Downtime Phases:
Phase 1: Upkeep
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 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, you gain no benefit from those downtime activities until the day you do pay.
Step 3: Determine Capital Attrition: For every 7 days you were away from the settlement, reduce your Goods, Influence, Labor, and Magic by 1 each (minimum 0). This decrease represents spoilage, theft, allies moving on or having higher priorities, workers finding other employment, and so on.
Step 4: Determine Business Attrition: Business attrition is loss caused by poor morale among employees due to your absence. If you are away for more than 30 days, you risk losing control of your business there as employees begin to wonder whether you're dead. Upon your return, attempt a Leadership check (1d20 + your Leadership score) against a DC of the number of days you were gone - 10. If you succeed, you keep control of your business, but still must make a check each day for 30 days.
Phase 2: Activity
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.
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.
Phase 3: Income
Step 1: Determine Building Income: Attempt a capital check for each building you control in the settlement that generates income and is able to provide you benefits. Add the results of all these checks together, then divide by 10 to determine how many gp you earn that day.
If you were way for multiple days, attempt one capital check for each day you were away (or take 10). For every 7 days you've been away from the settlement, reduce the total amount of gp earned by 7 and reduce the Goods, Influence, Labor, and Magic earned by 1 (minimum 0). Add the remaining capital to your downtime tracking sheet.
If you were unable to pay the costs for a building in the Upkeep Phase, or you lost control of a building because of attrition, you don't collect income for that building.
Step 2: Determine Organization Income: As determining building income above.
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 at 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. You may not attempt to take control of it after abandoning it.
Step 5: Sell Assets: If you wish to sell a building or organization, you can do it during this step. You can sell it for half the cost to buy or create it. There is a 75% change it takes 3d6 days to find a buyer. You can reduce it by 1d6 for each point of Influence you spend.
Phase 4: Event
During the Event phase, a random event might affect your downtime.
* For every 10 points of your check result after 40, you earn an additional capital
Capital Values
Spending Limits
Converting Capital: You can trade 3 points of Goods, Labor, Influence, or Magic for 1 point of Goods, Labor, or Influence.