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Income Phase

Source Ultimate Campaign pg. 82
During the Income phase, you generate capital from downtime activities and from buildings and organizations you control.

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). For every 7 days you’ve been away from the settlement (whether they were downtime days or not), reduce the total amount of gp earned by 7 and reduce the Goods, Influence, Labor, and Magic earned by 1 each (minimum 0). 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, or you lost control of a building because of attrition, 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.

Example: Laura is ready to determine what her character’s buildings earned while she was off adventuring. Her house doesn’t generate capital, and neither does her rebellious shop, so in Step 1 she has to deal with only the income from her tavern. The tavern has a +15 modifier on gp capital checks. Instead of making 40 separate checks for the 40 days she was gone, Laura takes 10, giving her a result of 25 on each check, for a total of 2 gp and 5 sp earned each day, then multiplies that amount by 40 to get 100 gp. Because of her 5 weeks of absence, she reduces this amount by 5 × 7 gp (35 gp), leaving her 65 gp in income, which she adds to her character sheet or her downtime tracking sheet. She has no organizations, so she skips Step 2. None of her other activities during this downtime session are generating income, so she skips Step 3. She doesn’t want to abandon or sell her house or tavern, and plans to try to regain control of the rebellious shop during the next Upkeep phase, so she decides to not abandon or sell any assets, skipping Step 4 and 5.