Downtime Rules

## Maintaining and growing the Rebellion

When all is said and done, The Rebellion needs three things in order to survive. Good people, Supplies, and the knowledge to use those things properly. All you need to know about managing the rebellion including gathering intelligence, acquiring credits and supplies, researching new technologies, building gear, vehicles and ships and generally running the rebellion are all here. Also detailed is a method to resolve rolls that narrate smaller events which do not nescesarily make for good session material. Please note that everything that follows is in the early stages of development and testing.

## Research and Development

When it comes to research and development, the process is slow- as all science must be, however its' benefits are numerous.

### Planning

Research is done in three phases, Planning, Testing and Development. The planning phase is where the basic groundwork for the research project is laid out, the exact intention of the research project and what you hope to achieve must be presented to the GM, who will assist in determining viability of the project. Due to the power of this system the GM is entirely within their rights to reject a research proposal if it is found to be overpowered or doesn't fit with the spirit of the game.

However- this should be done sparingly and rarely. A research project 9 times out of 10 will be possible, but whether it's practical or affordable is a different matter entirely. A GM will lay out the requirements for the project in the amount of credits it will consume for every week the project continues, the difficulty class, the production slot that will be utilized in development, and the amount of successes that must be gained over time.

### Testing

In the testing phase the project officially begins. One production slot that would ordinarily be used in the "building" section is occupied based on the demands of the project. If you're researching a new suit of armor it would consume a gear slot, if you're researching a new sort of tank you'd consume a production slot, etcetera. Every week on session day an intellect roll is made by all characters participating in the research.

If a character rolls intellect to assist in research they cannot be used for a mission that week.

For every success gained in such a roll a research point is added to the progess of the project. The project needs a certain ammount of research points(determined at the beginning) to complete. When the bar fills the research is complete and the project moves on to the development phase. Advantages generated on the roll decrease the cost of the project for that week by 5% for each advantage generated. Each threat generated increases the cost by 5% as well however.

### Development

Development is when the first prototype must be built and tested. Building the prototype uses the same rules as production, however the very first item requires double the cost and double the time to build. After it's done, the item will be ready for mass production after a single session where it is utilized in some way. Advantages generated on the build can be used to add positive qualities to the final design, or decrease the overall cost to produce the item. Threats generated uncover hidden flaws with the device, or increase the final cost to produce.

## Character Actions and Traits

Character traits are what makes characters unique and differentiate how they approach their appointed tasks. Traits are determined through a variety of factors. And while a character may potentially be eligible for a variety of positive or negative traits, they can only have three at any time, all are determined through the choice of the player responsible for the character and their eligibility for said traits based on their skills and talents. Let's take Rinyn for instance. Rinyn is eligible for the following traits.

Lightsaber Wielder(This character utilizes a lightsaber in combat, while extremely powerful the lightsaber is a symbol of the Jedi, and Jedi bring with them a lot of attention, and opens them up to political problems. +1 upgrades on might checks for combat rolls, +1 upgrade on difficulty for Persona checks for diplomacy or charm) (Requires rank 1 lightsaber, rank 2 athletics)

Juggernaught (This character is extremely durable and tough, and does their best to attract attention in combat. The side effect however is that they are not a sneaky sort. +1 upgrades on might checks for combat rolls, +1 difficulty on might checks for sneaking) (Requires rank 2 athletics, Durable talent)

Keen Eye (This character is highly observant of their environment. +1 upgrades on intellect checks to guard or defend a base or area.)

Force Adept (This character calls upon the force to assist them in all manner of things. Once per week they may gain a +2 upgrade on one downtime check of their choice, however there is a high likelyhood that the mission this character attends will have its' threat level increase by 1.) (Requires force rating 2)