Downtime (IB)
| Starfox's Blades in the Dark hack |
Friction and Entropy
“In theory, everything runs smoothly. In practice, everything grinds.” — Clausewitz, adapted for the System Age.
Friction represents the slow accumulation of strain on your crew — stress, damage, overreach, debts, and attention from rivals or bureaucrats. Entropy marks the long-term decay that results when you fail to shed that strain. Together they track the health and stability of your operation.
Friction
Every operation leaves residue: overextended crews, mechanical wear, social backlash, and bureaucratic drag. This is Friction.
At the end of each Score, the GM adds Friction to the crew based on how turbulent, costly, or conspicuous the operation was. Friction is not only about reputation — it measures stress on the entire machine.
- Minor operation (+1 Friction)
- Quiet job, routine delivery, minimal risk or exposure.
- Noticeable operation (+2 Friction)
- Some danger or damage; moderate visibility; the job drew attention from interested parties.
- Major operation (+3 Friction)
- High stakes, multiple fronts, visible success or disaster. People noticed, systems strained.
- Catastrophic operation (+4 Friction)
- Severe collateral, political fallout, or mechanical exhaustion. Someone will have to answer for this.
Add +1 Friction if:
- The operation violated an established law, treaty, or contract.
- The crew relied on unsafe equipment or unstable materials.
- You completed or botched a job that directly embarrassed a powerful faction.
Reduce Friction by 1–2 if:
- The job was contained, deniable, or officially sanctioned.
- You spent significant resources to smooth aftermath (repairs, gifts, bribes).
Friction has no upper limit, but values above 6 indicate serious systemic stress. Crews may spend Downtime actions to **Reduce Friction** by performing maintenance, rest, diplomacy, or repair. See below.
Reducing Friction
During Downtime, any character may attempt to reduce Friction through upkeep actions.
- **Maintenance or Repair:** Service equipment, stabilize habitats, restock supplies.
- **Public Relations:** Host events, issue statements, or offer favors to patch reputation.
- **Rest & Recovery:** Enforce rest periods, training rotations, or leave cycles.
- **Financial Rebalance:** Pay down debts, reschedule contracts, or transfer loads to partners.
Roll an appropriate Action (GM’s discretion). Each level of result reduces Friction by:
- 1–3 → 1 point
- 4–5 → 2 points
- 6 → 3 points
- Critical → 5 points
If you roll a Critical, also gain a temporary boon — a repaired system, new opportunity, or morale surge.
You may reduce Friction multiple times if resources and downtime allow.
Any Friction left at the end of Downtime contributes to **Entropy**.
Entropy
When Friction lingers, it solidifies into Entropy — permanent decay of systems, relationships, or efficiency. Entropy represents the lasting cost of friction: corroded trust, exhausted crew, or bureaucratic rot.
At the end of Downtime, compare current Friction to your crew’s Tier.
- Friction ≤ Tier
- The strain remains manageable. Friction resets to 0.
- Friction > Tier
- The excess rolls over into Entropy equal to (Friction − Tier).
- The remaining Friction resets to 0 at the start of the next cycle.
Entropy is cumulative. It rarely decreases except through major restructuring: retiring debts, moving bases, rebuilding infrastructure, or completing long-term projects.
Friction Events
After Downtime concludes, the GM makes a **Friction Roll** to see how residual strain manifests.
Roll a number of dice equal to your current **Tier + Friction + Entropy** (or only Friction + Entropy, at the GM’s option for smaller crews). Read the highest die:
- 1 — Boon. Unexpected advantage, easy passage, or goodwill.
- 2–3 — Neutral. Routine wear; no event.
- 4–5 — Annoyance. Minor setback; a delay, rumor, or small failure.
- 6 — Impairing. Significant malfunction or social complication.
- 66 — Mission Critical. Major development or system failure that shapes the next Score.
Cross-reference the result with the operation type (Assault, Deception, Science, Social, Stealth, Transport) on the Friction Events Table.
Friction events are not punishment — they are texture. They describe how stress and wear shape the next operation.
Spending Friction in Play
The GM may optionally “burn” Friction points during a Score to introduce complications or setbacks reflecting accumulated strain. Each point spent imposes one unexpected obstacle, equipment flaw, or social demand. After the Score, reduce Entropy by 1 for every 2 Friction points burned — the system vents pressure through crisis.
Effects of Entropy
Entropy represents persistent degradation of your crew’s foundation. As Entropy rises:
- **At 1–2 Entropy:** Minor inefficiencies; occasional downtime penalties.
- **At 3:** Reputation erodes, allies expect concessions, maintenance grows expensive.
- **At 4:** Systemic decay — key systems, relationships, or privileges collapse. The crew must undertake a major project or relocate to reset Entropy to 0.
When Entropy reaches 4 and cannot be reduced, the organization is effectively burned out — disbanded, absorbed, or destroyed.
Summary
- **Friction** — short-term strain from action and overuse.
- **Entropy** — long-term decay from unresolved Friction.
- Reduce Friction during Downtime; unaddressed strain becomes Entropy.
- Friction Events (rolled at the end of Downtime) define how that decay touches the next Score.
- The GM can spend Friction mid-mission for live complications.
Friction makes you sweat. Entropy makes you old.
Friction Events Table
Roll Tier + Friction + Entropy dice at the end of Downtime; read the highest die. Apply the result based on your an operation type. The GM should usually select usually current type of operation, but sometimes the operation before where you picked up the friction, or some other type that fits the situation, might be more appropriate.
| Result | Assault | Deception | Science | Social | Stealth | Transport |
| 1 – Boon | Allies offer each of the crew one free Load of items. | Your identities coincide with logs and will not be questioned. | Expert calibration: +1d on Gather Information using sensors. | A patron’s gossip improves your reputation — +1d to next introduction. | Another event makes security slow to respond, +2 ticks on a stealth clock. | Prevailing winds or currents favor your route; +1 Position at start. |
| 2–3 – Neutral | Sight over long distances is unusually clear.. | A random civilian is present. | Research logs are unusually rich on story. | One of your contacts show up at the event. | A particular aspect is extra relevant; color, brightness, noise, radio, contact. | Heavy traffic slows the lanes down. |
| 4–5 – Annoyance | Ammo low, all auto-fire becomes Unreliable. | An ID or clearance code expires mid-operation. | Poor calibration, sensors are Unreliable. | One of the PCs' enemies are at the event, needs to be distracted. | The comms you planned to use turn out to be Unreliable. | Navigation data is old and Unreliable. |
| 6 – Impairing | Ammo very low, all weapon fire becomes Unreliable.. | One key disguise or narrative thread exposed; go to plan B. | Sample contamination; sensors are Volatile giving false data. | One of the PCs' enemies and their team are on a conflicting operation. | Planned access blocked; go to plan B. | Inspection by local law/customs tasks time, may discover irregularities. |
| 66 – Mission Critical | Armor and vehicles in the operation are Unreliable. | Rival intelligence preempts your scheme; they’ve set a counter-con. | Reactor or experiment breach — operation is now to survive and salvage. | Scandal breaks publicly; factional protests in the net and/or real life. | One of the PCs' enemies and their team are on the same operation. | Catastrophic failure strands or isolates you — operation is now to survive. |