Savage Worlds Moonlighting Downtime Mechanics
- February 9th, 2012
- By Mockingbard
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Some games get pretty ridiculous, with characters going from farmers to gods in a matter of in-game months. Sometimes, for various reasons, you want to have a few weeks of in-game downtime between or during sessions. Apocalypse World has a great mechanic for this and I’ve altered it to make a Savage Worlds version that we’re now using in my 1-on-1 city-based home game. I’ll present the mechanics, then a little explanation on the design.
Moonlighting
Whenever there’s a stretch of downtime in play, or between sessions, choose a number of gigs to work. Choose no more than the number of dice you have in Smarts. Describe a gig then roll your wild die and the relevant skill, like Fighting for protection gigs, Stealth for picking pockets, or Investigation for academic research.
- On a raise, you get profit from the gig you chose; if you get multiple raises that means exceptional success, perhaps extra pay, recognition or connections.
- On a success, you get profit but with some complication (or failure but you got out of it clean: no profit, no fallout, no hard feelings).
- On a failure, you failed the gig and suffer some fallout, like lingering wounds from a protection gig gone wrong, fines or jail time for criminal activities, and maybe someone is mad at you.
- On snake eyes, double ones, you can’t roll for any more gigs this session and your failure was a fiasco: someone is definitely mad at you, you’ve probably lost something you care about, and the trouble is immediate.
The GM should discuss any profit, complications or fallout with you. If you didn’t roll snake eyes, you can now roll again for any remaining gigs.




