[PnP] Occupations
Wout Broere
broere at powersandperils.org
Sat Feb 2 11:47:16 CET 2008
Richard,
All the best and get lots of rest as I know you must be getting now.
Wout
PS: When boredom sets in, I guess Scott will have a couple of
suggestions what to do.
At 13:01 2008-01-31, you 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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