Downtime Endeavours System
Core Concept: Between hunts, each character has 2 weeks of downtime. Each week, you can undertake 1 Endeavour—a focused activity that takes approximately one week to complete. Some activities require both weeks (2 Endeavours), while others can be done in parallel.
Time Frame: 1 Endeavour = 1 week of dedicated effort (roughly 20-30 hours of focused work)
Flexibility: These are frameworks. Players can propose custom Endeavours, and GMs should adjust DCs based on circumstances, available resources, and creative approaches.
Quick Reference Table
Endeavour |
Time |
Cost |
Check |
Main Benefit |
Rest & Recovery |
1 week |
Free |
Wisdom save |
Restore Sanity |
Professional Therapy |
2 weeks |
$300-500 |
Wisdom save |
Major Sanity recovery or manage effect |
Day Job |
1 week |
- |
Skill check |
Earn $200-800 |
Craft Gear |
1 week |
½ item cost |
Tool check |
Create equipment |
Research Lore |
1 week |
Free-$50 |
Investigation |
Learn weakness/info |
Acquire Equipment |
1 week |
Varies |
Investigation |
Find special items |
Cover Tracks |
1 week |
$100-300 |
Deception/Stealth |
Reduce Exposure |
Training |
1 week |
Free |
Varies |
Temporary benefits |
Core Endeavours
Rest & Recovery
You spend the week on normal, calming activities—family time, hobbies, exercise, meditation, or just being human again.
Mechanics
- Time: 1 week
- Cost: Free (basic activities) or $100-200 (vacation, entertainment)
- Check: Wisdom saving throw
- DC = 10 + number of psychological effects you have
- Success: Reduce Sanity Damage by 1d6
- Failure: Reduce Sanity Damage by 1d4
- Advantage: If you maintain connections with non-hunter NPCs (family, friends, romantic partners)
- Help: Another PC can spend their Endeavour to grant you advantage
Grounding yourself in normal life helps process the supernatural horrors you've witnessed.
Professional Therapy
You attend intensive therapy sessions with a licensed mental health professional to process trauma and manage psychological effects.
Mechanics
- Time: 2 weeks (both Endeavours)
- Cost: $300-500
- Requirement: Must have therapist as Contact or find one (DC 12 Investigation)
Choose One Option:
Option A: Reduce Sanity Damage
- Check: Wisdom saving throw, DC = 12 + number of psychological effects you have
- Success: Reduce Sanity Damage by 2d6
- Failure: Reduce Sanity Damage by 1d6
Option B: Manage Existing Effect
- Choose one psychological effect you currently have
- Check: Wisdom saving throw, DC 15
- Success: The negative aspects of that effect are reduced for the next mission (advantages become normal, disadvantages become normal, save DCs reduced by 2, etc.)
- Failure: No benefit, but you can try again next downtime
Seeing the same therapist regularly may grant advantage as trust builds (GM discretion).
Warning: Revealing supernatural details may increase Exposure or require Deception checks. Be cautious about what you share.
Day Job
You work a normal job for a week—construction, retail, freelance, or using your professional skills.
Mechanics
- Time: 1 week (40 hours)
- Check: Choose an appropriate skill:
- STR (Athletics) - Manual labor: $200 base
- DEX (Sleight of Hand) - Skilled trades: $250 base
- INT (Any) - Professional work: $300 base
- WIS (Any) - Service industry: $200 base
- CHA (Performance/Persuasion) - Sales/Entertainment: $250 base
- DC 10: Earn base amount
- DC 15: Earn base × 1.5
- DC 20: Earn base × 2
- DC 25: Earn base × 3 (exceptional week)
- Failure (under 10): Earn $100 (bad week)
- Background Bonus: If job matches your background, gain advantage
Note: In 1993, these represent decent weekly wages for temporary work.
Craft Gear
You create equipment, weapons, ammunition, or other items yourself.
Mechanics
- Time: 1 week per item (or batch of ammunition)
- Cost: 50% of item's market price in materials
- Check: Appropriate tool proficiency check:
- Smith's Tools: Melee weapons, metal armor
- Tinker's Tools: Firearms, complex devices
- Alchemist's Supplies: Explosives, chemicals
- Herbalism Kit: Poisons, antidotes
- Leatherworker's Tools: Light armor, holsters
- DC: 10 + (item value ÷ 100), minimum DC 12
- Simple items (knife, 20 bullets): DC 12
- Moderate items (pistol, vest): DC 15
- Complex items (rifle, full armor): DC 18
- Exotic items (silver bullets, blessed weapons): DC 20+
- Success: Create the item
- Failure by 5+: Waste materials, must start over
- Failure by less than 5: Can retry next week without new materials
- Critical Success: Item has minor beneficial property (GM's choice)
Ammunition batch = 50 standard rounds or 20 special rounds.
Research Lore
You investigate a specific supernatural threat, phenomenon, or mystery through libraries, newspapers, or contacts.
Mechanics
- Time: 1 week
- Cost: $0-50 (library fees, photocopying, newspaper archives)
- Check: Intelligence (Investigation) or (Arcana for magical topics)
- Base DC: 13 for common creatures, 15 for uncommon, 18 for rare, 20+ for unique
- Success: Learn one of the following:
- Creature's damage vulnerabilities/resistances
- Special abilities and how to counter them
- Behavioral patterns and hunting grounds
- Historical precedent for dealing with it
- Required items/rituals for permanent defeat
- Failure: Incomplete/misleading information
- Success by 5+: Learn two pieces of information
- Success by 10+: Comprehensive knowledge + advantage on your first roll when you encounter this threat (attack, save, or check)
Having relevant books/contacts can grant advantage or lower the DC.
Acquire Equipment
You search for hard-to-find, illegal, or supernatural items through black markets, military surplus, or specialized dealers.
Mechanics
- Time: 1 week
- Check: Intelligence (Investigation) or Charisma (Persuasion)
- DC by Item Rarity:
- Uncommon (suppressors, body armor): DC 12, costs 150% market price
- Rare (automatic weapons, explosives): DC 15, costs 200% market price
- Very Rare (military grade, blessed items): DC 18, costs 300% market price
- Legendary (supernatural artifacts): DC 20+, costs negotiable
- Success: Find seller, can purchase if you have funds
- Failure by 5+: Attract unwanted attention (+1 Exposure)
- Success by 5+: Find good deal (reduce cost by 25%)
- Contacts: Having relevant criminal/military contacts grants advantage
Some items may require additional favors or tasks rather than just money.
Cover Tracks
You work to reduce suspicion—creating alibis, destroying evidence, discrediting witnesses, or planting false information.
Mechanics
- Time: 1 week
- Cost: $100-300 (bribes, fake documents, clean-up)
- Check: Charisma (Deception) or Dexterity (Stealth), DC 15
- Success: Reduce group's Exposure by 1 (minimum 0)
- Success by 5+: Reduce Exposure by 2
- Failure: No change
- Failure by 5+: Increase Exposure by 1 (botched cover-up)
- High Exposure (7+): At least one party member MUST take this each downtime or Exposure auto-increases by 1
Can involve specific roleplay: forging documents, intimidating witnesses, hacking records (limited in 1993).
Training
You practice combat techniques, study your new abilities, or train your transformed body.
Mechanics
Choose one type of training:
Combat Training
- Check: DC 13 Strength or Dexterity (Athletics or Acrobatics)
- Success: Gain +1 to hit with one weapon type for next hunt
- Success by 5+: Also gain +1 damage
Transformation Control (for transformed characters)
- Check: DC 14 Charisma (Deception) or Wisdom (Insight)
- Success: Learn to better hide your nature. Gain advantage on checks to appear human/normal for next hunt
- Success by 5+: Also reduce any Exposure gained from being seen in public by 1 (minimum 1)
- Note: Can include practicing disguises, mannerisms, or controlling visible features
Physical Conditioning
- Check: DC 12 Constitution saving throw
- Success: Gain +5 temporary hit points for next hunt
- Success by 5+: Gain +10 temporary hit points
Mental Fortitude
- Check: DC 13 Wisdom saving throw
- Success: Gain advantage on next Sanity save
- Success by 5+: Gain advantage on next two Sanity saves
Fate Training (Inspiration)
- Check: DC 15 using any ability score that fits your training narrative
- Success: Gain 1 Fate Point for the next hunt (can exceed normal maximum)
- Success by 5+: Gain 2 Fate Points for the next hunt
- Note: Fate Points work like Inspiration - spend to reroll any d20 roll
Benefits last for one hunt/mission only.
Secondary Endeavours
Cultivate Contact
You develop a relationship with someone useful—an informant, expert, or ally.
Mechanics
- Time: 1 week
- Cost: $50-200 (drinks, bribes, gifts)
- Check: Charisma (Persuasion) DC 13, or (Deception) DC 15 if using false identity
- Success: Gain a contact who can provide:
- Information (advantage on one Research roll per downtime)
- Equipment access (can attempt to acquire specific items)
- Safe house (temporary hideout if needed)
- Professional services (doctor, lawyer, mechanic)
- Failure: Contact is unhelpful or untrustworthy
- Maintaining: Costs $50 per downtime to maintain relationship
Investigate Mystery
You dig into personal mysteries—your transformation, your past, or the broader supernatural conspiracy.
Mechanics
- Time: 1 week
- Check: Intelligence (Investigation) DC 16
- Success: GM provides one clue or revelation
- Success by 5+: Significant discovery with immediate implications
- Failure: Dead end, but can try different approach next time
- Failure by 5+: False lead that seems true
- Progress Track: Every 3 successes = major breakthrough
GM should prepare personal mystery threads for each character.
Lay Low
You do absolutely nothing supernatural—work quiet jobs, avoid contacts, stay off the grid.
Mechanics
- Time: 1 week
- Cost: Basic living expenses ($100)
- Effect: Automatic -1 Exposure if you take NO other Endeavours this downtime
- Double Down: If entire party Lays Low, -2 Exposure total
- Income: Can work simple job for $150 (no check needed)
Sometimes doing nothing is the smartest move.
Group Endeavours
If the entire party agrees, they can combine efforts for greater effect. Each member must spend their Endeavour on the same activity.
Safe House
The group establishes or improves a secure base of operations.
Mechanics
- Establish (first time): Requires 3+ party members, $1000-2000 total
- Basic Safe House provides:
- Secure storage for weapons/evidence
- Place to lay low (-1 Exposure when used)
- Workshop space (advantage on Craft checks)
- Improvements (each requires group endeavour + $500):
- Armory: Store unlimited weapons safely
- Library: Advantage on Research Lore
- Medical Bay: Advantage on recovery checks
- Garage: Secure vehicle storage and repair
- Occult Defenses: Protection against supernatural tracking
Group Investigation
The party combines resources to research a major threat or conspiracy.
Mechanics
- Requirement: 3+ party members
- Check: Each member rolls Intelligence (Investigation) DC 13
- Total Successes:
- 1-2: Basic information
- 3-4: Detailed intelligence + one weakness
- 5-6: Comprehensive dossier + multiple weaknesses
- 7+: Complete understanding + advantage on all related rolls next hunt
- Critical Successes: Count as two successes
- Critical Failures: Attract attention (+1 Exposure)
Custom Endeavours
Players can propose activities not listed here. Use these guidelines:
- Scope: What can reasonably be accomplished in one week?
- Cost: Materials, bribes, or fees required?
- Check: What skill best represents this activity?
- DC: Easy (10), Moderate (13), Hard (15), Very Hard (18), Nearly Impossible (20)
- Success: Clear mechanical or narrative benefit
- Failure: Setback but not catastrophic (unless rolling very poorly)
Examples: Stake out a location, infiltrate an organization, destroy evidence, protect an NPC, sabotage an enemy operation, study an artifact, undergo medical treatment, etc.
Quick GM Reference
Standard DCs
- Trivial (DC 5): Almost guaranteed success
- Easy (DC 10): Most characters succeed
- Moderate (DC 13): Trained characters usually succeed
- Hard (DC 15): Challenging even for trained characters
- Very Hard (DC 18): Only experts regularly succeed
- Nearly Impossible (DC 20+): Legendary difficulty
Circumstance Modifiers
- Advantage: Good resources, contacts help, ideal conditions
- Disadvantage: Poor resources, time pressure, hostile environment
- -2 to DC: Exceptional resources or circumstances
- +2 to DC: Significant obstacles or complications
Weekly Earnings Reference (1993)
- Minimum wage job: ~$170/week
- Skilled labor: ~$300-400/week
- Professional: ~$500-800/week
- Under the table: 75% of normal
- Hazard pay: 150% of normal
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