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::A 'world' Enterprise is so grand that it may have establishments open across different jurisdictions.
::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|Formation Merit]].
  Further, every 50 XP invested adds 15 to a PC's SP multiplier and every 200 XP awards a [[formation|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.  
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.  
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==Alkahest Mines==
==Alkahest Mines==
[[Alkahest Mine|Alkahest Mines]] are Duties which generate [[Alkahest]] and additional SP when achieving a certain amount of Labor.
[[Alkahest Mine|Alkahest Mines]] are Duties which generate [[Alkahest]] but do not increase a player's SP generation.
:*Exceptions exist for narratively flavoring Alkahest Mines as other ventures.
:*Exceptions exist for narratively flavoring Alkahest Mines as other ventures.
==Alkahest Mine==
Alkahest Mines are [[Duty|Duties]] which cost an additional [[Merit|Minor Merit]] to establish. The type of [[Alkahest]] produced will be determined by the [[Plane|Plane]] the mine is built upon or next to, with Aetherite being everywhere. On [[Antarok]] where most play takes place, one can only find Aetherite, Geomenite, and Fabulite; they might find Imberite upon islands or within wetlands. To find Miasmite, however, they would need to establish a mine within [[Avernus]].
:A '''mine''' is a catch-all term for various operations yielding Alkahest. There are also quarries, dredging operations that pull silt from rivers, and volcanic sieves that sift magma for Luxiite Dust. There are also non-mining operations like forests within [[Ælphyne]] where flora form Saolite Dust in their sap, and fauna grow organs with Saolite which may be processed out of their remains; these 'exceptions' would use a different set of skills for their labor.
Note: Players ''can'' establish an enterprise surrounding their an Alkahest mine; just bear in mind that a business and its Merited Alkahest Mine 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. Owned NPCs may contribute their Deepcraft skill as labor, and '''every NPC''' has at least Novice Deepcraft. [[Seasonal Points|Hired Hands]] or [[Formation|Formations]] are often used for these, but [[Nekros|Necromancers]] and [[Artifice|Artificers]] can manufacture servants wielding the Deepcraft skill just as well.
'''Note:''' Please incorporate Labor and any bonuses into the write-ups of minions and creations on your Character Sheet.
'''Terra Bonus'''
:[[Terra]] or its [[Ensorcelling|Exalts]] are worth 1 Labor at Novice, 5 Labor at Apprentice, 15 Labor at Journeyman, 45 at Expert, 135 at Master, and 415 at Ascended per Spell Reserve at that tier.
'''Animism Bonus'''
:*[[Animism|Animists]] add the [[Challenge Rating]] of CR4 or greater animals used as beasts of burden
:**Animal Familiar labor may not be multiplied, only added to; the Ownership Multiplier may still be applied.
'''Flesh Shaping Bonus'''
:*When altered severely with [[Malediction]] or [[Devorare]] for the purpose of Deepcraft:
:**Animal Familiars (CR 4+), [[Draugr]], and living beings may add 1 Labor per tier of Malediction/Devorare and Sculpting skill used to create them.
:**[[Nekros|Tethered]] beings add 0.20 of their Tether amount per Malediction/Devorare skill tier used as labor.
'''Automata Multiplier'''
:*[[Artifice|Aligned Tools]] or Automata made from at least 1 gram of Geomenite 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.
:*Automata add 1 additional labor per tier of Artifice, Smithing/Sculpting/Carpentry, or Engineering skill used in their make.
'''Example:''' Freja the Lich is designing a Tethered Draugr Goliath, altered with Expert Malediction (5 + (0.80 * 100) + (0.80 * 500)) and Journeyman Sculpting (3) for a total of 488 Labor. He makes them an Aligned Drill crafted from a Shard of Geomenite using Expert Artifice (4), Apprentice Engineering (2), and Master Smithing (5) while the Automata itself possesses Journeyman Deepcraft (3) for a total of 14 additional Labor. Adding these together and then doubling the amount due to the Geomenite drill being Geomenite Aligned (502 x 2), Freja's Goliath contributes 1,004 Labor.
'''Ownership Multiplier'''
:The total sum of Labor may be multiplied additively by an additional .1 per tier skill beginning with Journeyman in Deepcraft, Mysticism, Architecture, Business, Economics, Acting, Tactics, Security, and Espionage, from among the skills of the Player Character or one of their [[Non-Player Character|CNPCs]], whichever is highest. Journeyman is .1, Expert is .2, Master is .3, while Grandmaster is .4.
'''Labor Rewards'''
:Labor converts to grams of Dust, and additional SP multiplier according to the chart below. Fractional amounts of Labor towards the next tier do not award Alkahest; you must reach that level of labor.
:*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
'''Warning:''' Reaching 100,000 Labor is intended to be difficult. '''Consult a Storyteller''' if you are attempting this. An economy might not support the availability of claims, manpower, or resources necessary, so you may need to split your operations across multiple mines, sometimes across multiple nations and even [[Plane|Planes]].
'''Exceptions'''
:Exceptions exist for specific and unique operations.
:*One who farms flora for Saolite would use Ranching in place of Deepcraft, and [[Draoidh]] in place of Terra.
:*One who farms fauna for Saolite would use Ranching in place of Deepcraft, and [[Nimhea]] in place of Terra.
:*Exceptions may be perverted by being a [[Null]] in order to manufacture Absentite, usually within a [[Nihilos|Tumbledown]].
Exceptions do not have an Artifice Multiplier; these other methods are rarely as labor efficient. However, there is nothing stopping a character from splitting their efforts between exceptions and their main operation to attain a higher total Labor Reward rank.

Revision as of 13:19, 29 August 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 a game mechanic for anything resembling a business, job, or the like; it can range from something akin to a small, family owned operation to a large, multifaceted organization. Players can own or participate in business without a merit for purposes of plot. It costs one Minor Merit to start an Enterprise, and only Player Characters may operate one.

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


Modifier

Highest Skill

Second Highest 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 highest skill he has is Scourge at master (4) and the second highest 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 further develop an 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 50 XP invested adds 15 to a PC's SP multiplier and every 200 XP 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

Alkahest Mines

Alkahest Mines are Duties which generate Alkahest but do not increase a player's SP generation.

  • Exceptions exist for narratively flavoring Alkahest Mines as other ventures.

Alkahest Mine

Alkahest Mines are Duties which cost an additional Minor Merit to establish. The type of Alkahest produced will be determined by the Plane the mine is built upon or next to, with Aetherite being everywhere. On Antarok where most play takes place, one can only find Aetherite, Geomenite, and Fabulite; they might find Imberite upon islands or within wetlands. To find Miasmite, however, they would need to establish a mine within Avernus.

A mine is a catch-all term for various operations yielding Alkahest. There are also quarries, dredging operations that pull silt from rivers, and volcanic sieves that sift magma for Luxiite Dust. There are also non-mining operations like forests within Ælphyne where flora form Saolite Dust in their sap, and fauna grow organs with Saolite which may be processed out of their remains; these 'exceptions' would use a different set of skills for their labor.
Note: Players can establish an enterprise surrounding their an Alkahest mine; just bear in mind that a business and its Merited Alkahest Mine 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. Owned NPCs may contribute their Deepcraft skill as labor, and every NPC has at least Novice Deepcraft. Hired Hands or Formations are often used for these, but Necromancers and Artificers can manufacture servants wielding the Deepcraft skill just as well.

Note: Please incorporate Labor and any bonuses into the write-ups of minions and creations on your Character Sheet.

Terra Bonus

Terra or its Exalts are worth 1 Labor at Novice, 5 Labor at Apprentice, 15 Labor at Journeyman, 45 at Expert, 135 at Master, and 415 at Ascended per Spell Reserve at that tier.

Animism Bonus

  • Animists add the Challenge Rating of CR4 or greater animals used as beasts of burden
    • Animal Familiar labor may not be multiplied, only added to; the Ownership Multiplier may still be applied.

Flesh Shaping Bonus

  • When altered severely with Malediction or Devorare for the purpose of Deepcraft:
    • Animal Familiars (CR 4+), Draugr, and living beings may add 1 Labor per tier of Malediction/Devorare and Sculpting skill used to create them.
    • Tethered beings add 0.20 of their Tether amount per Malediction/Devorare skill tier used as labor.

Automata Multiplier

  • Aligned Tools or Automata made from at least 1 gram of Geomenite 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.
  • Automata add 1 additional labor per tier of Artifice, Smithing/Sculpting/Carpentry, or Engineering skill used in their make.
Example: Freja the Lich is designing a Tethered Draugr Goliath, altered with Expert Malediction (5 + (0.80 * 100) + (0.80 * 500)) and Journeyman Sculpting (3) for a total of 488 Labor. He makes them an Aligned Drill crafted from a Shard of Geomenite using Expert Artifice (4), Apprentice Engineering (2), and Master Smithing (5) while the Automata itself possesses Journeyman Deepcraft (3) for a total of 14 additional Labor. Adding these together and then doubling the amount due to the Geomenite drill being Geomenite Aligned (502 x 2), Freja's Goliath contributes 1,004 Labor.

Ownership Multiplier

The total sum of Labor may be multiplied additively by an additional .1 per tier skill beginning with Journeyman in Deepcraft, Mysticism, Architecture, Business, Economics, Acting, Tactics, Security, and Espionage, from among the skills of the Player Character or one of their CNPCs, whichever is highest. Journeyman is .1, Expert is .2, Master is .3, while Grandmaster is .4.

Labor Rewards

Labor converts to grams of Dust, and additional SP multiplier according to the chart below. Fractional amounts of Labor towards the next tier do not award Alkahest; you must reach that level of labor.
  • 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
Warning: Reaching 100,000 Labor is intended to be difficult. Consult a Storyteller if you are attempting this. An economy might not support the availability of claims, manpower, or resources necessary, so you may need to split your operations across multiple mines, sometimes across multiple nations and even Planes.

Exceptions

Exceptions exist for specific and unique operations.
  • One who farms flora for Saolite would use Ranching in place of Deepcraft, and Draoidh in place of Terra.
  • One who farms fauna for Saolite would use Ranching in place of Deepcraft, and Nimhea in place of Terra.
  • Exceptions may be perverted by being a Null in order to manufacture Absentite, usually within a Tumbledown.

Exceptions do not have an Artifice Multiplier; these other methods are rarely as labor efficient. However, there is nothing stopping a character from splitting their efforts between exceptions and their main operation to attain a higher total Labor Reward rank.