Duty
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.
Alkahest Quarries
It costs an additional Minor Merit to establish an Alkahest quarry.
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.
- 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 CNPCs, whichever is highest.
- 1 Labor: 1 Gram / Season
- 3 Labor: 3 Grams / Season
- 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:
Each tier of mine grants 1 Formation Merit.