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Chapter 9: Downtime Management

Fate's Edge GM Guide — Chapter 9

Downtime is the narrative space between adventures — days, weeks, or even months when characters rest, train, build assets, settle debts, and pursue personal projects. As GM, your role is to:

Unlike many games, Fate's Edge treats downtime as an active phase where your adjudication shapes the fiction — not a mere pause. This chapter gives you the tools to run downtime efficiently and dramatically.

GM Procedures for Running Downtime

Each downtime phase follows this loop. Follow these steps as GM:

  1. Set the Duration. Determine how much time passes based on fiction (usually 1–4 weeks for standard play; longer for epic campaigns). Example: "After the siege, two weeks pass while the army regroups — what do you do with this time?"
  2. Hear Player Declarations. Each player states one or two major goals (training, research, carousing, etc.). Note: Players declare intent — you set DVs and call for rolls.
  3. Call for Rolls & Resolve. For each declaration:
    • Set a Difficulty Value (DV) using the Common Downtime Rolls table (below) as a guide; increase by +1/+2 for rushed/dangerous projects.
    • Have the player roll Attribute + Skill d10s; count Successes (6–9 = 1, a 10 = 2) and Story Beats (1s).
    • Apply the Outcome Matrix (Clean Success / Success with SB / Partial / Miss).
    • Note all Story Beats generated for later spending.
  4. Spend Story Beats. Use any Story Beats generated during downtime to:
    • Introduce a minor rumor (1 SB): "A street urchin whispers you're being watched by the Black Ledger."
    • Signal faction awareness (2 SB): "The City Guard captain mentions your name at roll call."
    • Advance a complication timer (3+ SB): "The Harbormaster's Grudge [4] timer ticks +1–2."
    GM Tip: Spend SB to create immediate hooks for the next session — never waste them.
  5. Manage Upkeep & Timers.
    • Asset/Follower Upkeep: Remind players to pay upkeep — Efficient, max(1, cost ÷ 3) in XP; or Intensive, 1 XP and a scene. If neglected, degrade condition (Maintained → Neglected → Compromised) and apply consequences.
    • Campaign Timers: Advance Mandate/Crisis/faction timers based on player choices.
    • Obligation Clearing: When players clear Obligation via acts of service, describe the narrative cost (e.g., "You spend the day repairing the temple roof — your hands blister, but the priests nod in approval").
  6. Handle Off-Screen Characters. Process Downtime Logs using the Echo Character system. GM Tip: Treat off-screen characters as active NPCs — their logs are your source for complications and opportunities.
  7. Log the Results. Use the downtime log template to record key outcomes for session-to-session continuity.

Common Downtime Rolls Reference (GM)

Use this table to set DVs for player declarations. Increase DV by +1 (risky) or +2 (dangerous) as fiction demands.

Player GoalSkill RollBase DVEffect on Success
Recover from HarmWits + Craft3Remove 1 Harm (stacks with rest)
Train a Skillrelevant Attribute + Skill4Advance 1 segment on a Training Timer [4].
Learn a New Talentappropriate Attribute + Lore5Advance 1 segment on a Talent Acquisition Timer [6].
Clear ObligationSpirit + Lore (act of service)3Reduce Obligation by 1 segment (you describe the act).
Carouse for InformationPresence + Deception3Gain a rumor or a minor String.
Craft an ItemWits + CraftDV by item (3–5)Create a mundane or minor magical item.
Research a TopicWits + Insight4Gain one piece of true information (you may be cryptic).
Manage an AssetPresence + Sway3Reduce or prevent condition degradation.
Establish a ContactPresence + Sway4Gain a new Minor String.
Reduce a Debt TimerPresence + Sway or service roll4Clear 1–2 segments (your discretion).
Train a FollowerSpirit + Sway4Improve Follower Cap by 1 (requires Training Timer).

Rush Rules: GM Procedures for Risk Timers

Players can attempt to rush downtime activities. As GM, follow this procedure:

  1. Player declares rushing (e.g., "I want to learn Acrobatics in 3 days instead of a week").
  2. You create a Risk Timer of 4–6 segments, named after the potential consequence (e.g., Pulled Muscle [6], Backlash [4], Patron Ire [4]). Narrate the risk: "Pushing this hard could tear a tendon — I'm starting a Pulled Muscle [6] timer."
  3. For each downtime action related to the rush, the player rolls as normal.
    • On a Clean Success: The timer does not advance.
    • On a Partial or Miss: The timer advances by 1 segment (or more, at your discretion for extreme failure).
  4. When the Risk Timer fills, choose one outcome based on fiction:
    • Project fails entirely, but the player gains 2 Boons to use on a later attempt.
    • Project succeeds, but the character suffers a permanent Condition (e.g., Twisted Ankle, Migraines) that lasts until treated.
    • Character gains the new ability, but immediately marks 1 Harm (overexertion) and gains a Debt Timer [4] to a terrestrial patron who "helped" them cheat time.
  5. If the timer never fills, the rush succeeds as normal with no extra cost.
Example: Rushing a Skill (GM Narration)

Michael wants to raise his Melee from 3 to 4. Normal training takes 4 days. He rushes to do it in 2 days. You create a Pulled Muscle [6] timer: "Push too hard, and you'll tear something." Michael rolls three downtime actions (one per day). He gets a Partial and a Miss — the timer fills. You rule: "You gain the skill, but during the final drill you tear a tendon. Mark Harm 1 (Level 1) and you have the Limp Condition until you receive magical healing or rest for a full week."

Using Downtime to Advance Campaign Timers

Downtime lets players actively shape campaign threats and favor. As GM, adjudicate these declarations:

Mandate and Crisis

Players can declare they are working to increase Mandate (public favor) or decrease Crisis (threat level).

Faction and Debt Timers

Players can influence visible timers through downtime actions.

Handling Off-Screen Characters: The Echo System

When a player has multiple characters or steps a character off-screen, you use this system to keep them active in the fiction:

Core Principles

Switch Mechanics

When a player wants to bring an off-screen character back into play (or send one off-screen):

  1. Declare — Player states: "I'm switching to my other character, the scholar, for the next session."
  2. StatusYou assign the current character one of three statuses based on fiction:
    • Supporting — Works toward active PC goals (gathers intel, manages assets). Minimal risk.
    • Advancing — Pursues their own agenda (research, training). May uncover opportunities or trigger a complication.
    • In Peril — Their absence has made them a target. You tick a personal Crisis Timer [6] each session until they return.
  3. Re-entry — When returning, the character gains 2 Boons for a dramatic entrance. The player rolls Wits + Spirit (DV 3) to re-establish presence. You adjudicate the roll:
    • On a Miss: A complication follows them back (you describe it using 1–2 SB).

Downtime Log Template (Provide to Players)

Give players this simple log to fill out for each off-screen (or on-screen) character between sessions:

Downtime Log — _____ (Character Name)

Resource Action: (How they maintain connections, pay upkeep, or keep assets running)

Project Action: (One goal they worked toward — training, research, crafting)

Event Response: (How they react to a rumor, threat, or off-screen event you describe)

GM Response: (You fill this in after the session)

Off-Screen Crisis Timer

Each off-screen character tracks a personal Crisis Timer [6]. You tick this timer when:

When the timer fills, you introduce a major off-screen consequence: a rival strikes, an asset is destroyed, or they are captured. This creates immediate hooks for the active party.

Additional Downtime Tools and Advice (GM)

Use these tools to make downtime a tension-filled narrative phase:

Asset & Follower Upkeep

Remind players to pay upkeep (Efficient or Intensive) for each asset and follower. Use the templates from the Assets and Followers chapter. If they forget, degrade the asset to Neglected or a Follower one step along Faithful → Strained → Broken. You can also use the Rush rules to restore a degraded asset in half the normal downtime.

Resolving Complications

Downtime is an excellent moment to clear lingering Complications. Players can spend a downtime action to resolve a complication — roll appropriate skill (DV 3–5). As GM, adjudicate:

Using Story Beats from Downtime Rolls

Any 1s rolled during downtime generate Story Beats. Do not waste them. Spend them as follows:

These complications will ignite the next session's opening scene.

Downtime as Collaborative Worldbuilding

Encourage players to ask questions during downtime ("I try to find a fence who deals in cursed coins. Is there one in this city?"). Use their rolls to establish new NPCs and locations:

Sample Downtime Sequence (GM Script)

Use this template to frame downtime at your table:

"[Time period] passes. You each have [number] downtime actions. I need: a roll for skill training, a roll for asset upkeep, and a roll for whatever personal project you declared. You can also use a downtime action to interact with the campaign timers — tell me how you want to affect the Mandate or the Cult's Progress timer. Describe your goal, I'll set a DV, and we'll roll. Any 1s will give me Story Beats to complicate your return to action. Ready?"

Downtime Quick Reference (GM Cheat Sheet)

Downtime GM Cheat Sheet