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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.
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.


'''Artificie Multiplier'''
'''Artifice 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.
:[[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.
    
    

Revision as of 22:25, 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 Mine. The type of Alkahest produced will be determined by the Plane the mine is built upon or next to. 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 Luxiumite 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 Alkahesst 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.

Artifice 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.

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

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 and even exceptions, sometimes across multiple nations and even Planes.

Exceptions

Exceptions exist for specific and unique operations.
  • One who farms flora for Saolite would use Ranching as their Labor Skill, and Draoidh in place of Terra.
  • One who farms fauna for Saolite would also use their Ranching skill, with Nimhea in place of Terra.

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.