Downtime Events Table

Before selecting Endeavours, each player rolls on the Events Table to see what surprising event the world throws at them during downtime. Some Events affect only you, while others may affect the whole group.

The GM can add depth to or change events to tie into the party's past actions or foreshadow future threats. Events can be re-flavored based on where the party is currently located and what they've recently experienced.

Events Table

d100 Result
Positive Events (01-34)
01-06 Windfall: You stumble onto something valuable—a rare occult book at a yard sale, an envelope of cash left at a crime scene, or a small inheritance from a distant relative. Gain 2d6 × $100, a useful piece of occult information (GM's choice), or a piece of Common equipment that could prove useful.
07-12 Helpful Contact: You meet someone who could be useful—a sympathetic cop, a county coroner with flexible ethics, a librarian with occult interests, a mechanic who asks few questions, or a motel owner who values discretion. The next time you take the Cultivate Contact Endeavour, you count as having already located a potential ally.
13-17 Moment of Peace: For once, nothing goes wrong. You get genuine rest, reconnect with normalcy, spend quality time with loved ones, or simply have a good day. Remove 1 level of exhaustion and recover 1d6 Sanity. You gain inspiration for your next hunt.
18-22 Lucky Break: You're in the right place at the right time. Maybe you overhear a conversation about strange occurrences, find a news clipping about similar cases pinned to a library bulletin board, or a stranger passes you a cryptic note with valuable information. Gain a clue about a future threat or current mystery (GM's choice).
23-27 Recovered Evidence: You find something you thought was lost—equipment left at a scene, a weapon you had to ditch, research notes you misplaced, or a photograph that provides new context to an old case. Recover a piece of previously lost equipment or gain advantage on your next Research Lore check.
28-32 Victory Celebration: A local celebration takes place—maybe it's the Fourth of July, Halloween brings the community together, or a local sports team wins big. The festive atmosphere offers genuine respite from the horror. Characters who participate may ignore the next level of exhaustion they would gain.
33-34 The Network: You hear whispers of other hunters operating in the region—maybe at a truck stop, through a cryptic classified ad, or from someone who recognizes the signs. They might be allies, rivals, or dangerous fanatics. You may attempt to make contact using the Cultivate Contact Endeavour with advantage.
Mixed Events & Minor Complications (35-60)
35-38 Unusual Dreams: Strange dreams plague your sleep—prophetic visions, cryptic symbols, memories that aren't yours, or warnings in languages you don't speak. Make a DC 13 Wisdom saving throw. On a success, gain a clue about a future threat. On a failure, you cannot benefit from a long rest until you complete your next hunt.
39-40 Old Friend Reaches Out: Someone from your past before the awakening wants to reconnect—high school friend, ex-partner, family member, former coworker. Maintaining your cover life while hunting is getting harder. You must choose: spend an Endeavour maintaining this relationship (costs 1 Endeavour but prevents consequences), or ignore them and gain +1 Exposure as they start asking uncomfortable questions about your life.
41-45 Equipment Failure: A critical piece of gear breaks or malfunctions—your car needs expensive repairs ($300-800), your weapon jams or breaks, important electronics short out, or your fake ID is compromised. The GM chooses which piece of equipment requires repair or replacement. You must spend money to fix it or use the Repair Equipment Endeavour.
46-50 Cover Job Issues: Your boss is getting suspicious about your absences and erratic behavior, or you're at risk of losing your apartment due to missed rent. You're written up, threatened with termination, or given an ultimatum. All Day Job Endeavours this downtime are made with disadvantage. If you fail to take a Day Job Endeavour, you may lose your cover employment entirely.
51-55 Financial Pressure: Bills are piling up, debt collectors are calling, or an unexpected expense hits—medical bills from the last hunt, parking tickets, insurance premiums. Lose $200-500, or take a penalty on your next Day Job Endeavour as you scramble to cover costs.
56-60 Power Surge: Your abilities act up unexpectedly during a normal moment—accidentally starting a small fire, reading someone's thoughts without meaning to, or experiencing an uncontrolled burst of power in public. Make a DC 13 Wisdom saving throw. On a failure, you must spend an Endeavour on Control Training or suffer disadvantage on your next use of supernatural abilities. Additionally, if you fail by 5 or more, witnesses see something strange and the group gains +1 Exposure.
Moderate Threats (61-81)
61-65 Reality Distortion: You notice reality behaving strangely in your area—impossible geometry in familiar buildings, animals behaving oddly, electronics malfunctioning en masse, or time feeling wrong. This suggests a mana surge may be building nearby or an anomaly has manifested. The GM should note this and introduce related threats during your next hunt.
66-69 Being Followed: You notice the same car tailing you over several days, or the same person showing up in multiple locations. Could be hunters checking you out, a supernatural entity stalking you, federal agents, or worse. You feel paranoid and on-edge. Make your next Wisdom saving throw during a hunt with disadvantage.
70-73 Civilian in Danger: Someone you know—a friend, family member, coworker, or innocent bystander from a previous case—contacts you in distress. Something supernatural is happening to them, or they've gotten tangled in something dangerous. You may spend an Endeavour to help them. If you don't, they may turn up dead, transformed, or possessed. You lose 1d6 Sanity if you ignore them and they suffer consequences.
74-77 Witness Recognition: Someone recognizes you from a previous incident—at a gas station, diner, or on the street. They remember your face from "that night" and start asking questions or pointing you out to others. Make a DC 14 Charisma (Deception) check. On a failure, gain +1 Exposure. If multiple party members experience this event during the same downtime, automatically gain +1 Exposure as multiple witnesses create a pattern.
78-81 Media Coverage: A local newspaper or TV station is investigating strange events in the area—running "weird news" stories, interviewing witnesses, or doing a special report on unexplained incidents. If your group's Exposure is 3 or higher, a reporter may have connected you to recent incidents. Make a DC 14 group Charisma (Deception) check. On a failure, Exposure increases by 1.
Severe Threats (82-100)
82-84 Caught on Camera: Security footage, a news crew, or a bystander's camcorder captured something incriminating during your last hunt—your face at the scene, powers being used, or something that can't be explained away. Make a DC 15 Charisma (Deception) or Dexterity (Stealth) check to contain the situation. On a failure, law enforcement or a local news station has the footage. You must spend an additional Endeavour to retrieve or discredit it, or gain +1 Exposure.
85-87 Federal Interest: Black sedans have been spotted near your home, workplace, or known hangouts. FBI, ATF, or another agency may be investigating unusual activity in the area. You notice increased attention—cars parked too long, clicks on phone lines, or agents asking questions around town. All illicit Endeavours this downtime have disadvantage on checks.
88-90 Bar Fight: An encounter at a local dive bar, truck stop, or public place goes south. Maybe you insulted the wrong person, someone recognized you from a previous hunt, or tensions just boiled over. Make a DC 12 Charisma (Persuasion) or Strength (Intimidation) check. On a failure, you gain a local enemy who may cause problems later, and start your next hunt with 1 level of exhaustion from injuries sustained.
91-93 Creature Interest: A supernatural entity has taken personal notice of you—maybe you killed its kin, stumbled into its territory, or simply caught its attention. You find signs they're watching: strange marks near your home, animals following you, or glimpses of something in mirrors. The GM should note this and introduce the entity as a threat during a future hunt. If three or more party members experience this event over time, something powerful is hunting the entire group.
94-95 Foundation Surveillance: You spot signs of professional surveillance—vehicles with government plates, people with earpieces watching your movements, or evidence your home has been entered and searched (nothing taken, just... examined). The Overwatch Foundation may be observing your group. If three or more party members experience this event over time, the Foundation launches a full investigation and begins active containment protocols. This may significantly impact future operations.
96-97 Cult Activity: Rumors spread of a dangerous group operating in the area—devil worshippers, a doomsday cult, people gathering around a charismatic leader, or worse. They may be responsible for recent disappearances or attempting to trigger supernatural events. You hear whispers at diners, see flyers, or notice strange gatherings. This could form the basis of a future hunt.
98-99 Close Call: A dangerous encounter nearly exposes your activities or costs you your life—law enforcement arrives at the wrong moment, a creature almost kills you in public, or you're nearly caught during an investigation. Make a DC 15 Dexterity (Stealth) or Charisma (Deception) check. On a success, you escape clean. On a failure, gain +1 Exposure and start your next hunt with 1 level of exhaustion from the stress and strain.
100 Patron's Offer: Someone powerful takes notice of your work—a veteran hunter, a mysterious benefactor, a government contact, or even a supernatural entity that respects your capabilities. They approach with an offer: resources, information, or assistance in exchange for a future favor. Gain advantage on your next Endeavour and receive $500 or a piece of Uncommon equipment. However, you now owe a debt that will be called in at an inconvenient time. The GM determines who made the offer and what they might ask for later.

Using the Events Table

Timing: Each player rolls once on the Events Table at the start of each downtime period, before choosing Endeavours.

Individual vs. Group: Most events affect only the player who rolled them. However, some events specify group effects or trigger larger consequences when multiple players roll the same result.

GM Flexibility: The GM should adapt events to fit the current narrative, location, and recent activities. An event can be re-skinned to better match the story.

Accumulation: Some events grow more serious when multiple party members experience them. The GM should track these and introduce appropriate consequences when thresholds are met.

Player Choice: Many events offer choices—spend resources to mitigate, spend Endeavours to address, or accept consequences. This creates meaningful decisions during downtime.