Mesdoram |
So we bought a shop, a tavern, a black market and control of a thieves' guild right?
Mesdoram |
The alchemist building is 1940gp and the thieves' guild is 770 gp so that'd be 1355gp a piece - we get a deal or something?
Mesdoram |
Also, I hereby declare Fritzor is a male Chelaxian Rogue 5.
Mesdoram |
Wow, upkeep and income is confusing. See here and here.
OH and nevermind, I figured out you just bought the alchemist's shop room not the alchemy lab building. Geez.
So searching the boards "upkeep" apparently doesn't really exist but they've got rules in case it will exist.
I know, right?
So assuming earned income comes in the form of capital that we derive from buildings or personnel and translates into gold as follows:
Goods - 10 gp
Influence - 15 gp
Labor - 10 gp
Magic - 50 gp
We can roll a skill per the skill check table per day while in town:
Check Result 10 - 1 Capital
Check Result 20 - 2 Capital
Check Result 30 - 3 Capital
Check Result 40 - 4 Capital
...and so on.
We can designate each building to generate a specific kind of capital per day in our absence and that takes into account our upkeep. It would generate 1 capital by itself or 2 capital with a manager.
So that takes us to managers. For example take our thieves guild, the Upright Men:
Jesslyn is a Level 3 Rogue retained as a manager for 5 gp/day per page 89 in Ultimate Campaign which we include in the expenses column in our spreadsheet. (Does that seem as high to you as it does to me?)
The guild generates +12 on a Goods Check, +17 on a Labor Check or +5 on an Influence skill check or generates 1.7 gold pieces per day if we do nothing.
So we decide to direct the guild to collect "goods" and have Mesdoram roll Disable Device.
Disable Device Income: 1d20 + 20 + 12 ⇒ (19) + 20 + 12 = 51
That means we've had a great haul and generated 5 goods for that day (or 50 gp). BUT you have to divide that by 10 which leaves you a profit of...0 gp per day! So why even have a thieves guild when you have to add 40 to break even? I don't know!
The Alchemy Lab for another example gives us + 10 to Goods or Magic or 10gp on its own.
We want to produce magic so Mesdoram goes into the lab and rolls for magic:
Craft (Alchemy): 1d20 + 25 + 10 ⇒ (19) + 25 + 10 = 54
He's had another terrific day and collects 5 Magic or 250 gp. Since there's no manager or staff that's the only profit for the income/upkeep phase. Divide by 10 and that's 25 gp earned per day.
The other side is we can have our buildings with staff generate straight gp per day when we're not there to run the place.
Adding the shop to the Black Market though is the best inclusion. Basically the shop takes the Black Market from +6 to a Goods to +56 (really, since it's +5 Capital).
So Mesdoram takes the time to hit the black market to move illicit goods he rolls:
Stealth: 1d20 + 19 + 56 ⇒ (8) + 19 + 56 = 83
He had a bad day but due to the shop on top of the black market he generated 83 gp. So 8 goods is created and 8.3 gp is earned for the day of work.
If he'd rolled 20 he would have generated 9 goods.
It's super confusing right? So we need to change that math to make it worthwhile for a gamed based around building our own empire:
My solutions are A) we can earn income by gold per day we're in town and subtract our managers wages from that; and/or B) we can generate goods per week and shovel that towards acquiring our new buildings and forget about manager wages on the theory that they're paying themselves in the gross (I'd also be open to paying our managers less crippling wages).
Mesdoram |
Also if one of us took "Leadership" or won the loyalty of a minion through an adventure, we wouldn't have to worry about manager pay as we could use our followers to run the business for us.
Studious GM |
Heinrich von Geiselschmidt is a classic mad scientist - he attended the Academy of Unsound Science who majored in Alchemical Studies: which is a major about the history of alchemists, not about the science of alchemy since Heinrich didn't score high enough in his placement exam to be an accredited alchemist.
He eventually graduated due to a clerical oversight and a desire to keep him from flooding the dining hall with chlorine gas a third time during the dean's lunch.
Since he doesn't actually known what Alchemists do he's concentrated on the field of bomb-making and explosives because he believes that's the essence of alchemical science.
He has a pet pigeon named Klaus that he talks to, and powders his hair which flies in every direction because real alchemists have wild white hair, and carries a number of classic accoutrements not based on usefulness but because they're part of the alchemist costume.
I'm not sure how that fits with a shaman but he could have impressed the tribe while practicing with his bombs?