational allegiances
  • Research opportunities
  • Mutual skill exchange

Specific Retraining Options

Feats:

  • Time: 1 week typically
  • Teacher: Someone with the desired feat or appropriate expertise
  • Cost: 5 gp x character level
  • Special: Cannot retrain ancestry or heritage feats without magical intervention

Skill Increases:

  • Time: 1 week
  • Teacher: Someone with expert or better proficiency in desired skill
  • Cost: 10 gp x character level
  • Special: Can redistribute skill proficiency increase from one skill to another

Spells Known:

  • Time: 1 week per spell level
  • Teacher: Spellcaster who knows desired spell
  • Cost: 5 gp x spell level x character level
  • Special: Can exchange one known spell for another of same level

Class Features:

  • Time: 1-4 months depending on complexity
  • Teacher: Character with same class and desired feature, or relevant expert
  • Cost: 50 gp x character level
  • Special: GM determines which features can retrain

Extreme Retraining

Default rules prevent retraining class, ancestry, attributes, or intrinsic elements. Story-based alternatives:

Class Changes:

Can occur through months/years of intense retraining, particularly at low levels (1-5).

Method 1 - Gradual Transition:

  • Take multiclass dedication feat
  • Spend several feat slots on new class features
  • Eventually retrain away old class feats
  • Represents 6-12 months of transition
  • Cost: 500 gp x character level

Method 2 - Complete Retraining:

  • Requires 1 year of training
  • Mentor must be high level in desired class
  • Lose all old class features, gain new
  • Keep attributes, skills, and non-class feats
  • Cost: 1,000 gp x character level

Ancestry and Heritage Changes:

Require magical or technological transformation.

Method 1 - Magical Transformation:

  • Reincarnation magic into new form
  • Ritual completion (may require quest)
  • Divine intervention (requires great service)
  • Cost: 500+ gp plus quest/service

Method 2 - Advanced Technology:

  • Genetic resequencing (requires biotech facility)
  • Complete cybernetic conversion (becomes android or similar)
  • Nanotechnology reconstruction
  • Time: 1-6 months
  • Cost: 5,000+ gp
  • Risk: Possible complications or side effects

Method 3 - Cosmic Events:

  • Exposure to reality-altering phenomena
  • Drift travel accidents
  • Alien transformation technology
  • Usually involuntary; GM-driven story events

Background Changes:

Require altering game history so remembered events didn't occur.

Method 1 - Memory Alteration:

  • Technological memory modification
  • Mystic memory adjustment
  • Reveals "true" background previously hidden
  • Retroactively changes what players believed happened
  • Time: 1 week
  • Cost: 100 gp x character level

Method 2 - Simple Retcon:

  • Allow change without in-world explanation
  • Acknowledge that games don't require justification for mechanical changes
  • Simplest approach; some groups prefer this
  • No time or cost

Attribute Modifiers:

Default: Cannot retrain

Technological Exception: Cybernetic augmentation can effectively shift attributes:

  • Install augmentations that boost one attribute
  • Remove or replace augmentations affecting another
  • Represents cybernetic optimization rather than true retraining
  • Time: 1 week per augmentation
  • Cost: Per augmentation prices

Mystical Exception: Reality alteration magic (9th level or similar):

  • Wish-level magic can reshape fundamental characteristics
  • Divine intervention
  • Cosmic transformation events
  • Requires extraordinary circumstances

Downtime Events

When downtime extends beyond simple mechanical resolution, introduce events that create story opportunities and complications. Roll or choose events appropriate to characters' activities.

Events by Activity Type

Crafting/Earning Income (Crafting):

  • Material shipments delayed; investigation required
  • Superlative work attracts collectors, museums, or corporate buyers
  • Discovery of more efficient technique; decide whether to share or keep secret as trade advantage

Create Forgery (Society):

  • Paperwork format changes mid-project; must adapt or start over
  • Accident ruins materials (station incident, spilled chemicals, clumsy assistant)
  • Mysterious benefactor provides tools but expects future favor

Earn Income (General):

  • Demanding client requires multiple rounds of revisions
  • Workplace accident endangers someone; intervene or ignore
  • Work becomes sudden fad; demand skyrockets with potential for expanded business
  • Impressive visitor offers lucrative opportunity in distant location
  • Poor job site conditions; workers seek help confronting management
  • Employers engaged in illegal activity; offer bribes for silence
  • Someone sabotages completed work to discredit character

Earn Income (Performance):

  • Success leads to extra shows; character runs ragged without rest
  • Competing shows draw customers away; rivalry develops
  • Powerful corporate sponsor finances special performance with content demands
  • Fellow performer fails to appear; show must continue without them

Subsist (Survival):

  • Discover unknown useful plant, mineral, or organism; potential applications in medicine or technology
  • Evidence of large creature or dangerous phenomenon; possible threat

Buy and Sell Items:

  • Sold item interests particular group (corporate, criminal, government); they pursue character for information or item recovery
  • Merchant sold fraudulent or defective item; character must confront them
  • Frequented shop faces closure without help; opportunity to assist or acquire business
  • Higher bidder emerges for item character wants; negotiate or complete job to secure purchase

Retrain:

  • Physical training causes injury requiring medical attention
  • New abilities inflict unexpected side effect or create unusual phenomena
  • Instructor falls ill, goes missing, or faces crisis
  • Witness requests to study or practice alongside character
  • Training halts; rare resource, data, or similar needed to continue

Research:

  • Discover information others wanted secret; unwanted attention
  • Find lead to valuable item, location, or opportunity
  • Uncover conspiracy or crime; decide whether to act
  • Research requires access to restricted database or location

Casino/Carouse:

  • Win big and attract attention from criminals, corporations, or fans
  • Witness crime or conspiracy while socializing
  • Make powerful friend or enemy based on behavior
  • Get caught in station incident (fire, depressurization, riot)

Ship Activities:

  • Discover hidden compartment or modifications in ship during maintenance
  • Find evidence of previous owner's activities or enemies
  • Uncover developing critical failure before it becomes catastrophic
  • Attract attention from shipyard workers with interesting opportunity or warning

Tech Activities:

  • Data mining uncovers corporate secret; decide what to do with information
  • Prototype testing reveals unexpected capability
  • System maintenance discovers evidence of sabotage or intrusion
  • Encounter with AI or digital entity during systems work

Earn Income Tasks

These tasks represent sci-fi adaptations of profession and skill-based work opportunities.

By Skill

Computers:

  • Basic (Level 0-2): Debug consumer software, maintain small networks
  • Trained (Level 3-5): Design database systems, security consulting for small businesses
  • Expert (Level 6-10): Corporate cybersecurity, AI programming, infosphere architecture
  • Master (Level 11+): Drift beacon programming, station mainframe management, counter-AI defense

Crafting:

  • Basic: Repair consumer electronics, sew clothing, assemble furniture
  • Trained: Build weapons or armor, construct drones, fabricate vehicle parts
  • Expert: Design custom equipment, create experimental prototypes, manufacture corporate products
  • Master: Craft legendary items, design starship components, create breakthrough technologies

Engineering:

  • Basic: Maintain life support, repair power systems, perform safety inspections
  • Trained: Design station subsystems, oversee construction projects, optimize power grids
  • Expert: Supervise starship construction, develop terraforming infrastructure, create experimental engines
  • Master: Design stations or megastructures, invent revolutionary technologies, solve impossible engineering challenges

Medicine:

  • Basic: Treat injuries at clinics, provide vaccinations, health screenings
  • Trained: Perform surgery, manage hospital departments, develop treatment protocols
  • Expert: Research diseases, create new procedures, consult on exotic alien physiology
  • Master: Perform miracle surgeries, cure previously incurable conditions, augmentation design

Performance:

  • Basic: Busk at spaceports, perform at local venues, create amateur holovids
  • Trained: Regular gigs at clubs or theaters, professional holovid roles, commercial work
  • Expert: Headline acts at major venues, star in holovid productions, infosphere celebrity
  • Master: System-wide celebrity, historic performances, revolutionary artistic movements

Piloting:

  • Basic: Courier services, taxi piloting, planetary cargo transport
  • Trained: System cargo hauling, passenger transport, racing circuits
  • Expert: Drift navigation, dangerous route piloting, military transport operations
  • Master: Legendary navigation feats, establishing new Drift routes, training elite pilots

Society:

  • Basic: Clerical work, customer service, event coordination
  • Trained: Corporate middle management, diplomatic assistance, cultural liaison work
  • Expert: High-level diplomacy, corporate leadership, political advisory
  • Master: Negotiate treaties, resolve system-wide crises, reshape political landscapes

Lore Skills (Examples):

Academia Lore:

  • Research assistant at universities
  • Compile expedition data
  • Lecture at educational institutions
  • Curate museum collections
  • Acquire rare texts for collectors

Corporate Lore:

  • Business consulting
  • Market analysis
  • Merger facilitation
  • Corporate espionage (legally gray)
  • Executive advising

Mercenary Lore:

  • Recruit mercenary units
  • Plan military operations
  • Advise on combat tactics
  • Broker mercenary contracts
  • Train security forces

Starship Lore:

  • Appraise starship values
  • Consult on purchases
  • Design custom configurations
  • Write technical manuals
  • Expert testimony in salvage disputes

Underworld Lore:

  • Track stolen goods
  • Arrange criminal contacts
  • Fence valuable items
  • Consult on heists (planning only)
  • Navigate black markets

Xenobiology Lore:

  • Catalog alien species
  • Consult on ecosystem management
  • Research alien diseases
  • Advise on first contact protocols
  • Supply specimens to research institutions

Appendix: Downtime Activity Summary

Quick Reference Table

ActivityTimePrimary SkillKey Benefit
Analyze Sample1 dayVariesTake 20 on analysis
Build Shelter1 daySurvivalConstruct shelter
Carouse1 dayFortitudeMake contacts
Celestial Analysis1 dayComputers/Physical ScienceAnalyze stellar data
Channel Divinity1 dayMysticismCommune with divine
Convalesce1 dayNoneRecover 2 HP/level
Coordinate1 dayAny mentalGrant ally +1 bonus
Crack Technology1 dayComputers/EngineeringTake 20 on tech
CraftVariableCraftingCreate items
Data Mining1-7 daysComputersExtract valuable data
Drill1 dayAnyTake 10 next day
Earn Income1+ daysVariesGenerate credits
Entertain1 dayPerformancePerform for pay
Explore Futures1 dayMysticism/ComputersGain reroll
Find Buyer1 dayDiplomacy/ProfessionSell cargo
Find Cargo1 dayDiplomacy/ProfessionBuy cargo
Gather Supplies1 daySurvivalScavenge materials
Hull Repair1 dayEngineeringRestore ship HP
Hunt Bargains1 dayDiplomacyFind discounts
Inoculate1 dayMedicineGrant +4 vs disease
InvestVariableFinance skillsLong-term returns
Lounge1 dayNoneTemp HP + morale
Maintain Equipment1 dayCrafting/Engineering+1 weapon/armor
Maintain Readiness1 dayCombat skills+2 initiative
Manage Course1 dayPilotingReduce travel time
Plan Route1 dayLore/Survival+4 navigation
Practice Profession1 weekProfession/LoreSteady income
Prototype Testing1-7 daysEngineering/ComputersTest experimental tech
Provide Long-Term Care1 dayMedicine+2 recovery
Rebuild Drone1 day-1 weekEngineeringRepair/modify drone
Research1 dayCulture/Society/LoreLearn information
RetrainVariableNoneChange character options
Secure Area1 dayEngineering/ThieverySet up security
Subsist1 daySociety/SurvivalFree cost of living
System Calibration1 dayEngineering/ComputersBoost ship system
System Diagnostics1 dayEngineeringFind ship issues
System Maintenance1 dayEngineering/ComputersMaintain tech systems
Work Out1 dayAthletics/AcrobaticsReroll Athletics/Acrobatics

Activities by Theme

Combat Preparation:

  • Drill
  • Maintain Readiness
  • Work Out
  • Inoculate
  • System Calibration (weapons)

Crafting and Creation:

  • Craft
  • Maintain Equipment
  • Prototype Testing
  • Rebuild Drone
  • Distill Serums

Income Generation:

  • Earn Income
  • Practice Profession
  • Entertain
  • Find Cargo → Transport → Find Buyer
  • Invest

Information and Research:

  • Research
  • Analyze Sample
  • Data Mining
  • Celestial Analysis
  • World Analysis
  • Explore Futures

Recovery and Rest:

  • Convalesce
  • Lounge
  • Provide Long-Term Care
  • Talk Therapy
  • Marathon Entertainment

Social and Networking:

  • Carouse
  • Schmooze
  • Social Media Curation
  • Debrief
  • Cook Feast
  • Coordinate

Starship Operations:

  • Hull Repair
  • System Calibration
  • System Diagnostics
  • Refit Starship
  • Manage Course
  • Plan Route

Survival and Exploration:

  • Subsist
  • Gather Supplies
  • Build Shelter
  • Secure Area
  • World Mapping
  • Locate Galactic Destination

Technology and Hacking:

  • Crack Technology
  • Data Mining
  • System Maintenance
  • Prototype Testing
  • Mech System Diagnostics

Designer Notes

Adaptation Philosophy

This document merges three distinct systems while maintaining mechanical integrity:

  1. PF2E Downtime Mode provides the framework and core philosophy
  2. SF1E Activities add sci-fi flavor and tech-focused options
  3. Casino Games provide structured entertainment and gambling

Key Adaptations:

  • Currency: All prices use gold pieces (gp). In-world, "credits" is the Pact Worlds flavor term (10 credits = 1 gp)
  • Skills: Tech skills (Computers, Engineering, Piloting) integrated throughout
  • Setting: All activities adapted to space opera/sci-fi context
  • Mechanics: PF2E difficulty and success mechanics preserved
  • New Content: Tech and ship activities created to fill genre needs

GM Guidance

Balancing Downtime:

  • Don't let downtime overshadow adventure
  • Use downtime to advance character goals and world building
  • Keep mechanical benefits modest compared to adventure rewards
  • Create story hooks through downtime events

Customization:

  • Adjust DCs based on campaign difficulty
  • Modify costs to match campaign wealth levels
  • Add setting-specific activities as needed
  • Restrict or expand available activities based on location

Integration:

  • Connect downtime to main story when possible
  • Use NPCs from adventures as downtime contacts
  • Let downtime achievements affect later adventures
  • Reward creative downtime approaches

End of Document

Version: 1.0 Last Updated: 2026-01-14 Compatibility: Starfinder 2E / Pathfinder 2E hybrid