SOTE.FRIED.SH — SINS OF THE EMPIRE

NI 24 / ABY 34 — Downtime: what you do when you're not shooting

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 TotalResultPay (credits / week)Complication?
1-9Bad week10cr + expenses barely coveredRoll on Personal Complication
10-13Getting by50cr — modest lifestyle covered-
14-17Good week100cr — comfortable + 25cr saved-
18-22Great week200cr — one luxury, or pay off 100cr debt+1 Contact or +1 Reputation in that field
23+Jackpot / Promotion400cr — 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 15Business ResultProfit/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 15-19Steady+100cr profit after wages
Success 20-24Booming+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 MakeDCTimeCost (parts)Sell Value
Simple mod / patch152 days100cr200cr (100 profit)
Moderate — weapon mod, armor plate, security spike201 week500cr900cr (400 profit)
Complex — droid, speeder engine, nav patch252 weeks1500cr3000cr (1500 profit)
Advanced — hyperdrive mod, combat droid brain301 month (4 downtimes)4000cr8000cr+

Roll result:

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?

TrainingTimeCostRoll
Language2 weeks100cr (tutor) or free (immersion)INT check DC12, fail = one more week
Expertise (new field)4 weeks400crINT DC15, must have teacher or holocron
Profession (new)2 weeks50crINT DC12
Retrain one Feat → new Feat1 week200cr + simulator/teacherRelevant ability DC15
Learn a Force Power (Cross-Training)2 weeks + mentorExpertise: 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.

TotalWhat You Learn
≤9Nothing useful, and you tipped off the wrong people
10-14Common knowledge, one rumor (50% true)
15-19Solid info, +2 on next social check with target, learn their Weakness or Quirk
20-24Secret — 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+)

d6Work / BusinessCraftingSocial
1Imperial audit — 100cr bribe or paperwork hellMaterial shortage — need rare part (quest)You insulted someone important
2Rival undercuts — next week DC +5Tool broke — 200cr repairRumor spreads, -2 Persuasion this system
3Employee quits / droid walks offPrototype unstable — explodes on 1 next combatSpynet flags you
4Customer is ISB — do you take their money?Patent Troll claims you stole designDrunk confession to a bounty hunter
5Good problem — too much demand, need 2 more handsYou made two! Second is buggy but sellableYou woke up married / engaged
6Terrible problem — fire, theft, -300crYou are forced to build something for a crime lordOwe 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.