We refer to the events which players can attend as “uptime.” “Downtime” is therefore what happens in between those events. Downtime is the period during which your character is not “on screen” and during which your character might do things like learning a new skill, creating some item that might be used in uptime at a later date, or furthering a story point.
Generally speaking, Gilgamesh downtimes consist of thirty days. Downtime actions are completed by assigning days to them.
There are a number of downtime actions which are considered to be “basic.” These actions can be started at any time, provided the start conditions are met.
Gaining New Skills
At any time, a character may learn a new skill, gaining a new card in the process. Learning a level one skill takes eleven days. it is important to note that level one skills can be learned at any time.
In order to gain a level two card a number of criteria must be met:
- Two level one cards must be exchanged for the level two card. These level one cards must be either the same category or the same skill as the level two card required.
- The player must meet the requirements of the new card’s effect (some effects may only be picked on a skill in a particular category.)
- The exchange takes one day.
This process can be used for gaining a level three card from two level twos.
NOTE – A card cannot be used as part of an upgrade in the same downtime that it is created.
It is almost always possible for characters to spend time gathering resources. Resources are used in the construction of in-game objects such as cybernetics, traps and fighter craft. Each possible resource has a rate of acquisition, which changes per game. At each game, these rates are available for each type of resource for the coming downtime.
Resources gathered by a character equal the amount of days spent gathering multiplied by the rate, rounded down.
The “Trade” skill has a number of effects which will allow a character to gain resources at a faster rate than their peers. Resources gathered with the trade skill equal the amount of days spent gathering multiplied by the acquisition rate multiplied by the trade rate, rounded down.
Over time, other political factions will reveal themselves within the IC world of Gilgamesh. It may be required for players to get a better relationship with these factions in order to improve trade relations, or achieve some other in-game goal.
A character gains a political sway point with a given faction for each day they spent politicking with that faction. These points translate into a level, as follows:
Warring With, Hated By, Disliked By, Neutral With, Liked By, Friends With, Allied With.
The rate of gain of levels of political sway vary per faction. It takes less time to gain political sway with a faction that is generally friendly than it does to gain sway with a faction that are warlike and hostile.
In some cases, the political sway of the whole of the Gilgamesh-A matters as far as a goal is concerned. In this case the relationship with the faction is the average of all crew members who are active in the last downtime played out.
Some skill effects enable a character to craft items or plans for items during downtime. Plans cost nothing other than a number of days to make. Items cost a number of days as well as a variety of resources (usually including a set of plans.) The number of resources and amount of time it takes to create a plan, or an item are available as “recipes”, and these are made available to players with the relevant skill effects.
A project is some action which has a set number of days attached to it, and possibly also a skill requirement. Projects cover any action which a player wants to undertake which is not covered by the other downtime rules.
Before submitting a downtime, a player may canvas the Gilgamesh GM team for how long particular projects might take. The GMs will examine existing projects and determine how long the project will take, and what skill requirement, if any, there might be. Anyone with the knowledge that the project exists, and who has the skill requirement can then assign days to the project in order to meet the goal.
Players who are aware of a project but who do not – for whatever reason – want for it to come to fruition, may attempt to hinder a project. The amount of days in downtime they put into hindering the project is subtracted from the amount of days other players put into pushing the project along. While a hindrance on a project is never directly reported to the players who are involved in the project it will be obvious that days are “going missing” and a separate project may be set up to determine the source of the hindrance.
A situation where two characters are attempting to perform opposing actions, or where two characters are competing may give rise to a competitive project. When a competitive project occurs, there are no set number of days to the project. Rather, the project is deemed to have succeeded when one character’s days put into the project exceeds that of the other character involved. Any “extra” days are deemed to have been lost.
Bil is a Human, attempting to build a new oxygen reprocessing plant for the space station he lives on. Stav is a shady character who would prefer that the plant not be built. Stav is aware that Bil is trying to build the re-processor.
Bil’s player consults the GM team and is told that building the reprocessing plant is a project which will take 30 days and requires Engineering. Bil has a number of Engineering skills, so he qualifies. He has other things to do during downtime, and puts 15 days into his build project. Stav doesn’t know how much Bil will be working on the re processor so decides that he’ll spend 10 days trying to hinder Bil.
Bil’s player learns when he gets his downtime result that he has only gotten 5 days ahead on the project. He realises that there is something going on and asks his security guard friend Ed to get involved. Ed’s player consults the GM team and is told that looking for someone blocking Bil’s project is a competitive project and that there is no requirement. Ed chooses to spend 5 days on this while Bil continues his project, aiming to put 25 days into the project and finish it. Stav, for his part, continues to attempt to thwart Bil’s plans, but only puts 5 days into it.
By the end of the downtime, Bil’s project is 20 days ahead – Bil’s 25 minus Stav’s 5. Ed’s competitive project succeeds because Stav didn’t put anything into it – essentially Stav, while not being overt about his sabotage, wasn’t doing much to hide what he was doing. Ed’s 5 days looking for a saboteur are lost, and Bil still has 5 days left on his project.
In some circumstances a player might want to kick off a project without discussing how long it is expected to take with the GM team – starting the project “blind.” In this case, the downtime result the player receives contains a description of how long the project will take, and any days assigned to the project when it was an unknown quantity are spent on it immediately.
If a project is started blind, and is completed in less than the number of days that were assigned to it, the additional days will be spent on a random action.