Downtime Guide

Downtime in Steel Horizons is considered those times between missions where your character is doing something "off-scene". These are activities that generally don’t need a full scene run by a Storyteller, but instead simply need answer and approval. Players are welcome to write these up if they wish, but please check with the storytellers before writing the scene. If a Storyteller believes the downtime requires a scene, they will let you know, and a time can be scheduled for it. Most actions generally just need a ticket for the right storyteller rather than a full scene.
  Downtimes are completely optional. Players can take part in them if they wish. Players are not required to do downtimes in order to advance their storyline and are not penalized if they do not do downtimes, but there may be times they are extremely beneficial.
  Below is a list of common downtime actions. Details concerning the various actions are listed below. If you wish to do something that doesn’t fall within this list, please speak with the Storytellers in your ticket. Resolution timeframe and resources required may be modified by the storyteller depending on the stated goal.

Intent

The goal of this is to provide a guideline of what can be done in downtime. Ultimately, these are intended as guides and as a way to replace narratively smaller scenes or as a way to provide guidance for players to self write events that occur in downtime with storyteller approval.
  The goal is not to bury storytellers in monthly downtimes or add a “required paperwork” component.
  You may do many of these actions without gaining a mechanical benefit and without submitting a downtime.

Downtime Specific Notes

Large Projects. Large projects can be set up with the storyteller staff. Large projects are actions that affect the city on a wider level or take time and extraordinary effort to accomplish. Examples are creating buildings, large political movements, law changes, etc.
  Projects will be assigned a certain number of points. A filed action will earn points toward the project each month. Other characters may contribute to the project by also filing downtime actions. A board post in the server will track current projects and their progress.
  Relationships. Players are expected to maintain Relationships with NPCs, and this can affect what those NPCs will do for you. While maintaining Relationships through downtimes are not required, it can be easier to do so. If a Downtime causes you to lose Relationship points, you can choose which Relationships are affected unless otherwise specified. If performing a Downtime action reduces all of your Relationships to zero, you will lose Drive or gain Hindrances instead.

Downtime Actions

In order to perform a downtime action, a player selects the desired activity and makes the listed check. The Storyteller and Player will then work together to tell a short story describing the results.
  Players are allowed 2 downtime actions per month.

Breaking the Law

The player comes up with the crime, and the Storyteller will determine the result. These are meant to be anti-hero or Robin Hood-type escapades, not immoral or evil like robbing innocent people blind or cold-blooded murder. If the player insists on these acts, they must also make a Drive Check at -2 along with the Trait check.
  Make a Thievery, Persuasion, or Performance check.
  Success. Gain $500 or $1,000 with a Raise. Your crime was undetected.
  Failure. Lose 1d6 Relationship points. No cash gained and the crime was unsuccessful, but you got away without being caught. You should probably lay low for a bit just in case.
  Critical Failure. Lose 1d8 Relationship points and make a Drive Check. The hero was likely identified and is now wanted by the Oracles.

Forming New Relationships

Establish a new Relationship with someone in one of the communities. Make a Trait check based on how the Relationship is established, including but not limited to Persuasion. One could also use Academics to discuss important financial news with local businesspeople or Repair to discuss the finer points of LOStech with students at the local arcade.
  Make a Persuasion, or other related check.
  Success. Gain a new Relationship at 1d4+3 points, 1d6+3 with a Raise
  Failure. No Relationship gained
  Critical Failure. Lose 1d4 Relationship Points. In attempting to meet with new friends, you've accidentally angered your old friends.

Helping Hand

Give a troubled player character a hand, either by giving emotional support or doing tasks for them while they put themselves back together. The person being helped must agree to receiving the help.
  Make a Spirit check.
  Success. Raise someone else's Drive by +1, +2 with a Raise.
  Failure. No negative consequences.
  Critical Failure. Lose 1d4 Relationship point. You spend all your time helping someone else that you forget your own Relationships.

Hobbies

Take time to relax. This can mean anything from collecting stamps to building puzzles to playing video games or listening to good music at the local bar.
  Make a Spirit check.
  Success. Gain one extra Chip to use during the next month, two with a Raise. If you join a mission, let the Storyteller know that you have the extra Chip(s).
  Failure. No negative consequences.
  Critical Failure. Lose 1 Drive. Your attempt at relaxation was just an exercise in frustration. You're even more on edge than you were before.

Maintain Relationships

Connect with your friends, loved ones, and hang out with people you get along with.
  Only Relationships that are level 2 or above can be maintained with this activity. For lower levels, a Player must pick a Making Amends activity.
  Make a Spirit check.
  Success. Gain 1 Relationship point in 3 different Relationships. 1d4+2 with a Raise.
  Failure. No negative consequences.
  Critical Failure. Lose 1d4 Relationship points. You tried to get together, but the attempt was thwarted by the bane of every gaming group: the calendar.

Making Amends

With this activity, you do something for a friend to make amends for not being there.
  Making Amends works on Relationships level 1 and below, and may only be attempted on a single Relationship. Any gained points are added to that Relationship. Lost points can apply to any Relationship.
  Make a Persuasion check.
  Success. Gain +1 Relationship point. +2 with a Raise.
  Failure. No negative consequences.
  Critical Failure. Lose 1d4 Relationship points. You tried to make amends, but in doing so, you upset your other friends.

Performing

Heroes who are artists that are compelled to get on stage and bare their souls select this activity. Performance can also mean competing in local sports like fencing and boxing.
  Make a Performance, Athletics, or an appropriately related check.
  Success. Gain $250, $500 with a Raise.
  Failure. Break even.
  Critical Failure. Lose 1 Drive. Your performance did not go well, and the experience has left you shaken with doubt.

Research

Sometimes a mission requires doing research to find information before the job starts. This can mean scouting out a location or digging through books. This Downtime task requires you to be looking for specific information on a specific mission.
  Make a Stealth or Research check.
  Success. Gain a +1 Favor. On a Raise, gain a +2 Favor. You are able to find information that can give you a circumstantial advantage on a mission.
  Failure. You're unable to find the information.
  Critical Failure. The information that you found was wrong or incomplete or you may have been caught while sneaking about. This may make the mission more difficult

Running a Business

Some heroes run a business between missions, such as a side gig, work a day job, or an obligation to help run a family business.
  Make a Smarts or Academics check.
  Success. Gain $500, $1,000 with a Raise.
  Failure. Break even, no cash gained or lost.
  Critical Failure. Lose $500 , 1d4 Relationship points, and 1 Drive. The stress and pressure of maintaining your business has put a strain on your mental health.

Solo Ops

Players are free to come up with the mission, and the Storyteller staff should account for any circumstantial penalties that may apply. Make a Trait check based on the mission, which is usually (but not limited to) Driving, Fighting, Research, Shooting, Thievery.
  Solo Ops may also be used to patrol an area or look for trouble.
  Solo Ops can be selected once every other month. If the player insists on doing Solo Ops every month, they must make a Drive Check with at least a -1 penalty in addition to the Trait check.
  This can be used to gain a Favor from a Relationship you don't have.
  Success. Gain a +1 Favor. On a Raise, Gain a +2 Favor. Also reduce 1d4 Relationship points in any Relationship of the player's choice.
  Failure. Lose 1d6 Relationship points.
  Critical Failure. Lose 1d8 Relationship points. Spending time to gain a Favor has put a strain on your other relationships.

Therapy

The intense mental trauma of combat or encountering Horrors weaken even the strongest of heroes. Therapy may be used to get rid of Hindrances earned during play, depending on Storyteller approval.
  Make a Spirit check.
  Success. Gain +1 Drive, on a Raise gain +2 Drive. Alternatively, reduce a major Hindrance to a minor, or remove a minor Hindrance. On a Raise, remove a major Hindrance.
  Failure and Critical Failure. No negative consequences for failure.

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