Downtime in the Sprawl
Basics of downtime
- Each Character can make 2 moves each downtime
- Characters are unable to perform moves while their harm is greater then 2100 during downtime
- Characters with harm at 2100 or less clear their harm clock before downtime moves
- Characters can spend 1 Cred after rolling to get +1 to the roll or reroll 1 die
Old Basic Moves Examples
Hit the Street
When you go to a contact for help, roll Style
Go under the Knife
When you have new cyberware installed by a street doctor, roll Cred spent (max +2)
Conduct an Operation
When you lead a planned and coordinated operation, roll Edge
Lie Low
Each character pays half their cred, or five, whichever is greater. Lower all Corporate Clocks by one.
New Moves
When you work a Long Term Project
When you fix up your gear, create something new, or build a profile, create or advance a progress clock. Describe how you are working towards your goal and roll +relevant stat as determined by the conversation between you and the MC
7+: Advance the project clock 1 segment
10+: Gain 1 hold
You may spend 1 hold when you have time to spare to put extra effort into the project, choosing from the list below
Name | Effect |
---|---|
Hired Hand | Advance the project clock 1 Segment and spending 1 Cred |
Blood, Sweat, and Tears | Advance the project clock 1 Segment and take 1 Harm ignoring armor |
Careful Work | Advance the project clock 1 Segment and spend a downtime move |
Make Noise | Advance the project clock 1 Segment and choose a Corporate or Threat clock, advance their clock 1 Segment |
Train
When you work to improve your capabilities gain experience
Describe how you're improving your skills and mark experience. You can only train once per downtime.
Network (Style)
When you hit the clubs, put your ear to the ground, and connect with the public, spend 1 Cred and roll Style
10+: Choose 3 from the list below
7-9: Choose 1 from the list below
Name | Effect |
---|---|
Fast friends | Add a new contact |
A new opportunity | Describe a potential job |
Successful gamble | Gain 2 Cred |
Smooth operator | You don't attract unwanted attention, complications, or consequences |
Something useful | Gain either [intel] or [gear] |
Stanch the Wounds (Cool)
When you operate on the wounds of your ally, roll Cool
7+: Remove all Harm
7-9: Choose 1 from the list below
Name | Effect |
---|---|
Damaged Wetware | Add a negative tag to a piece of their cyberware |
Long Recovery | They lose one of their downtime actions |
Still not at 100% | They take -1 ongoing to Meat rolls until the end of the next mission |
Pricey work | It costs 1 Cred |
Off your Back (Edge)
When you cover your tracks, get new IDs, and erase your name, roll Edge
7+: Reduce a Corporate or Threat Clock by 1 Segment
7-9: Choose 1 from the list below
Name | Effect |
---|---|
Get Hurt | Take 1 Harm ignoring armor |
Costs you | Lose 1 Cred |
Hot Goods | Lose something valuable |
Through work | Lose your other downtime action |