Downtime (IB)
| Starfox's Blades in the Dark hack |
Friction and Entropy
“Friction is what, more or less, distinguishes real war from war on paper.” — Carl von Clausewitz, On War (1832), abridged translation
Friction represents the slow accumulation of strain on your crew — tension in the crew, wear, 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 significant events in an operation and the end of each Operation, 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 (+4 Friction)
- High stakes, multiple fronts, visible success or disaster. People noticed, systems strained.
- Catastrophic operation (+6 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.
- Each person who died.
Friction has an upper limit of 9. When friction reaches 10, there is an immediate crisis similar to a critical roll, Friction reverts to zero, and Entropy increases by one. Crews may spend Downtime actions to Reduce Friction by performing maintenance, rest, diplomacy, or repair, see downtime actions.
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. Entropy is cumulative. It rarely decreases except through major restructuring: retiring debts, moving bases, rebuilding infrastructure, or completing long-term projects.
Spending Friction in Play
The GM may optionally “burn” Friction points during an Operation to introduce complications or setbacks reflecting accumulated strain. Each point spent imposes one unexpected obstacle, equipment flaw, or social demand and reduces the current Friction score by one or more points. 1 point is similar to an Annoyance from the Friction Events Table, a small, immediate problem. 2 point results are similar to an Impairing result from the Friction Events Table, a serious setback. 4 point results are similar to a Mission Critical result from the Friction Events Table, often ending an operation.
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 'Friction + Entropy. 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 Operation.
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.
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. | Local law/customs/pirates; takes time, may demand Credits or discover irregularities. |
| 66 – Mission Critical | Armor and vehicles in the operation fail. | 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. |