Elements of Power
Most of the activities during downtime require the spending of resources. Gold can still be used for most of these activities but there are also four new resources (Goods, Influence, Labor, and Magic) that can be collected and spent more effectively in certain situations, most notable the Downtime system:
Goods: The physical materials necessary for constructing everything from swords to castles. Goods can be made up consumable items like nails or lumber or less easily quantifiable resources like a plot of fertile soil or a fleet of transport wagons.
Influence: The intangible collection of favors and political clout collected by mingling with politicians and other powerful people. This can take the form of a bureaucrat allowing access to a sensitive area or a merchant agreeing to a bad deal.
Labor: The man power required to put up a building or run a business. This can take the form of unskilled labor or skilled labor. In game terms there is no difference in the labor points that can used for digging a foundation or managing a tavern.
Magic: This includes both the magical reagents needed to craft magical items or brew potions as well as the magical skills of certain followers. Magic capital can be used to construction magic wands, build a magical library, or run a healing mission in the slums.
Sometimes you will need to use Capital in places other than where it was earned. There are different requirements for moving the four types of capital.
Goods are the easiest to transport and can be moved from town to town without much trouble. The GM may still rule that some Goods such as gold mines or other prime real estate can not be moved.
Labor can be moved between towns provided the players have a method for moving people such as crew quarters on a ship. However, the party will need to make a successful command check to convince people to leave their homes. A command check is a charisma check with bonuses from spent Influence
and Fame score.
Magic is made up of two types of resources, magical reagents and magical personnel. Magic in the form of reagents can be moved like Goods but personnel follow similar rules to moving Labor though the GM may rule that personnel can still contribute in the form of scrolls or potions.
Influence can not be moved under normal circumstances and can only be used in the town or region where it was gained. There are exceptions, such as a letter of recommendation from a prince to the head of university.
|Capital||Purchase Cost||Earned Cost|
|Influence||30 gp||15 gp|
|Labor||20 gp||10 gp|
|Magic||100 gp||50 gp|
There are a number of ways to gain capital:
- Purchased directly using GP
- Earned during downtime through skilled or unskilled labor
- A reward for completing quests or raiding dungeons
- Earned through businesses or other organizations you control
- Changing one type of capital into another usually at rate of 3 to 1
When purchasing capital directly use the purchase cost listed in the table to the right. You may purchase any amount of Capital in this manner up to the limit of the settlement.
You may earn capital as a downtime activity. You can spend one day performing an appropriate unskilled task such as chopping wood or running errands. Doing so will earn you 1 point of capital of your choosing. Alternatively you can perform skilled work such as manning a merchant stall, debating with a politician about legal codes, putting on a play, or working in a hospital. When using your skills this way make a check. You can take 10 on this check. In this case make a check (1d20 + your character level + your highest ability modifier – 5) which you can also take 10 on. You may earn a number of Capital point equal to the check divided by 10 rounded down. You may earn less than the maximum if you wish. You may use a class ability in place of a skill. Regardless of the method used spend gp for each point of capital earned based on the above chart.
Certain business and organizations can also earn capital. Organizations and business have an upkeep cost that must be paid at before capital can be earned. Some also require a manager to be present if the players are away for an extended period.