Downtime — 7 Days Between Jobs
When the adventure pauses — hyperspace transit, hiding on a rim world, station dock for repairs — you get 1 week of downtime. Pick one main activity. Roll to see how productive you were, just like 5e.
How Long
One downtime = 5 work days + 2 rest days. You can heal, train, and carouse in the same week but you only get one paying activity. If the party has a month off, run 4 downtimes back to back.
1. Work a Job — Profession
You have Profession: ______ (two slots on your sheet). Pick at character creation: Moisture Farmer, Dock Worker, Cantina Cook, Mechanic, Speeder Tech, Droid Tech, Bounty Hunter, Smuggler, Sabacc Dealer, Bureaucrat, Trader, Entertainer, Soldier-for-hire, Medic, etc.
Roll: d20 + Profession ranks + INT (or PRE if it's a hustle like Gambler/Trader) + misc vs DC. You need Trained (1 rank) to attempt.
| d20+Mod Total | Result | Pay (credits / week) | Complication? |
|---|---|---|---|
| 1-9 | Bad week | 10cr + expenses barely covered | Roll on Personal Complication |
| 10-13 | Getting by | 50cr — modest lifestyle covered | - |
| 14-17 | Good week | 100cr — comfortable + 25cr saved | - |
| 18-22 | Great week | 200cr — one luxury, or pay off 100cr debt | +1 Contact or +1 Reputation in that field |
| 23+ | Jackpot / Promotion | 400cr — and offered a side job (GM plot hook) | Someone important notices you |
Example: Twi’lek Entertainer PRE 3 + Profession: Dancer 4 + Skill Focus 3 = +10. Rolls 12+10=22 = Great week — 200cr tips at the cantina, regulars love her, gains +1 Contact (the club owner).
If you have Expertise in a related field (Mechanic + Expertise: Repulsorlift), you get +2 circumstance.
2. Run a Business
Cantina, cargo line, chop shop, clinic, security company, spice den (front). You need initial capital (500cr - 5000cr) and a location or ship.
Each week roll: d20 + Profession (relevant) + PRE or INT (your call) + 1 if you have Leadership + number of skilled followers (max +3) vs DC 15.
| Roll vs DC 15 | Business Result | Profit/Loss |
|---|---|---|
| Fail by 5+ (≤9) | Disaster — raid, fire, Imperial audit | -200cr and roll Complication |
| Fail by 1-4 (10-14) | Tough week | -50cr, break-even if you work there yourself |
| Success 15-19 | Steady | +100cr profit after wages |
| Success 20-24 | Booming | +250cr, +1 Reputation, attract a talented hire |
| 25+ | Monopoly week | +500cr, rivals offer buyout or send thugs |
Upkeep: 50cr/week/employee, 100cr/week rent or docking, 50cr/week bribes on Imperial worlds. If you have followers from Leadership, first 2 followers work for free (loyalty, not wages).
Crafting bonus: If your business is crafting (armorweave, droids), you can use Business roll instead of Profession for Crafting downtime to produce goods for sale.
3. Crafting / Repair (Makes Money)
Use the normal build rules: Expertise + Technical Skill (Maintenance, Security, Demolitions). One roll to design, one to build.
Downtime pace: You have tools, bench time, and quiet — no +5 DC rush unless you try to halve time.
| What You Make | DC | Time | Cost (parts) | Sell Value |
|---|---|---|---|---|
| Simple mod / patch | 15 | 2 days | 100cr | 200cr (100 profit) |
| Moderate — weapon mod, armor plate, security spike | 20 | 1 week | 500cr | 900cr (400 profit) |
| Complex — droid, speeder engine, nav patch | 25 | 2 weeks | 1500cr | 3000cr (1500 profit) |
| Advanced — hyperdrive mod, combat droid brain | 30 | 1 month (4 downtimes) | 4000cr | 8000cr+ |
Roll result:
- Fail by 5+ = waste ½ materials, no progress
- Fail by 1-4 = no progress, keep materials, try again next week (+2 cumulative)
- Success = finished, choose one quirk (from GM table) on 1-2 on the d20 — jams on 1, hums nice on 20
- Success by 5+ = fine work, sells for +20% or gives +1 on first use
Your personal mods (Weaponsmith/Armorsmith) are separate — those are 500cr +1 day, one at a time, not for sale.
4. Training / Learning
Want a new language, new Expertise field, new Profession, or to retrain a Feat?
| Training | Time | Cost | Roll |
|---|---|---|---|
| Language | 2 weeks | 100cr (tutor) or free (immersion) | INT check DC12, fail = one more week |
| Expertise (new field) | 4 weeks | 400cr | INT DC15, must have teacher or holocron |
| Profession (new) | 2 weeks | 50cr | INT DC12 |
| Retrain one Feat → new Feat | 1 week | 200cr + simulator/teacher | Relevant ability DC15 |
| Learn a Force Power (Cross-Training) | 2 weeks + mentor | — | Expertise: The Force DC per new power rules |
5. Research / Gather Information
Library, Imperial Archives (if you have Privileged Access), Bothan Spynet.
Roll Investigation or Expertise (relevant). One week = one question answered on a table.
| Total | What You Learn |
|---|---|
| ≤9 | Nothing useful, and you tipped off the wrong people |
| 10-14 | Common knowledge, one rumor (50% true) |
| 15-19 | Solid info, +2 on next social check with target, learn their Weakness or Quirk |
| 20-24 | Secret — floor plans, patrol times, debt ledger, true name |
| 25+ | Black file — knows their Procedure, can forge or blackmail |
6. Carousing, Gambling, Pit Fighting
Recover Strain, make friends, lose teeth.
Carousing: Spend 50cr for drinks. Roll Persuasion, Deception, or Profession: Entertainer. 15+ = +1 Contact, +2 on next Gather Information. Fail by 5+ = bar fight, 1 Injury or arrest.
Gambling (Sabacc): Bring a stake (up to 200cr). Opposed Profession: Gambler vs house or opponent. Winner takes pot, loser owes favor on Nat 1.
Pit Fighting: One non-lethal match per downtime. Melee: FGT vs FGT. Win = 100cr + Reputation. Lose = 1 Injury (heals 4h) but +1 Grit.
Complications (d6 when you roll 1 or fail by 5+)
| d6 | Work / Business | Crafting | Social |
|---|---|---|---|
| 1 | Imperial audit — 100cr bribe or paperwork hell | Material shortage — need rare part (quest) | You insulted someone important |
| 2 | Rival undercuts — next week DC +5 | Tool broke — 200cr repair | Rumor spreads, -2 Persuasion this system |
| 3 | Employee quits / droid walks off | Prototype unstable — explodes on 1 next combat | Spynet flags you |
| 4 | Customer is ISB — do you take their money? | Patent Troll claims you stole design | Drunk confession to a bounty hunter |
| 5 | Good problem — too much demand, need 2 more hands | You made two! Second is buggy but sellable | You woke up married / engaged |
| 6 | Terrible problem — fire, theft, -300cr | You are forced to build something for a crime lord | Owe a Favor to a Hutt |
Followers, Cohorts, Padawans — Leadership
See Feats — Leadership for full cohort/follower rules. Summary: At 6th level you can take Leadership, get a cohort (level -2 sidekick) and followers (shop crew, soldiers, acolytes). Jedi Knight (level 7) gets a free Padawan cohort without needing the feat — if a Jedi later takes Leadership they get their Padawan plus a normal cohort and extra followers.
SINS V2 — Downtime — One week, one roll, one complication. Gritty economy stays gritty: you can live, you can save for a better blaster, you cannot get rich without a score.