It's assumed that the players will attend classes and get their job's hours when timeskipping. This leaves 8 hours a day of free time on weekdays and 14 hours a day on weekends. Players can get additional hours by blowing off school(spending XP), blowing off work(Losing potential money), or skipping out on sleep(though doing so means that they have to make a defense roll of 3 every day they do so with a -1 cumulative penalty for each hour they stay up until they get a full 8 hours' sleep. If they fail, they pass out and sleep during school, work, or the like and that can have adverse effects. They can spend their time crafting items, which takes time listed elsewhere.
Ways to spend free time:
Studying: Grants the player a bonus to spend on rolls made during classes or to work on projects over the next week equal to +1d4 per 2 hours spent studying. The bonus can be spent 1d4 at a time for a normal character, though a character with the Student facet can gain and spend study bonuses more effectively.
Jobbing: Hours spent working at a job are tallied at the end of the week. See the job section for more details. If you work at a job for more than 20 hours in a single week, additional hours are considered to be Overtime.
Overtime: Putting in extra hours at work can be a useful prospect, even if your employer isn't able to pay you for them. For each set of contiguous hours spent putting in overtime, roll 1d3. On a 1, you are paid 150% your normal hourly wage for the work done. On a 2, you are paid your normal wages. On a 3, you are not paid, but either your employer takes notice of the free work or a customer is very thankful for the effort you have put in. This can, at the GM's discretion, apply as a bonus to the likelyhood of the character getting a raise or promotion, or it may result in a gift or favor from whoever the character's helped.
Shopping: A character can obtain items easily enough by spending a negligible amount of time at a store, but they may instead choose to spend hours shopping for a better deal. When shopping for a deal on an item, they may spend 1 hour of free time to make an Accuracy/Home Ec roll. The difficulty of the roll is 5, plus 1 for every 100 dollars the item costs, rounded up to the nearest 100. The character can spend extra hours to raise their roll by 2 per hour spent, though they must declare this before making their roll, and this time must be spent in one continuous segment(meaning, they must spend all of the hours consecutively). If they succeed at the roll, they find the item at at least a 10% discount from its normal price. The price is further discounted by 5% for every 5 over the difficulty they make, up to a maximum discount of 50%. The character can also simply browse shop, and may spend hours and make rolls as needed, with the GM coming up with an appropriate item found for the roll made. When browsing, a character may very rarely come across artifacts at incredible prices, though they won't know this, and whether they are beneficial or cursed, until after they are bought.
Socializing: While your character may have goals and ambitions all their own, not being able to hang out with their peers can drive one insane. To alleviate that and create new and stronger social connections, your character can go to various hangouts and fun spots. Every hour spent socializing can, at the GM's discretion, introduce your character to new NPCs, strengthen your bonds with the ones your character already knows, or provide bonuses of up to +1 per hour that can be spent +1 at a time on social rolls or distraction attempts, as your reputation spreads around the city.
Relaxing/Meditating/Plotting: Even though MSF High and Mahou City are incredible places, they can be stressful or difficult to deal with at times. Relaxing to ease stress, meditating or praying for guidance, or making plans ahead of time can make future events easier to deal with and clear your mind for tasks ahead. For every hour spent on these activities, you gain either 2 points of soak, 2 MP, or a +1 to an oppose roll of your choice. You may only spend 2 soak or get a +1 bonus per roll for every 5 threat levels your character has, rounded up. Whichever bonus is chosen, and it must be chosen when you spend the hour, you have the next week to spend them. The MP can take the form of Chi Pool MP at your discretion, but this cannot be performed simultaneously with Chi Pool recovery by meditating with a facet ability.
Pursuit of Hobbies: Nearly every character has some sort of hobby that drains some of their excess cash. This can be represented through most of the game in the character's minor decorations, thematics of their items, and clothing choices, but some characters take hours of their time and additional money to actively pursue their hobbies. This can include things like spending time at an arcade, creating fan works, entering contests, and working to meet the higher-ups in their chosen hobby. For every hour spend pursuing hobbies, a character must spend 1 dollar of their own cash, but at the GM's discretion they gain connections to NPCs that wish to support them, the favor of higher-level characters, or occasionally items, usually those won from contests or out of the arcade's various machines, which are of use to the character, as sort of "mini-artifacts".
Troublemaking: While having a job can provide a steady stream of money, your character might prefer to partake in activities that, while not explicitly illegal(especially given the lack of actual laws), will probably put you on someone' bad side. Scams, cons, get-rich-quick schemes, and other such things count as troublemaking. Time spent this way is like rolling for wages on a normal job, but with a few key differences. Firstly, you can choose what job the time spend counts as each time you spend an hour. Secondly, you will earn 20% more than you normally would. Thirdly, time spent troublemaking will require a nonskilled Personality roll of 2+the number of hours spent troublemaking that day. Failure means that you've gotten caught by an authority figure, whether you realize it or not. At the GM's discretion, this can result in hours lost in detention or its equivalent, increased difficulties on rolls in your classes, or unique punishments like curses.
Practicing: When practicing, choose a skill. For every 2 hours spent practicing, you receive a temporary 1d4 you may add to any roll of your choice made with that skill within the next 7 days. Once the bonus die is used, it expires, but you may accumulate as many of these dice as you can manage with your time, and you may use as many of these dice in a single roll as you wish.
Volunteering: A character may choose to be altruistic with their free time, helping with public works projects, tutoring students, volunteering for emergency services, working with the shadow defense force, or doing other such activities. While these things don't give pay, they generate karma at a rate of 2 per hour and can make a good impression upon NPCs, especially those who the character has directly helped. At the GM's discretion, spending time volunteering can result in favors from NPCs, increased social rolls in certain situations, or other benefits that do not seem immediately beneficial.
Exploring: Mahou City and the lands around them have an endless number of possibilities, and simply by wandering around the city and the areas around and taking in whatever is there, they can experience amazing things that they hadn't considered. Exploring can generate any of the effects above, at random, with all of the potential rewards, but may also result in the occasional random enemy encounter to deal with or some other issue that crops up.
Scavenging: A character who needs materials to build things can get it easily by scavenging from the junk pile north of the city, diving through dumpsters, or otherwise picking through refuse. For every hour spent scavenging, a character makes a Science or Home Ec roll using a stat chosen at random. The result is the dollar value of the scrap they've found, which they can sell for one third its value or use to build, repair, and improve items.
Romance: Many characters have a certain someone(or someones) that they prefer to spend special time with. With this option, you can engage in activities that serve to build a romantic relationship by focusing on one person exclusively. You can choose to do this without spending any money at all, but for every dollar per hour spent, you gain additional favor from the target of your romantic interest. If your character's feelings aren't yet reciprocated, you should be making infatuate rolls every hour, with the money spent that hour serving as a bonus. The GM sets the target's level of interest as a difficulty, with higher numbers representing a character who is either genuinely less interested or playing "hard to get". If the character and their target are already an item, there's no need to roll, and every hour spent increases the character's favor with their target. Higher levels of interest will make an NPC more likely to agree with the character, more willing to do things for them, and more likely to give gifts one way or another.