Downtime

Overview of Downtime

Downtime in Town

Note: to simplify the process, we have done away with attrition and events. Below is a paired down overview of the process.

h5. Phase 1—Upkeep:

Pay costs associated with maintaining completed buildings and organizations.

  • Step 1—Add Up Costs: These costs include ongoing or recurring costs for your buildings, organizations, and other previous downtime activities that have accrued since the last time you have had a downtime session. Most of these costs are incurred daily, whether or not you are spending downtime days at the settlement.
  • Step 2—Pay Costs: If you cannot pay the costs you’ve incurred (either with your own capital or by borrowing from another character), you gain no benefit from those downtime activities until the day you do pay.

h5. Phase 2—Activity:

Perform downtime activities, such as constructing a building, recruiting an organization, or retraining.

  • Step 1—Perform Free Activities: You can perform any activities that don’t require downtime days, such as buying gear, selling unwanted magic items, and bartering.
  • Step 2—Continue Ongoing Downtime Activity: Your first priority is continuing a downtime activity that requires more than 1 day. Depending on the specific requirements of that activity, interrupting it might ruin any progress you’ve made. Some activities might require only a small bit of your attention and still allow you to perform other downtime activities in this phase.
  • Step 3—Begin New Downtime Activity: If you aren’t continuing an earlier downtime activity, or are continuing one that doesn’t restrict you from starting a new activity, you can begin a new downtime activity. The list of downtime activities begins.

h5. Phase 3—Income:

Determine how much capital your buildings, organizations, and other activities generate, and sell off assets you no longer want.

  • Step 1—Determine Building Income: Attempt a capital check (see the Earnings section) for each building you control in the settlement that generates income and is able to provide you benefits. Add the results of all of these checks together, then divide by 10 to determine how many gp you earn that day. For example, if your total result is a 47, after dividing it by 10, your earnings come to 4 gp and 7 sp.
    If you were away for multiple days, attempt one capital check for each day you were away (if the number of checks is enough to be cumbersome, take 10 on these checks). Add the remaining capital to your character sheet or downtime tracking sheet.
    If you were unable to pay the costs for a building in the Upkeep phase, you don’t collect income for that building.
  • Step 2—Determine Organization Income: This works exactly like Step 1, but with organizations instead of buildings.
  • Step 3—Determine Other Income: If any of your other downtime activities generate income (such as using skills to earn capital), you collect that income during this step.
  • Step 4—Abandon Assets: If you wish to get rid of a building or organization without compensation, you can abandon it during this step. You are no longer the owner of the building or organization and no longer gain any benefits from it, but neither are you obligated to deal with events relating to it. Unlike losing a building or organization because of attrition, this loss is automatic and you can’t attempt to reaffirm your ownership.
  • Step 5—Sell Assets: If you wish to sell a building or organization, you can do so during this step. You can sell a building or organization for half its cost to buy or create (based on either the gp or the Goods, Influence, Labor, or Magic listed in the building’s cost). There is a 75% chance that it takes you 3d6 days to find a buyer. This delay doesn’t require you to spend any downtime days. You can shorten this delay, reducing it by 1d6 days (to a minimum of 0 days) for each 1 point of Influence you spend. You collect the proceeds upon the conclusion of the sale.
    You can choose to sell only some of a room’s buildings, leaving you in control of the remaining rooms. Any alterations to the building necessary for the sale are included when you make the sale.
    Selling an organization is a process of reclaiming assets from your former employees, such as armor or weapons you provided to a Guard team. As with selling buildings, you can choose to liquidate only some of an organization’s teams, such as divesting your thieves’ guild of its Cutpurse and Acolyte teams.

Downtime out of Town (while adventuring)

Managers allow you to set actions for your buildings and organizations. If you do not have a manager for your building or organization, your must declare one action for your building or organization to perform while out of town. Example: “Generate gold while I am away” or “Generate labor while I am away.” For buildings or organizations with a manager, the capital generated may change from day to day at PC discretion.

h5. Phase 1—Upkeep:

Pay costs associated with maintaining completed buildings and organizations. Calculate costs for each building and organization as above, you will subtract this from capital or gold earned below.

h5. Phase 2—Activity:

Skip phase 2 while your PC is adventuring.

h5. Phase 3—Income:

Each unit or building earns 10 + it’s rating in silver each day, or the appropriate amount of capital. The type of capital your unit or building earns while you are away is set when you leave, or may be changed on a day to day basis through your manager (if appropriate).

Out of Game
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Downtime

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