[PnP] Occupations

Burton Choinski bchoinski at comcast.net
Thu Jan 31 23:43:00 CET 2008


Ouch, get better Richard.


On Jan 31, 2008, at 7:01 AM, Sylverrs_ dragon wrote:

> 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
>
> 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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