[PnP] Occupations

Wout Broere broere at powersandperils.org
Wed Feb 6 21:48:56 CET 2008


Formatted the Perilous Occupations. Now available on the site.
Also added the french adaptation of P&P by TNT.

At 13:19 2008-01-23, you wrote:
>current set of occupations to go with buildings presented earlier
>
>
>
>INTRODUCTION
>
>In these rules, unless otherwise specified, the business is run by a 
>single family unit of 5 (2 adults, 3 children). Alternately, this 
>may be treated as requiring 3 adults.  All taxes are assumed to be 
>10% (the standard "tithe") -- the GM should feel free to alter it 
>based on the culture involved.
>
>
>Armorer                                          Station 3
>Armorers are skilled in crafting weapons, shields and armor from 
>metal, leather and wood.  They are a highly desirable specialist and 
>get paid accordingly.
>An armorer's shop is usually family run on private land within a 
>town or city.  The armorer is usually the primary crafter, with the 
>others in the family acting as assistants.  Tools, anvil and 
>workspace are included in forge assets.
>Assets: Wooden Artisan's Household (1,440CC, +36CC/year); Wooden 
>Servant House (210CC, +6CC/year); Wooden Forge (470CC, +4CC/year); 
>90x100 foot town proper land (4CC).  TOTAL = 2,125CC
>Base Pay Assumptions: Armorer = 200CC/month; Journeyman = 
>100CC/month; Apprentice = 50CC/month.
>Monthly Needs: Asset Maintenance (46CC/year); Taxes (213CC/year); 
>Living Rate (300CC/month); Pay for three servants (45CC/month).  TOTAL = 367CC
>Production: Given a normal workload, an Armorer makes enough to 
>cover his monthly needs after paying for any required materials.  If 
>constantly busy they can make up to another 300CC a month.
>
>
>VARIANT: City Armorers pay more for land -- add 1000CC to the assets 
>and 100CC to the yearly tax.  While their monthly needs are now 
>375CC, they are more likely to be fully occupied.
>
>
>Hire: An armorer family may be hired for 450CC a month, producing 
>670CC of weapons and armor.
>
>
>
>Blacksmith                                      Station 2
>A skilled blacksmith is required for any sort of ironwork.  Most 
>Perilous Lands iron is created using a "blooming" process, with 
>furnaces not getting hot enough to actually melt the iron.  Only the 
>Dwarves and the Kameri have developed the processes to melt iron and 
>thus create steel.
>A blacksmith's shop is usually family run on private land within a 
>town or city.  The blacksmith is usually the primary crafter, with 
>the others in the family acting as assistants.
>Assets: Wooden Merchant's Home (580CC, +15CC/year); Wooden Forge 
>(420CC, +4CC/year); 50x70 foot town proper land (2CC).  TOTAL = 1005CC
>Base Pay Assumptions: Blacksmith= 50CC/month; Assistant = 25CC/month.
>Monthly Needs: Asset Maintenance (19CC/year); Taxes (100CC/year); 
>Living Rate (100CC/month).  TOTAL = 110CC
>
>Production: Given a normal workload, a blacksmith makes enough to 
>cover his monthly needs after paying for any required materials or 
>charcoal.  If constantly busy they can make up to another 100CC a month.
>
>VARIANT: Bronzesmiths are more common in many barbarian lands, 
>working close to the tribal center and dealing with copper and 
>bronze. Assets in this case are 500CC, with 85CC in monthly 
>needs.  If fully occupied they can make up another 80CC.
>
>
>VARIANT: City Blacksmiths pay more for land -- add 400CC to the 
>assets and 40CC to the yearly tax.  While their monthly needs are 
>now 114CC, they are more likely to be fully occupied.
>
>
>Hire: A blacksmith family may be hired for 150CC a month, producing 
>220CC of ironwork.  Likewise, a coppersmith family may be hired for 
>120CC a month, producing 170CC of copperwork.  These quantities 
>assume plenty of usable metal.
>
>
>
>Bowyer/Fletcher                                                 Station 2
>Bowyers are skilled in crafting bows and crossbows, while fletchers 
>can make arrows or bolts.  Most crafters of this type have both 
>skills.  While not paid as much as a true armorer, they still live pretty well.
>A bowyer's shop is usually family run on private land within a town 
>or city.  The bowyer is usually the primary crafter, with the others 
>in the family acting as assistants.  Tools and workspace are 
>included in workshop assets.
>Assets: Wooden Merchant's Home (580CC, +15CC/year); Wooden Workshop 
>(95CC, +3CC/year); 60x80 foot town proper land (3CC).  TOTAL = 580CC
>Base Pay Assumptions: Bowyer = 100CC/month; Journeyman = 50CC/month; 
>Apprentice = 25CC/month.
>Monthly Needs: Asset Maintenance (46CC/year); Taxes (58CC/year); 
>Living Rate (150CC/month).  TOTAL = 159CC
>Production: Given a normal workload, a Bowyer makes enough to cover 
>his monthly needs after paying for any required materials.  If 
>constantly busy they can make up to another 150CC a month.
>
>
>VARIANT: City Bowyers pay more for land -- add 550CC to the assets 
>and 55CC to the yearly tax.  While their monthly needs are now 
>164CC, they are more likely to be fully occupied.
>
>
>Hire: A bowyer family may be hired for 210CC a month, producing 
>310CC of weapons and armor.
>
>
>
>
>Freeman Farmer                                           Station 1
>
>As for peasant farmer, except that the family owns the land and 
>works it to their benefit.  Free farmers are rarely more than 25% of 
>the population.
>
>Assets: Wooden Freeman's Home (265CC, +7CC/year); 20 acres of Good 
>Farmland (200CC).  TOTAL = 465CC
>Base Pay Assumptions: Farmer = 20CC/month.
>
>Monthly Needs: Asset Maintenance (7CC/year); Taxes (47CC/year); 
>Living Rate (60CC/month).  TOTAL = 65CC
>Production: As for peasant farmer, except that for the same land his 
>living quality will decrease with the land quality.  With poor land 
>he can live no better than station 0.  If he happens to purchase 
>additional acreage beyond the 20 given here, he may sell his excess 
>from his actively farmed acres as the lord of the land.
>
>
>Peasant Charcoaler                                       Station 0
>For all forms of heated crafting (armorer, blacksmith, coppersmith, 
>glassblower, etc) one does not rely on firewood, which can produce 
>temperature variations depending on the content of the 
>wood.  Charcoal, which is wood that has been burnt without proper 
>oxygen in order to drive out the water and volatiles is used instead 
>to produce a constant, controllable temperature.  It's a dirty job, 
>but needed for any sort of civilized culture.
>In all cases it is assumed that the peasant does not own any land, 
>but produces charcoal from wood on his liege lord's lands, 
>supporting himself. He generally does not own the house in which he 
>lives though he is responsible for the upkeep of the building.
>Assets: Wooden Peasant's House (95CC, +3CC/year).  TOTAL = 95CC
>Base Pay Assumptions: Charcoaler = 15CC/month.
>Monthly Needs: Asset Maintenance (3CC/year); Living Rate 
>(45CC/month).  TOTAL = 46CC
>Production: It usually takes two families about a month for each 
>large burn.  This includes the time to gather the wood, build the 
>mound, fire and add more wood, extinguish the mound and gather and 
>break up the charcoal. This will produce 21,600lbs of charcoal, 
>taking up nearly 60 tons of wood (the harvest production of 25 acres 
>of forest, or 1 acres of forest if stripped). When sold, the lord 
>retains a profit of 60CC.  A 300-acre tract of forest will fully 
>employ these two families and throw off 720CC of product each year.
>
>VARIANT: One may also make due with scrap wood from other wood 
>working crafts. As a rule of thumb, assume an availability of 1d6 
>tons per 2000 inhabitants per month, DOUBLE if woodcrafting or 
>shipbuilding is a part of the economy, TRIPLE if both are 
>present.  Full use of scrap cuts the profit by 10CC per 
>month.  Reducing profit by 20CC allows for 2d6 tons 
>availability.  Reduce acreage requirements proportionately.
>
>
>Price: A hundredweight (100#) of charcoal can be sold for 7BB.
>
>
>
>Peasant Farmer                                           Station 0
>
>All sedentary cultures (all civilized lands and most barbarian ones) 
>practice farming as the primary means of supporting their 
>populations, and a farm household is the most basic, and most 
>common, component of a society. A farm hold will generally have a 
>smattering of other crops (vegetables, legumes) as well as fowl or 
>small animals to add to the diet and produce additional products for sale.
>In all cases it is assumed that the peasant does not own the land, 
>only works enough to produce enough for himself, plus works 
>additional land owned by his liege lord. He generally does not own 
>the house in which he lives though he is responsible for the upkeep 
>of the building.
>Assets: Wooden Peasant's House (95CC, +3CC/year).  TOTAL = 95CC
>Base Pay Assumptions: Farmer = 10CC/month.
>Monthly Needs: Asset Maintenance (3CC/year); Living Rate 
>(30CC/month).  TOTAL = 30CC
>
>Production: A typical farming family can subsist on 5 acres of good 
>cropland; the actual land needed depends on the quality:
>Quality
>Acres Needed
>Value per Acre
>Excellent
>4
>75CC
>Good
>5
>60CC
>Fair
>7
>45CC
>Poor
>10
>30CC
>Marginal
>15
>20CC
>In order to not burn out the soil, an equal amount of cropland must 
>be left fallow each year (and usually used for grazing small herds). 
>The most land a single family can manage is 15 acres, so after 
>taking care of their own land they are usually working their liege's 
>lands.  The value is produced each year for the liege's lands.
>
>VARIANT: Fomarian farming methods are highly advanced, and as such 
>they only need 50% of the farmed land in additional fallow 
>land.  Also, within the fertile croplands on the main island, only 3 
>acres are needed to support a family.
>
>
>
>Peasant Thatcher                                         Station 0
>A Thatcher's primary business is growing straw for use in thatching, 
>brick making or for animal purposes. Relatively low paying, they can 
>also be situated near wetlands, growing reeds for roof thatching.
>In all cases it is assumed that the peasant does not own the land, 
>only gets paid for his work in harvesting and working the 
>material.  It is assumed that owns the home on the small allotment 
>of land needed, but not the actual thatch lands. In order to limit 
>travel time, their homes are situated out in the rural areas.
>Assets: Wooden Peasant's House (95CC, +3CC/year).  TOTAL = 95CC
>Base Pay Assumptions: Thatcher = 15CC/month.
>Monthly Needs: Asset Maintenance (3CC/year); Taxes (10CC/year); 
>Living Rate (45CC/month).  TOTAL = 47CC
>
>Production: A Thatcher does most of his work in the spring-fall 
>months, with some minor work in the winter.  A single Thatcher can 
>work the value out of about 25 acres of meadow or marshland, so a 
>family is good for 75 acres. This family therefore produces 50CC 
>(7BB/acre) each year for the liege lord above their needs.
>
>Price: A hundred cubic feet of straw (350#, enough for a horse stall 
>for one month) can be sold for 2BB.
>
>
>Town Stable                                    Station 1
>
>While most stabling is done as a part of another business (such as 
>with inns or hotels), stabling only does exist in towns and cities 
>where merchants come in to trade for weeks at a time (most inn 
>stabling is day-to-day), or when they winter their mounts over the season.
>
>Assets: Wooden Freeman's Home (265CC, +7CC/year); Wooden Stable 
>(365CC, +19CC/year); 90x70 plot of town land (3CC).  TOTAL = 633CC
>
>Monthly Needs: Asset Maintenance (26CC/year); Taxes (64CC/year); 
>Living Rate (60CC/month).  TOTAL = 68CC
>
>Business: At an average of half-occupancy (3 animals), the stables 
>need to make at least 23CC of profit per stall. Monthly Feed (Grain 
>and Hay) costs 9CC per horse, 8CC per mule or 17CC per warhorse.
>Animal
>Per Day
>Per Week
>Per Month
>Mule/Horse
>2CC
>8CC
>32CC
>Warhorse
>2CC
>10CC
>40CC
>
>VARIANT: Brick home with brick stables will add 100CC to the initial 
>cost and 10CC to the yearly tax.
>
>
>VARIANT: Stone home with brick stables will add 225CC to the initial 
>cost and 23CC to the yearly tax.
>
>
>
>Town Stable & Paddock                                       Station 1
>As for the Town Stable, but exists on the town outskirts so it has 
>land enough for a fenced paddock. This increases the initial outlay 
>and taxes, but slightly reduces cost of care.
>Assets: Wooden Freeman's Home (265CC, +9CC/year); Wooden Stable 
>(365CC, +19CC/year); Paddock (335CC, +2CC/year), 90x70 plot of town 
>fringe land plus 6 acres (31CC).  TOTAL = 100CC
>Monthly Needs: Asset Maintenance (30CC/year); Taxes (100CC/year); 
>Living Rate (60CC/month).  TOTAL = 71CC
>Business: At an average of half-occupancy (3 animals), the stables 
>need to make at least 24CC of profit per stall. Monthly Feed (Grain 
>and Hay) costs 7CC per horse, 6CC per mule or 13CC per warhorse.
>Animal
>Per Day
>Per Week
>Per Month
>Mule/Horse
>2CC
>8CC
>31CC
>Warhorse
>2CC
>10CC
>37CC
>
>
>
>
>On Jan 23, 2008, at 2:49 AM, Scott Adams wrote:
>
>>At 10:29 PM 1/22/08, you wrote:
>>>Well, at least with the Construction regent I have been cranking 
>>>out a pile of structures, and thus building up a base for my occupations rules.
>>Good info.  Could get use out of the Stables, Workshop and Forge 
>>for sure.  But I didn't see the typical brbie amounts for home inspectors ? :)
>>
>>
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Wout Broere		broere at powersandperils.org
P&P Website:		http://www.powersandperils.org/ 





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