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
- Overview
- Running Downtime
- Downtime Activities
- Casino Games
- Long-Term Goals
- Buying and Selling Items
- Money and Cost of Living
- 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:
- Breakneck pacing where the story moves too quickly for downtime
- 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:
- Ante: All players place bets
- Deal: Dealer gives two cards to each player and self (one dealer card face-up)
- 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)
- Dealer Turn: Must hit on 16 or below, stand on 17 or above
- 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:
- Ante: All players place small/big blinds
- Deal: Each player receives 2 hole cards (private)
- First Betting Round: Players may bet, call, raise, or fold
- The Flop: Dealer reveals 3 community cards
- Second Betting Round
- The Turn: Dealer reveals 4th community card
- Third Betting Round
- The River: Dealer reveals 5th community card
- Final Betting Round
- Showdown: Best hand wins pot (minus 5% house cut)
Hand Rankings (Standard Poker):
- Royal Nebula (Royal Flush): A-K-Q-J-10 of same suit
- Straight Nebula (Straight Flush): Five sequential cards, same suit
- Quantum Quartet (Four of a Kind)
- Drift House (Full House): Three of a kind + pair
- Plasma Flush (Flush): Five cards of same suit
- Void Straight (Straight): Five sequential cards
- Fusion Triple (Three of a Kind)
- Binary Pair (Two Pair)
- Singularity Pair (One Pair)
- 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 Type | Description | Payout |
|---|---|---|
| Straight | Single number | 35:1 |
| Split | Two adjacent numbers | 17:1 |
| Street | Three numbers in row | 11:1 |
| Corner | Four numbers in square | 8:1 |
| Six Line | Six numbers (two rows) | 5:1 |
| Column | Twelve numbers in column | 2:1 |
| Dozen | 1-12, 13-24, or 25-36 | 2:1 |
| Red/Black | Color bet | 1:1 |
| Even/Odd | Parity bet | 1:1 |
| High/Low | 1-18 or 19-36 | 1:1 |
Gameplay:
- Players place bets on table
- Dealer activates orbital wheel
- Gravity sphere released into rotation
- Wheel and sphere both rotate (opposite directions)
- Sphere settles into numbered slot
- 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:
- All players ante
- Starting player holds amulet token (rotates each hand)
- 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:
| Outcome | Probability | Payout |
|---|---|---|
| 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:
| Predictions | Matches Required | Payout |
|---|---|---|
| 2 | 1 | 1× stake |
| 2 | 2 | 5× stake |
| 3 | 2 | 5× stake |
| 3 | 3 | 30× stake |
| 4 | 3 | 30× stake |
| 4 | 4 | 200× stake |
| 5 | 4 | 200× stake |
| 5 | 5 | 1,000× stake |
| 10 | 10 | 5,000× 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:
- Stage 1: Secure initial cargo and ship (foundation)
- Stage 2: Establish routes between nearby stations (growth)
- Stage 3: Build reputation and regular customers (development)
- Stage 4: Hire crew and additional ships (expansion)
- Stage 5: Deal with competitors or pirates (conflict)
- Stage 6: Secure exclusive contracts or trade rights (maturation)
- 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 Type | Max Item Level | Technology Availability |
|---|---|---|
| Outpost | 3 | Basic supplies only |
| Village | 4 | Common items, limited selection |
| Town | 6 | Common items readily available |
| City | 10 | Uncommon items with effort |
| Metropolis | 14 | Rare items with significant effort |
| Absalom Station | 20 | Nearly 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 Living | Week | Month | Year |
|---|---|---|---|
| Subsistence* | 40 cr | 200 cr | 2,400 cr |
| Comfortable | 100 cr | 400 cr | 5,200 cr |
| Fine | 3,000 cr | 13,000 cr | 160,000 cr |
| Extravagant | 10,000 cr | 43,000 cr | 520,000 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):
- Art or antiques
- Base metals
- Ceramics or glassware
- Chemicals
- Furniture
- Hides or leather
- Live animals or animal products
- Machinery, electronics, appliances
- Minerals or mineral products
- Paper products or books
- Plastics
- Precision equipment
- Precious metals or semiprecious stones
- Prepared food
- Textiles or clothing
- Toys, games, sporting equipment
- Vegetable products
- Vehicles
- Weapons or ammunition
- Wood or wood articles
Destination (d10):
| Roll | Destination | Travel Time |
|---|---|---|
| 1 | Absalom Station | 1d6 days |
| 2-4 | Same star system | 1d6 days |
| 5-7 | Near Space world | 3d6 days |
| 8-10 | Vast world | 5d6 days |
Step 2: Determine Complication (d20)
| d20 | Complication | Effect |
|---|---|---|
| 1 | Blockade Running | Piloting check to slip through; else starship combat |
| 2 | Competition | Rival crew; –2 BP/lot if they arrive first |
| 3 | Expiration Date* | If not delivered in 2d8 days, max 1 BP/lot |
| 4 | Fire Sale* | Cargo increases to max capacity; –1 BP/lot buy |
| 5 | Friendly Discount* | Diplomacy check reduces buy price 1 BP/lot |
| 6 | Handling Problems | Hazard with level = party level during loading |
| 7 | Hiding Something* | Perception reveals hidden problem |
| 8 | High Demand* | +1 BP buy, +2 BP sell |
| 9 | Illegal | Law enforcement can detect via scan |
| 10 | Imitation | Knockoffs; –2 BP both prices |
| 11 | Radioactive | Physical Science to detect; 1 day or 1 BP/lot to fix |
| 12 | Regulated | Computers/Profession or 1 day customs delay |
| 13 | Rush Job | Deliver in 1d8 days; +2 BP sell or find new buyer |
| 14 | Stolen | Hard encounter, pacifiable via surrender |
| 15 | Stowaway | NPC level = party level; Perception during loading |
| 16 | Strange Customs | Society check ±1 BP/lot |
| 17 | Telepathic | Without telepathy/Diplomacy, –1 BP/lot |
| 18 | Tough Sell | –2 BP/lot unless Intimidation succeeds |
| 19 | Uncommon Tongue* | Communication required or sale fails |
| 20 | Vermin* | 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:
- Base Price: Roll d8 (if result is 8, roll again and add to total; repeat if necessary)
- Apply Distance Modifiers:
- Same system/Absalom Station: –2 BP/lot
- Other Pact Worlds: –1 BP/lot
- Near Space: No change
- Vast: +1 BP/lot
- Apply complication effects (from Step 2)
- 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)
| Policy | Cost | Payout |
|---|---|---|
| Bronze | 5% of ship BP value | 50% of ship value |
| Silver | 10% of ship BP value | 75% of ship value |
| Gold | 15% of ship BP value | 100% 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
| Activity | Time | Primary Skill | Key Benefit |
|---|---|---|---|
| Analyze Sample | 1 day | Varies | Take 20 on analysis |
| Build Shelter | 1 day | Survival | Construct shelter |
| Carouse | 1 day | Fortitude | Make contacts |
| Celestial Analysis | 1 day | Computers/Physical Science | Analyze stellar data |
| Channel Divinity | 1 day | Mysticism | Commune with divine |
| Convalesce | 1 day | None | Recover 2 HP/level |
| Coordinate | 1 day | Any mental | Grant ally +1 bonus |
| Crack Technology | 1 day | Computers/Engineering | Take 20 on tech |
| Craft | Variable | Crafting | Create items |
| Data Mining | 1-7 days | Computers | Extract valuable data |
| Drill | 1 day | Any | Take 10 next day |
| Earn Income | 1+ days | Varies | Generate credits |
| Entertain | 1 day | Performance | Perform for pay |
| Explore Futures | 1 day | Mysticism/Computers | Gain reroll |
| Find Buyer | 1 day | Diplomacy/Profession | Sell cargo |
| Find Cargo | 1 day | Diplomacy/Profession | Buy cargo |
| Gather Supplies | 1 day | Survival | Scavenge materials |
| Hull Repair | 1 day | Engineering | Restore ship HP |
| Hunt Bargains | 1 day | Diplomacy | Find discounts |
| Inoculate | 1 day | Medicine | Grant +4 vs disease |
| Invest | Variable | Finance skills | Long-term returns |
| Lounge | 1 day | None | Temp HP + morale |
| Maintain Equipment | 1 day | Crafting/Engineering | +1 weapon/armor |
| Maintain Readiness | 1 day | Combat skills | +2 initiative |
| Manage Course | 1 day | Piloting | Reduce travel time |
| Plan Route | 1 day | Lore/Survival | +4 navigation |
| Practice Profession | 1 week | Profession/Lore | Steady income |
| Prototype Testing | 1-7 days | Engineering/Computers | Test experimental tech |
| Provide Long-Term Care | 1 day | Medicine | +2 recovery |
| Rebuild Drone | 1 day-1 week | Engineering | Repair/modify drone |
| Research | 1 day | Culture/Society/Lore | Learn information |
| Retrain | Variable | None | Change character options |
| Secure Area | 1 day | Engineering/Thievery | Set up security |
| Subsist | 1 day | Society/Survival | Free cost of living |
| System Calibration | 1 day | Engineering/Computers | Boost ship system |
| System Diagnostics | 1 day | Engineering | Find ship issues |
| System Maintenance | 1 day | Engineering/Computers | Maintain tech systems |
| Work Out | 1 day | Athletics/Acrobatics | Reroll 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:
- PF2E Downtime Mode provides the framework and core philosophy
- SF1E Activities add sci-fi flavor and tech-focused options
- 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
