Downtime: Day Jobs

While not adventuring characters can work; each day choosing either to earn money or to try and gain capital.

Earn Currency
A character may use a relevant skill to earn money. Some skills are more valuable to settlements than others. For instance, offering to work as a fisher in a community with no fishing industry likely won't be profitable. And some days are better than others.

To earn money declare the skill being used and roll the skill check normally, you may take a 10, and 1/10th of the check value is the amount of GP earned for that day.

Ex. A pc has a +6 acrobatics and is going to work as busker in a busy market square. They choose to roll and get an 8 on the d20 for a total of 14. That character earns 1.4 gp for their day of effort.

Earn Capital Resources
A character can spend money or half as much money and one days work to gain capital units. Capital units are abstract units of goods, labour, influence, and magic that can be used in the creation of items, buildings or in trade. To earn a capital unit roll a skill check to determine the the amount of capital earned and then pay the amount of gold required as indicated in the below chart. Only a pertinent skill may be used to earn a capital unit. For example, the Bluff skill is unlikely to be able to help earn Magic capital while Knowledge History is unlikely to be useful in gaining labour capital.

Spending Capital Units
See Ultimate Campaign for detailed descriptions.