A. Off-Time Flowchart

1 Start

Assemble Characters. Once party is assembled, go to 2. Upkeep

2. Upkeep

Sell Cargo, pay Ship costs, pay Crew wages. All characters pay Cr10×soc2 for upkeep, clothes, etc. After accounting is completed, roll 1(1d6):

3(1d6) Outcome
1-2 Go to 3. Buy Equipment
3-4 Go to 4. Sell Equipment
5-6 Go to 5. Healing/Medical

3. Buy Equipment

Each PC may buy one item or group of related items of equipment. After purchase, roll 4(1d6):

3(1d6) Outcome
1-2 Go to 4. Sell Equipment
3-4 Go to 5. Healing/Medical
5 Go to 7. Event
6 Go to 3. Buy Equipment

4. Sell Equipment

PCs may sell any one item of surplus equipment and/or curios they have collected. Equipment may be sold at 50% of base cost; curios, etc., throw 9+ to find a buyer then negotiate. After sale is concluded, roll 2(1d6):

4(1d6) Outcome
1-3 Go to 3. Buy Equipment
4 Go to 5. Healing/Medical
5-6 Go to 6. Event

5. Healing/Medical

Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs, etc. Roll 5(1d6) when complete:

3(1d6) Outcome
1 Go to 7. Event
2-3 Go to 10. Seek Patron?
4-6 Go to 8. Options

6. Event

Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Event Table for details. After dealing with the Event, roll 3(1d6):

3(1d6) Outcome
1-3 Go to 8. Options
4-6 Go to 9. Healing/Medical

7. Event

Roll on Event Table. Events may affect the whole group, or just an individual. Some have long-reaching effects, see Table for details. Deal with the event, then roll 5(1d6):

5(1d6) Outcome
1-2 Go to 8. Options
3-4 Go to 10. Seek Patron?
5 Go to 12. Misc. expenses
6 Go to 3. Buy Equipment

8. Options

May take any Action, initiate new project, take a job etc. Afterward, roll 4(1d6):

5(1d6) Outcome
1-2 Go to 11. Hear Rumor
3-4 Go to 13. Buy/Sell Equipment
5 Go to 10. Seek Patron?
6 Go to 14. Encounter

9. Healing/Medical

Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc. Roll 5(1d6) when completed:

6(1d6) Outcome
1-3 Go to 13. Buy/Sell Equipment
4-5 Go to 11. Hear Rumor
6 Go to 8. Options

10. Seek Patron?

Roll 1(1d6) (or choose using another method):

4(1d6) Outcome
1-4 Generate Patron as per C. Patron
5-6 No Patron

Go to 11. Hear Rumor

11. Hear Rumor

Roll on Rumor Table with appropriate mods. After generating rumor, roll 2(1d6):

3(1d6) Outcome
1-2 Go to 8. Options
3 Go to 14. Encounter
4-5 Go to 9. Healing/Medical
6 Go to 13. Buy/Sell Equipment

12. Misc. expenses

An unforeseen expense that must be paid. Roll 2(1d6):

3(1d6) Outcome
1-2 Cr100
3-5 Cr1×soc2
6 Cr5×soc2

After payment, roll 2(1d6):

5(1d6) Outcome
1-3 Go to 14. Encounter
4-6 Go to 16. End

13. Buy/Sell Equipment

Group may buy/sell as much equipment as is desired.

3(1d6) Outcome
1 Go to 14. Encounter
2-6 Go to 16. End

14. Encounter

Group may encounter NPC's, Law Enforcers or even creatures.

4(1d6) Outcome
1-2 No Encounter
3 Law Enforcers. Throw 6(2d6) for Law Level+ to avoid.
4-5 Roll on Encounter table and check reaction
6 Animal. Roll on Animal Encounter table for area.

After encounter, roll 2(1d6):

3(1d6) Outcome
1-4 Go to 15. Healing/Medical
5-6 Go to 16. End

15. Healing/Medical

Recover Wounds or pay for Medical Aid. May also purchase medipacks, drugs etc.
Go to 16. End

16. End

Either repeat cycle if a further week on planet is necessary, else roll for Cargo availability, passengers etc. Check for passage off-world if you don’t own your own ship.