**Quick rule:** Downtime takes place over **hours, days and weeks**, not combat rounds. Tell the GM what your character does between assignments. Some activities use specific skill checks, facilities, money and training. **Source:** *Player Core*, pp. 433–434.
## Useful downtime choices
| Downtime activity | Typical time | What it does |
|---|---|---|
| **Earn Income** | 1 day to start, then more workdays | Use a **trained** relevant skill, most often Crafting, Lore or Performance. Earnings depend on task level, proficiency and check result. Other skills may be allowed at harder DCs. |
| **Craft** | 2 days setup, or **1 day with formula**, then possible further workdays | Make an item of permitted level/rarity using tools and **materials worth at least half its Price**. Check special feat requirements for tech, medicinal and magical items. |
| **Retrain a feat** | Usually **1 week** | Exchange for another feat of the same type and appropriate original prerequisites. |
| **Retrain a skill increase** | Usually **1 week** | Move one skill increase to another skill, subject to level/proficiency restrictions. |
| **Retrain a selectable class feature** | **1 week to 1+ months** | Some choices can change with training; substantial choices require GM approval and more time. |
| **Long-term rest** | **Entire day and night** | Recover **Con modifier (minimum 1) × 2 × level** HP. |
| **Shop / sell equipment** | A few hours to **1 day** | Availability depends on location. Selling typically pays **half the item’s Price**. |
| **Subsist** | Downtime (may follow exploration at a penalty) | Society in a settlement or Survival in the wild to secure basic food and shelter. |
| **Treat Disease** | **At least 8 hours** | Medicine with medkit vs disease DC. Success grants +2 to patient's next save; critical success grants +4. |
| **Personal project** | GM determines | Pursue relationships, research, contacts, a media career, starship work or other long-term ambitions. Narrative activity, **not an automatic mechanical benefit**. |
## Daily rest and preparation (distinct from all-day downtime)
- **8 hours of rest:** normally regain HP equal to **Con modifier (minimum 1) × level**; rest may relieve conditions.
- **Daily preparations:** take approximately **1 hour after resting**. Refresh spells, Focus Points and daily abilities as applicable; prepare and equip gear, and invest up to 10 worn magic items.
- **Do not confuse:** an ordinary rest with **Long-term Rest**, which requires an entire day and night. **Source:** p. 432–433.
## Downtime at Absalom Station — player suggestions
- **Earn Income:** work a transport shift, provide equipment maintenance, undertake media reporting or take a relevant Lore job.
- **Research or relations:** pursue a Starfinder Society lead, interview a contact or cultivate allies at the Drifter’s Rest.
- **Improve capabilities:** retrain a feat, learn from instructors, shop for upgrades or craft equipment.
- **Recover:** rest, recover hit points or receive appropriate medical attention.
These are **campaign examples** of standard options, not Society-assigned missions or new income tables. Job availability, access and timeframes remain subject to the GM.
**Sources:** *Player Core*, pp. 186–187, 191, 197, 201, 432–434.