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

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

Choose One Option:

Option A: Reduce Sanity Damage

Option B: Manage Existing Effect

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

Note: In 1993, these represent decent weekly wages for temporary work.

Craft Gear

You create equipment, weapons, ammunition, or other items yourself.

Mechanics

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

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

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

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

Transformation Control (for transformed characters)

Physical Conditioning

Mental Fortitude

Fate Training (Inspiration)

Benefits last for one hunt/mission only.

Secondary Endeavours

Cultivate Contact

You develop a relationship with someone useful—an informant, expert, or ally.

Mechanics

Investigate Mystery

You dig into personal mysteries—your transformation, your past, or the broader supernatural conspiracy.

Mechanics

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

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

Group Investigation

The party combines resources to research a major threat or conspiracy.

Mechanics

Custom Endeavours

Players can propose activities not listed here. Use these guidelines:

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

Circumstance Modifiers

Weekly Earnings Reference (1993)