Duty: Difference between revisions

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==Claims==
==Claims==
Claims are Duties which generate a resource of some sort but do not increase a player's SP generation.
Claims are Duties which generate a resource of some sort but do not increase a player's SP generation. Claims '''must''' be owned by a Player Character in order to obtain a benefit from them via this system.
 
===Alkahest Mine===
===Alkahest Mine===
It costs an additional [[merit|Minor Merit]] to establish an Alkahest quarry or mine.
It costs an additional [[merit|Minor Merit]] to establish an Alkahest quarry or mine.
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====Labor====
====Labor====


Labor is the sum of Deepcraft Skill belonging to the workers at a claim. Each tier of Deepcraft Skill is worth 1 Labor, meaning 3,333 Journeyman workers would equate to 3 Labor each, or 9,999 Labor. Beyond a paid work force, owned slaves, Automaton, or Thralls put to task by [[Nekros]] also contribute Labor.
Labor is the sum of Deepcraft Skill belonging to the workers at a claim. Each tier of Deepcraft Skill is worth 1 Labor, meaning 3,333 Journeyman workers would equate to 3 Labor each, or 9,999 Labor. Beyond a paid work force, owned slaves, Automaton, or Thralls put to task by [[Nekros]] also contribute Labor. [[Seasonal Points|Hired Hands]] or [[Formation|Formations]] are often used for these, but [[Nekros|Necromancers]] and [[Artifice|Artificers]] can manufacture servants with Deepcraft skill.
:*'''Terra''': [[Terra]] starting with Apprentice is worth 3 Labor, 15 Labor at Journeyman, 45 at Expert, 135 at Master, and 405 at Ascended per Spell Reserve at that tier.
 
:*'''Multiplier''': The total sum of Labor may be multiplied additively by an additional .1 for each tier of skill in Deepcraft, Business, Economics, Persuasion, Politics, Security, and either Intimidation ''or'' Leadership starting with Apprentice, from among the skills of the Player Character or one of their [[Non-Player Character|CNPCs]], whichever is highest.
'''Artificing Multiplier'''
:[[Artifice|Aligned Tools]] or Automata made from 1 gram of Geomena Dust will additively multiply the Deepcraft labor of their wielder by 1x, meaning 1666 Journeyman workers with Aligned Tools would equate to 6 labor each, or 9,996 Labor.
 
'''Terra Bonus'''
:[[Terra]] is worth 3 Labor at Apprentice, 15 Labor at Journeyman, 45 at Expert, 135 at Master, and 405 at Ascended per Spell Reserve at that tier.


:*1 Labor: 1 Gram / Season
'''Ownership Multiplier'''
:*3 Labor: 3 Grams / Season
:The total sum of Labor may be multiplied additively by an additional .1 for each tier of skill in Deepcraft, Business, Economics, Persuasion, Politics, Security, and either Intimidation ''or'' Leadership starting with Apprentice, from among the skills of the Player Character or one of their [[Non-Player Character|CNPCs]], whichever is highest.
:*10 Labor: 9 Grams / Season
:*100 Labor: 27 Grams / Season
:*1,000 Labor: 81 Grams / Season
:*10,000 Labor: 243 Grams / Season


'''Alkahest Mine Types:'''
'''Labor Rewards'''
:*'''Small:''' 0 XP
:*1 Labor: 1 Gram / Season; 5 SP Multiplier
:*'''Medium:''' 150 XP, Local Duty equivalent for [[Formation]] limit purposes.
:*3 Labor: 3 Grams / Season; 10 SP Multiplier
:*'''Large:''' 300 XP, Regional Duty equivalent for [[Formation]] limit purposes.
:*10 Labor: 9 Grams / Season; 15 SP Multiplier
:*'''Grand:''' 500 XP, National Duty equivalent for [[Formation]] limit purposes.
:*100 Labor: 27 Grams / Season; 20 SP Multiplier
:*1,000 Labor: 81 Grams / Season; 25 SP Multiplier
:*10,000 Labor: 243 Grams / Season; 30 SP Multiplier
:*100,000 Labor: 829 Grams / Season; 35 SP Multiplier


Each tier of mine grants 1 [[formation|Formation Merit]].
Each tier of mine grants 1 [[formation|Formation Merit]].

Revision as of 21:50, 17 July 2024

Character Duties

Overview

A 'Duty' is an umbrella term that covers PC endeavors which garner enough influence to affect the world around the PC or give them substantial enough power to warrant affecting a PC's Seasonal Points, such as Titles or Enterprises.

Titles

To be expanded.

Depending on the setting, a PC may expend Minor or Major merits in order to acquire Titles that confer unto them various benefits.

Enterprise

An Enterprise is anything resembling a business or the like; it can range from something akin to a small, family owned operation to a large, multifaceted organization. It costs one Minor Merit to start an Enterprise.

Below is a table for modifiers to one's SP formula from an Enterprise:


Modifier

Primary Enterprise Skill

Secondary Enterprise Skill

+1

Apprentice

Journeyman

+2

Journeyman

Expert

+3

Expert

Master

+4

Master

Grandmaster

+5

Grandmaster


For example, let's say Velho owns a business where the primary skill he utilizes is Scourge at master (4) and the secondary is Malediction at expert (2); his Enterprise is therefore worth 6.

He would add the above value onto his SP multiplier as follows:

Base:

5 (Scourge / Master)
6 Enterprise

Multipliers:

100 - Base
0 - Active Prior Seasons
40 - 2x mastered skill
60 - 6x expert skills

Total:

11*200 = 2200 SP

Enterprise Development

Over time, a PC may choose to develop their Enterprise. A Duty such as an Enterprise may have up to 1000 XP invested into it, and the scale of that Duty may be optionally expanded every 250 XP.

Duty Types:

  • Small: 0 XP
A 'small' Enterprise is something like a small, family owned business with only one establishment.
  • Local: 250 XP
A 'local' Enterprise would have either one medium to large sized establishment or a handful of small ones.
  • Regional: 500 XP
A 'regional' Enterprise can have up to a handful of medium to large establishments or more if each is smaller smattered across a region of the map.
  • National: 750 XP
A 'national' Enterprise has enough establishments of any size to span a whole nation.
  • World: 1000 XP
A 'world' Enterprise is so grand that it may have establishments open across different jurisdictions.
Further, every 100 XP adds 15 to a PC's SP multiplier and every 200 XP invested into developing a PC's Enterprise awards a Formation Merit.

To track this, please add a line on your Skills Sheet/Table where you will record the amount of XP invested. In order for said XP to be reflected in one's SP multiplier, a PC must first thread out the development of their business in writing and then have it canonized. As an example, let's say Velho has invested 100/1000 XP into his business and had the development canonized.

His SP formula would now look like this:

Base:

5 (Scourge / Master)
6 Enterprise

Multipliers:

100 - Base
0 - Active Prior Seasons
40 - 2x mastered skill
60 - 6x expert skills
15 - Enterprise Multiplier

Total:

11*215 = 2365 SP

Claims

Claims are Duties which generate a resource of some sort but do not increase a player's SP generation. Claims must be owned by a Player Character in order to obtain a benefit from them via this system.

Alkahest Mine

It costs an additional Minor Merit to establish an Alkahest quarry or mine.

Note: Players can establish an enterprise surrounding their an Alkahest mine; just bear in mind that a business and its quarry are two different things.

Labor

Labor is the sum of Deepcraft Skill belonging to the workers at a claim. Each tier of Deepcraft Skill is worth 1 Labor, meaning 3,333 Journeyman workers would equate to 3 Labor each, or 9,999 Labor. Beyond a paid work force, owned slaves, Automaton, or Thralls put to task by Nekros also contribute Labor. Hired Hands or Formations are often used for these, but Necromancers and Artificers can manufacture servants with Deepcraft skill.

Artificing Multiplier

Aligned Tools or Automata made from 1 gram of Geomena Dust will additively multiply the Deepcraft labor of their wielder by 1x, meaning 1666 Journeyman workers with Aligned Tools would equate to 6 labor each, or 9,996 Labor.

Terra Bonus

Terra is worth 3 Labor at Apprentice, 15 Labor at Journeyman, 45 at Expert, 135 at Master, and 405 at Ascended per Spell Reserve at that tier.

Ownership Multiplier

The total sum of Labor may be multiplied additively by an additional .1 for each tier of skill in Deepcraft, Business, Economics, Persuasion, Politics, Security, and either Intimidation or Leadership starting with Apprentice, from among the skills of the Player Character or one of their CNPCs, whichever is highest.

Labor Rewards

  • 1 Labor: 1 Gram / Season; 5 SP Multiplier
  • 3 Labor: 3 Grams / Season; 10 SP Multiplier
  • 10 Labor: 9 Grams / Season; 15 SP Multiplier
  • 100 Labor: 27 Grams / Season; 20 SP Multiplier
  • 1,000 Labor: 81 Grams / Season; 25 SP Multiplier
  • 10,000 Labor: 243 Grams / Season; 30 SP Multiplier
  • 100,000 Labor: 829 Grams / Season; 35 SP Multiplier

Each tier of mine grants 1 Formation Merit.