The Mainframe

The MainFrame is Merci-Ki11’s headquarters and consists of several different buildings, each of which serve a distinct purpose. The main building has three floors connected with an elevator, of which the cadets only have acces to the first and second floor. There’s also an underground interrogation area.

The building was originally called The Spire when it housed the well-known organisation, Starfinder Society.

1st FLOOR 2nd FLOOR

MainFrame Areas

A Holographic Simulation Machine (HoSiMa) for combat practice
Cadets kan practice combat strategies against all registered monstres, heroes, and villains without having to risk life and limb. Everything in the simulator is produced of solid light, which is why the holograms are tangible. Special equipment, that imitates the functions of regular equipment, is used, so that your personal resources aren't spent.

Downtime options
You and your allies practice teamwork exercises, combat routines, and fundamental skills, building a rapport that pays dividends.

Activity
You spend the day training with at least one other creature who is performing the coordinate activity. Up to six creatures can train together this way, as long as each is using the coordinate activity.

Results
On the following day, when you grant a creature you trained with a bonus using aid another, covering fire, or harrying fire, you can increase that bonus by 1.

Multi-day bonus
For each consecutive day you spend coordinating with an ally, you increase by 1 the DC of Sense Motive checks to discern secret messages that you and that ally pass to one another using Bluff, up to a maximum of 7 higher. This increase lasts for the number of days you spent coordinating.
You practice a specific task hundreds of times, until its execution becomes muscle memory.

Activity
Choose a single task of a specific skill (such as the balance task of Acrobatics) that takes 1 minute or less. You spend the day practicing the chosen task or crew action and at the end of the day, attempt a skill check appropriate to the chosen task. The DC for this check is equal to 15 + half your character level. You can’t take 20 on this check.

Results
On a success, the first time the next day you attempt the chosen skill check, you can take 10, even if stress or distractions would normally prevent you from doing so. If you exceed the DC of the drill check by 10 or more, you can also take 10 the second time you attempt the chosen action or check.
Receive missions and make reports
All briefing rooms are equipped with desks with computer terminals, a speaker's stand, as well as a big monitor for digital briefings with the team's handler. It's expected that a mission report is made at the end of each finished missions, after which you will be debriefed (which may result en a level-up)

Every team has their own briefing room and each room also include a Team Cache, where you can deposit/withdraw credits and items. You can see the contents of your cache via the DataBank by clicking here.
Common area for relaxation and a bite to eat
The Cafeteria/Leisure Area is where the cadets can get something to eat, as well as relax with their fellow cadets by playing games, having a chat, or watching people duke it out in the HoSiMa and bet on the outcome.

Downtime Options
You make the most of your downtime by spending it having a drink with friends. This helps you shed the stress of an adventuring lifestyle—or prepares you for it.

Activity
Spend a number of credits equal to 100 × your character level to buy a few rounds for yourself and your drinking buddies. At the end of the day, attempt a Fortitude saving throw (DC = 10 + half your character level). You take a cumulative –2 penalty to this saving throw for each time you’ve used the Social Drinking activity in the past 7 days.

Results
On a success, you begin the following day with an extra Resolve Point that is lost at the end of that day (double this number of Resolve Points if your character level is at least 10th level). If you fail the Fortitude saving throw by 5 or more, you feel extremely hung-over instead and lose 1 Resolve Point; you can’t regain this Resolve Point in any way until after the following day.
One of the most common ways to pass the time while traveling or on days off.

Activity
You spend the day engaging in any number of easy-going hobbies and entertainments, such as casual vidgaming, reading, watching trivids, playing card games, or engaging in other leisure activities.

Results
On the following day, you gain temporary Hit Points equal to half your character level (minimum 1); this effect ends at the end of that day. You also gain a +1 morale bonus to the first saving throw you attempt that day.
You coordinate or conduct activities, performances, and other entertainment to help a group relax and pass the time.

Activity
Choose up to 12 willing creatures who are Chillaxing. Attempt a skill check using a Charisma-based Profession skill you’re trained in (though the GM can allow other skills as appropriate to the lounge activities of the creatures you’re entertaining). The DC of this check is equal to 10 + 1 per creature you’re entertaining + half of the highest character level or CR among those you’re entertaining, whichever is applicable.

Results
Success on this check determines how many creatures you’ve properly entertained. You properly entertain a number of creatures equal to 1 + the number by which your check exceeded the DC. (If you do not properly entertain all creatures you’ve attempted to entertain, the GM chooses which ones receive the benefit from this activity.) Creatures you’ve properly entertained gain double the temporary Hit Points and double the morale bonus to a saving throw that the Chillax activity grants. If you properly entertained all creatures you attempted to entertain, you also gain the normal bonuses for the Chillax activity. A creature can benefit from the entertain activity at most once per day.
Area for parking your vehicles
Should players choose to invest in personal vehicles, then they can be parked, maintained, and upgraded here. If you do not have the skills to do so yourself, you can pay someone from the Tech Center to do so for you.
Data center for self-study and computer use
The data center is only referred to as a "Library" to satiate Justin's eccentricities. There are a few computer terminals (tier 5) and several datapads (tier 2) at various tables that can be freely use, and instead of books, you can borrow data sticks full of information.

Downtime options
Sometimes it’s easier to make off with an entire device and break into it at your leisure than to do so under fire.

Activity
You spend all day working to crack a single computer whose item level is no more than 2 higher than your character level (a computer’s effective item level is 2 × its tier). The entire computer system must be in your possession throughout the process, and only one character can use the crack computer activity on a given item in a given day, though depending on its size or complexity, the GM might allow checks to aid another.

Results
You can take 20 on a Computers check to hack the computer system, which triggers defensive countermeasures as normal when hacking a system. The GM might rule that certain devices are too powerful to be hacked this way.

Multi-day bonus
For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to the appropriate check, up to a maximum of +5.
You scour the infosphere for bargains, deals, discount codes, and price-matches to get the best deals on gear.

Activity
Choose a specific piece of equipment with an item level at least 5 lower than your character level that is available on a webshop you have access to. Attempt a computer check with a DC of 20 + half the item’s level. You can’t take 20 on this check, and the GM decides if the item is available at all.

Results
On a success, you are able to find a deal on the specified item and can purchase it for 10% less than normal. On a failure, you are unable to work out any credit-saving deals, but you can still purchase it at full price.

Multi-day bonus
If you spend a week hunting bargains, you can choose a piece of equipment with an item level just 3 levels lower than your character level.
You throw yourself into dedicated study of a single topic, diving into data sets or the local infosphere to learn as much as you can.

Activity
You spend the day studying to gain working knowledge of a single specific topic. This could be a medium-sized corporation, a large settlement, a prominent individual or criminal organization, or something similar; the GM has discretion on what qualifies. You can’t choose a topic that overlaps with your theme’s 1st-level theme knowledge.

Results
For the next week, you can attempt Culture checks to recall knowledge about that topic untrained, and the DC of such checks is reduced by 2. Each time you study a topic in this way, you lose this benefit for the prior topic and gain it for the new one.
You throw yourself into dedicated study of a specific creature type, diving into data sets or the local infosphere to learn as much as you can.

Activity
You spend the day learning as much as you can about a single creature type within three categories.
Life Science: Aberration, Animal, Humanoid, Monstrous humanoid, Ooze, Plant, Vermin
Mysticism: Construct (magical), Dragon, Fey, Magical beast, Outsider, Undead
Engineering:Construct (technological)

Results
For the next week, you can attempt a corresponding check to recall knowledge about that creature type untrained, and the DC of such checks is reduced by 2. Each time you study a topic in this way, you lose this benefit for the prior topic and gain it for the new one.
Living Quarters for cadets and instructors
All dorm rooms are split into teams of up to 8 people, where each person gets their own capsule bed. Each capsule bed is soundproof - assuming it's closed - and has a one-way communication channel for alarms and urgent messages from management. Each capsule bed also has a private security box for small, personal affects.

Downtime options
When you’re injured or suffering from certain afflictions, complete bed rest can help speed your recovery.

Activity
You spend the entire day resting. You don’t have to sleep for every minute of the 24-hour period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task.

Results
Bed Rest has double the effects of a long-rest, i.e. you recover 2 Hit Points per character level and any ability damage you have is reduced by 2 points per affected ability score. Additionally, you move one step toward healthy on the progression track of each poison you’re affected by, provided you’ve either fulfilled that poison’s cure condition or reached the end of its duration.

Bed Rest can be performed in both the Living Quarters and in MediCen, but if used in MediCen, another player has the option to provide Long-Term Care to further boost the effects of Bed Rest.
You meditate on the mystical energies of the multiverse, scan alternate realities, and whatever else Dr. Strange did in Infinity War, and gain insight in what challenges the next day may bring.

Activity
You spend the entire day in a deep meditative state. You can choose between yourself or a creature your are familiar with and focus on their future potential options and paths. Attempt a Mysticism check with a DC of 10 + half the target’s character level or CR. You can’t take 10 or 20 on this check.

Results
On a success, the character whose futures you explored can reroll one d20 roll during the following day. A given creature can gain the benefit of explore futures only once per day.
Tech workstations, furnaces, and a shop for equipment
The Tech Center consists of various workstations and furnaces that can be freely used, however, in the case of an emergency, the on responsible for the area has exclusive say in who uses what. These workstations can be used to produce, modify, and repear weapons and equipment, if you possess the necessary skills to do so yourself or credits to pay someone else to do it.

The Tech Center also has a shop managed by Jonathan, where you can buy and sell weapons, armour, and equipment.

Downtime options
Sometimes it’s easier to make off with an entire device and break into it at your leisure than to do so under fire.

Activity
You spend all day working to deactivate the security features of an object with and item level is no more than 2 higher than your character level. The object must be in your possession throughout the process, and only one character can use the Crack Technology activity on a given item in a given day, though depending on its size or complexity, the GM might allow checks to aid another.

Results
You can take 20 on a Engineering check to disable the unit. The consequences for failure are the same as when disabling an object normally. The GM might rule that certain devices are too well put together to be disabled in this manner.

Multiday bonus
For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to the appropriate check, up to a maximum of +5.
You maintain a weapon or suit of armor, ensuring it functions at peak performance.

Activity
You spend the day cleaning, fine-tuning, and otherwise maintaining a weapon or suit of armor.

Results
If you maintained a weapon, the first time you score a critical hit with that weapon the next day, it deals an additional amount of damage equal to half its item level to the first target hit; this damage is of the same type the weapon normally deals.

If you maintained a suit of armor, the first time you’re critically hit the next day while wearing that armor, the damage you take is reduced by an amount equal to half the armor’s item level.
Mass-produced weapons are fine and all, but sometimes, you want something with a bit more oomph to a certain aspect of a weapon.

Activity
You spend the entire day taking a weapon apart and putting it back together, while making small modifications to how it works, to attempt to improve one aspect at the cost of another. Firearms can get +1 damage at the cost of -1 to hit, or vice versa. Grenades can be made lighter and get +10ft range at the cost of a -5ft area of effect, og get a heavier payload to get a +5ft area of effect at the cost of 10ft range.

Attempt an Engineering check for a tech weapon, a Mysticism check for a magical weapon, or either of the two for a hybrid weapon. The DC is 15 + the weapons item level, and it is not possible to Take 10 or Take 20. Each weapon has three modification attempts, all of which expire on a success or a critical failure.

Results
On a succesful check, the weapon is modified as specified. On a regular fail, you manage to put you weapon back together like it was before (no modifications), and expend a single attempt.

On a critical failure (10 or more below DC), the weapon is so crudely put together that it only gets no bonus and double the penalty; grenades will get single penalties, but to both range and area of effect. On a critical success (10 or more higher than DC), the weapon gets its desired bonus with no penalty
Even the best drones will inevitably get wrecked.

Activity
You spend the entire day, not including rest, rebuilding a drone that was destroyed. Disturbances of more than a few sentences distracts you from what you were doing and adds 12 hours to your workload, as you need to retrace your steps.

Multiday bonus
If you spend an uninterrupted week working on your drone, you can change out one of the drone’s mods, one of its feats, or its non-bonus skill unit. In each case, you must choose another feature of the same type for which the drone qualifies.
Sometimes, you really want something, buuuuuut at that price? C'mon, can't you knock a bit off? I've been a loyal customer for years, so make a bit cheaper for me, yeh?

Activity
Choose an augment or medicinal with an item level at least 5 lower than your character level that is available in MediCen. Attempt a Diplomacy check with a DC of 20 + half the item’s level. You can’t take 20 on this check, and the GM decides if the item is in storage.

Results
On a success, you manage to haggle 10% off the normal price. On a failure, you are unable to work out a deal, but you can still purchase it at full price.

Multi-day bonus
If you spend a week haggling, you can choose a piece of equipment with an item level just 3 levels lower than your character level.
Treatment of physical injuries and ailments
In the Medic Center (MediCen) you can be revived, healed, and cured for various ailments. If desired, it is also possible to purchase augments and have them installed here.

MediCen also consists of several labs, where it is possible to analyse and experiment with various substances, both organic and synthetic.

Downtime options
When you’re injured or suffering from certain afflictions, complete bed rest can help speed your recovery.

Activity
You spend the entire day resting. You don’t have to sleep for every minute of the 24-hour period, but you must refrain from movement, combat, spellcasting, skill use, conversation, and any other fairly demanding physical or mental task.

Results
Bed Rest has double the effects of a long-rest, i.e. you recover 2 Hit Points per character level and any ability damage you have is reduced by 2 points per affected ability score. Additionally, you move one step toward healthy on the progression track of each poison you’re affected by, provided you’ve either fulfilled that poison’s cure condition or reached the end of its duration.

Bed Rest can be performed in both the Living Quarters and in MediCen, but if used in MediCen, another player has the option to provide Long-Term Care to further boost the effects of Bed Rest.
You devote your day to caring for a wounded living creature that is using the Bed Rest downtime activity.

Activity
You dedicate your entire day to tending the wounded with your Medicine skills and the medical facilities in MediCen.

You can provide Specialized Long-Term Care where there's a medical lab available, including the sickbay of a spaceship. You can provide care for up to six creatures or characters at a time, but must attempt medicine checks for each of them individually.

Results
Being an effective caregiver has a DC of 30, but on a succesful attempt, the patient will recover at twice the speed (including bonuses). Rolling 10 higher than DC will result in the patient recovering at thrice the speed (including bonuses).

Multiday bonus
If you focus on providing care for only a single creature, you gain a cumulative +1 circumstance bonus to your skill checks per day, up to a maximum of +5.
When headed into an environment you know to be infectious, such as a settlement stricken by a plague or a toxic jungle, you can spend your downtime taking preventative measures.

Activity
Specify a single disease or poison other than radiation or radiation sickness (Core Rulebook, pp. 418-19). You spend all day researching preventive treatments for that affliction. At the end of the day, designate up to six willing or unconscious creatures you can touch.

Attempt a Medicine check for each of these creatures; the DC is 5 higher than the DC of the specified affliction. Each creature must choose whether or not to accept your treatment before learning the result of this check.

Results
On a success, a designated creature gains a +4 circumstance bonus to saving throws against initial exposure to the specified affliction. This doesn’t apply to creatures currently affected by that affliction, and doesn’t stack with bonuses from medicinals. It does, however, stack with natural resistances, such as an Android's Constructed racial feat.

On a failure, the designated creature takes a –2 penalty to saves against initial exposure to the specified affliction. The success and failure effects end after 1 week.
MediCens lab lets you analyze the contents of a sample and potentially deduce what it is made of and/or where it's from.

Activity
You spend the day analyzing a physical sample of a creature or material. The sample must have at least light bulk, and anything below is considered unviable.

Results
You know as much about the sample as if you had rolled a nat 20 for the relevant skill to identify the sample: Engineering for a technological or hybrid item; Mysticism for a magical or hybrid item; and the relevant creature type skill if the sample is from a creature (Core Rulebook, p. 133).

If you aren't trained in the relevant skill, you will automatically fail. Even if you ARE trained, the GM can still rule that the sample is from a creature or material too rare or unusual to be identified in such a manner.

Multiday bonus
For each consecutive day you spend on this downtime activity, you gain a cumulative +1 circumstance bonus to your check, up to a maximum of +5.
Sometimes, you really want something, buuuuuut at that price? C'mon, can't you knock a bit off? I've been a loyal customer for years, so make a bit cheaper for me, yeh?

Activity
Choose an augment or medicinal with an item level at least 5 lower than your character level that is available in MediCen. Attempt a Diplomacy check with a DC of 20 + half the item’s level. You can’t take 20 on this check, and the GM decides if the item is in storage.

Results
On a success, you manage to haggle 10% off the normal price. On a failure, you are unable to work out a deal, but you can still purchase it at full price.

Multi-day bonus
If you spend a week haggling, you can choose a piece of equipment with an item level just 3 levels lower than your character level.