Downtime
Not every hour in Crimson Blues is spent on the road or in the heat of combat. Between desperate drives across the Outback and gun battles in jungle clearings, there are periods of genuine calm: days spent in a township pub nursing cold beers and having dangerous conversations, mornings in a city hotel counting wounds and what remains of the kitty, evenings spent doing the sort of thing that cannot be easily explained to authorities.
These rules govern what happens during those periods. They are organised around Downtime, any period when the party is settled in a location, not actively travelling or in an Engagement. Downtime can last anywhere from a single afternoon to several weeks, and what the party does with it shapes them as much as any firefight.
During downtime, SUPPLY is assumed to be easily maintained through normal commerce. The party does not track its consumption while in a settlement with functioning markets. Daily food and lodging costs are subsumed into the Services prices listed in this document.
Each full day of downtime, every party member may undertake one Primary Activity and any number of Incidental Activities. Primary Activities represent the focus of the day, the thing that actually takes time and attention. Incidental Activities are things that happen in the margins: eating meals, brief social conversations, checking the job board at the guildhouse, writing correspondence, or buying a round of ammunition at the corner shop. They require no dedicated time and impose no mechanical cost.
Settlement Scale
Not every Oceanykan settlement offers the same resources. Before beginning downtime, the GM should establish what kind of settlement the party is in.
Outpost
Population in the hundreds, perhaps over a thousand. A mining camp, a fishing village, a farming compound, a remote railway siding, or a bush township that has not quite decided whether it is a town yet. Services are minimal but hospitality is often genuine. Everyone knows everyone, and strangers are noticed immediately.
Available Services: Basic lodging, food and basic supplies, first aid, informal repairs, local information.
Township
Population from a few thousand to a few tens of thousands. A functioning community with commerce, civic infrastructure, and at least rudimentary law enforcement. Townships have markets, medical facilities, mechanics, arms dealers of varying legality, and a more complex social landscape.
Available Services: All Outpost services plus proper lodging, medical care, vehicle repair, arms trading, legal and illegal goods markets, professional hire.
City
Population in the hundreds of thousands or even millions. The largest of these is the capital City of Cestlep 🌆 in southern Oceanyka, a true megalopolis. Cities are everything Oceanyka is, amplified: opportunity, danger, luxury, squalor, political complexity, and the constant background hum of factions manoeuvring against each other.
Available Services: All Township services plus hospitals, specialist professionals, black markets, faction headquarters, government institutions, and things that cannot be found anywhere else.
Rest & Recovery
The most fundamental purpose of downtime is getting the party back on their feet. Recovery depends on two factors: the quality of shelter and the quality of medical attention received.
Recovery is calculated per full day of rest. A full day means the creature is not travelling, not engaging in strenuous physical activity, and has reliable access to food and water.
| Care Level | HPS Recovered | CHPS Recovered | Availability |
| No Care (camping, rough shelter) | 20% of Max. | 10% of Max. | Anywhere |
| Basic Care (hostel, first aid) | 30% of Max. | 15% of Max. | Outpost+ |
| Medical Care (clinic, doctor) | 50% of Max. | 25% of Max. | Township+ |
| Hospital Care | 100% of Max. | 50% of Max. | City |
These rates are cumulative across days. CHPS recovers more slowly because it represents deeper systemic damage to, such as that of vital organs. Even hospital care restores only half per day, meaning a creature who has burned through their CHPS pool needs several days of proper attention before they are genuinely whole again.
If a character possesses First Aid 4, they are able to provide Basic Care to the entire party, including themselves.
If a character possesses Medicine 3, they are able to provide Medical Care to the entire party, including themselves.
Status Effects
Most Status Effects resolve naturally after a full day of proper rest. The following are exceptions:
- Serious conditions: Insane, Catatonic, Possessed, Crippled, Soulwound, Addicted and severe infections require active medical or psionic intervention and do not resolve through rest alone. A physician, a Sorcerer with appropriate knowledge, or specific items are required.
- Permanent conditions: Cancerous, Brainrot, Amputated and Hollowed may not fully resolve through any amount of rest and may require extremely specialised treatment.
If a character with mental afflictions (Insane, Catatonic) or psionic afflictions (Soulwound, Hollowed, Possessed) can be treated by a character with the appropriate level of the Neurology General Skill, provided they have at least Hospital Care.
Sorcery
Downtime Activities
The GM is encouraged to play these out as scenes rather than rolling tables wherever possible. A day spent carousing is more interesting as a conversation with a fascinating stranger than as a dice result. Activities marked as [PRIMARY] take a full day. Activities marked as [INCIDENTAL] can be done alongside any primary activity.
[PRIMARY] - Rest and Recuperate
The character does nothing of particular consequence. They sleep, eat, read, sit in the sun, and allow their body to heal. No skill checks required. Recovery proceeds at the standard rate for their current care level.
Benefit: Full daily recovery. No complications.
[PRIMARY] - Seek Medical Attention
The character actively pursues proper medical care: visiting a clinic, finding a doctor, having wounds properly dressed and treated. Requires a Township or City and payment for services.
Benefit: Moves the character to the Medical Care or Hospital recovery rate for that day, depending on what is available.
In settlements where no formal medical care exists, the character may attempt to locate an informal practitioner with a WIS skill check. Success provides basic care rates. Failure means no improvement beyond camping rates.
[PRIMARY] - Carouse
The character spends the day and evening socialising: drinking, talking, gambling, and making themselves present in the community. Carousing is one of the most productive things a party can do in terms of information and contacts, and one of the most likely to cause complications.
Benefit: Roll on the Carousing Results table below.
Restriction: Carousing attracts attention. If the character's Heat is already 2 or higher, carousing causes +1 Heat.
Recovery: A day spent carousing counts as basic care at best, regardless of lodging, due to the effects of alcohol, late nights, and general excess on the healing body.
[PRIMARY] - Gather Intelligence
The character spends the day deliberately collecting information: visiting archives, speaking to informants, monitoring radio traffic, making discreet enquiries, or analysing documents. Requires an INT or WIS skill check modified by the Investigation General Skill.
| Result | Outcome |
| Precise, verified intelligence on a target or situation of the GM's choosing. | |
| Accurate intelligence with minor gaps. | |
| Success | Useful but incomplete information. Rumours may contain inaccuracies. |
| Failure | Little information of value. The day was largely wasted. |
| False information, presented convincingly. | |
| The enquiries have attracted attention. +1 Heat. |
[PRIMARY] - Maintain Party Equipment
The character spends the day stripping, inspecting, repairing, cleaning and servicing the party's personal equipment, as well as performing rudimentary repairs to a single party vehicle. Requires access to basic tools and supplies (available at any Outpost+). Each party member may choose what to leave under maintenance and what to bring out into the street.
Benefit: Reduce the UNREL of all personal weapons in the party by -1. This bonus lasts until after the next Engagement this weapon is used in. Additionally, a single vehicle in the party's possession has their DUR restored by 25% of Max., improved by the Mechanics General Skill.
Restriction: Weapons under maintenance cannot be brought to other activities by party members. It would be wise to at the very least carry a sidearm. Rudimentary vehicle repairs require a Toolbox and Mechanics 2. The damage done by Critical Hits (such as an inoperable weapon) cannot be repaired in this manner, they demand professional workshop attention, or Mechanics 5.
[PRIMARY] - Lay Low
The character makes a deliberate effort to avoid attention: changing their appearance, staying off the street, using assumed names, and avoiding known faction haunts. Higher levels of the Stealth General Skill provide bonuses to this Primary Activity.
Benefit: -1 Heat (-2 Heat with Stealth 3)
Restriction: A character who is Laying Low cannot perform any activity, Primary or Incidental, that requires them to be visibly present in the community. Activities that are clandestine by nature, such as visiting the Black Market, are still open.
[PRIMARY] - Work
The character takes on paid labour suited to their skills. Requires at least Labour 1, then a CHA skill check to find work, or succeeds automatically if the party has relevant local contacts. Taking a random Generic Side Job grants an Easy DM to the CHA skill check, as finding any job that comes is much easier than finding a specific job.
Benefit: Earn some honest living per day of work, depending on the skill applied and the settlement scale.
Generic Side Jobs
The following table provides GMs with orientation for one-day work available to capable parties during Downtime. Payment scales with settlement size, success type and party reputation. Multi-day work is governed separately and treated as a Quest. Once a party member decides to take up a Generic Side Job, the GM must roll a d12:
| Roll | Job | Pay | Notes | |
| 1 | Package Delivery | £3 to £9 | Transport a package across town or to a nearby location. Uncomplicated until it is not. | |
| 2 | Guard Duty | £4 to £12 | Stand watch over a person, vehicle, or property for a full day. Boring if all goes well. | |
| 3 | Pest Control | £6 to £18 | Clear vermin or unwanted animals from a property. Can range from insects to unusually sized rodents. | |
| 4 | Recovery | £8 to £24 | Find and return a stolen item, a runaway animal, or a person who wandered off. | |
| 5 | Escort | £8 to £24 | Accompany a civilian on a short trip within or near the settlement. Better to keep your eyes open. | |
| 6 | Manual Labour | £2 to £8 | Load, unload, haul, dig. Honest work, modest pay, no complications. | |
| 7 | Message Delivery | £6 to £18 | Deliver a message to someone who does not want to be found, or who is somewhere difficult to reach. | |
| 8 | Information Gathering | £12 to £36 | Locate the current whereabouts of a person, item, or place on behalf of a third party. | |
| 9 | Personnel Transport | £5 to £15 | Chauffeur someone around town or to a nearby location. Simple, occasionally eventful. | |
| 10 | Maintenance Work | £6 to £18 | Assist with repairing a building, vehicle, or piece of equipment. No specialist tools required. | |
| 11 | Security Sweep | £8 to £24 | Inspect a building, vehicle, or campsite for contraband, surveillance devices, or concealed threats. | |
| 12 | Pub Work or Waiting | £4 to £12 | Work a shift at a local establishment. Low pay, high information yield if played well. |
Specialised Side Jobs
Instead of looking for a job like a typical swagman, a party member that is sufficiently skilled in a General Skill can seek to fill in a position befitting their skills. Some of these jobs are highly paid, others not so much, but they all have a higher degree of certainty. Requires at least Labour 2.
| Job | Pay | Notes | ||
| Paramedic | £5 to £15 | Picking up shot-up people in the street, administering first aid, and keeping them alive long enough to pay the bill. Very bloody work. | ||
| Medical Doctor | £10 to £30 | Anything from basic diagnosis and handing out pills to complicated surgery. One of the most well-paid jobs in the country. | ||
| Neuropsychiatrist | INT or WIS | £15 to £45 | Treating mental illness while performing brain surgery on the side. An extremely lucrative job in Oceanyka and abroad. | |
| Farmhand | £4 to £12 | Toil under the scorching Oceanykan sun. Sufficiently skilled farmhands may instead take supervisory or advisory roles. | ||
| Mining | £4 to £12 | Toil in an open-pit mine or a dark, damp underground mine. Sufficiently skilled miners may instead take supervisory or advisory roles. | ||
| Stockman | Animal Handling | |||
| Stockman |