[PnP] Occupations

Matthew Lynn lynnm at spliteyeprod.com
Thu Jan 31 14:01:10 CET 2008


Ouch! Hope the recovery goes very well!
Matt
/de-lurking

-----Original Message-----
From: pnp-bounces at abroere.xs4all.nl
[mailto:pnp-bounces at abroere.xs4all.nl] On Behalf Of Sylverrs_ dragon
Sent: Thursday, January 31, 2008 6:01 AM
To: The Powers and Perils Mailing List
Subject: Re: [PnP] Occupations


Doesn't pertain to thread. Truck hit me morning of the 23rd. Fractured
femur, back damage and more. thought you'd want to know,

Richard



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From: bchoinski at comcast.net
To: pnp at abroere.xs4all.nl
Date: Wed, 23 Jan 2008 07:19:15 -0500
Subject: [PnP] Occupations


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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