Difference between revisions of "Public Space Spends"
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+ | {{TableMain}} |
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− | Ongrid, public spaces, such as shops, restaurants, and so forth are a welcome addition to Tenebrae. They tend to represent a character's investment in a local business or public space of some sort or kind. For ease of use, though these spaces are not limited to shops, the term "shop" will be used in the descriptions below. |
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+ | {{T02}} |
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+ | |colspan="2" | About Public Spaces |
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+ | |- |
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+ | | style="background:#ccc;" valign="top"| [[image:rpp_exclusive.gif]] |
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+ | |||
+ | [[image:rpp_limited.gif]] |
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+ | |||
+ | [[image:rpp_unlimited.gif]] |
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+ | |Ongrid, public spaces, such as shops and restaurants are a welcome addition to Tenebrae. They tend to represent a character's investment in a local business or public space of some sort or kind. For ease of use, though these spaces are not limited to shops, the term "shop" will be used in the descriptions below. |
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+ | |||
+ | Public spaces are as their name implies--open to the public. Since our focus is on adventure and more open roleplay, this spend is not for private rooms. Your private business is just that, private. This means that personal rooms are not purchasable, though roomdescs may refer to them (they're just kept "offscreen"). Bathhouses are also offscreen. |
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+ | |||
+ | Just like everything else, Ongrid Spaces are open for DM fodder and storylines. Including being splashed with pies. |
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+ | |||
+ | '''This spend is retired; this page is available as legacy documentation.''' |
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+ | |} |
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− | Public spaces are as their name implies--open to the public. Since our focus is on adventure and more open roleplay, this spend is not for private rooms. Your private business is just that, private, and should not be part of the grid. This means that personal rooms are not purchasable. |
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− | Maintaining and running a shop take energy--that means that this is an exclusive spend. It is a little more "exclusive" than other RPP spends. That is, a shop is limited to one per player, not character. This is in an effort to reduce ongrid clutter, and to give everyone a chance to build. |
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− | See the guidelines and descriptions below for additional shop options, as well as guidelines. A public space is the type of spend that's expected to take some time to build and roleplay. That is, it's not something that turns into a finished product overnight. |
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==Public Spaces Spends== |
==Public Spaces Spends== |
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{{TableMain}} |
{{TableMain}} |
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{{T01}} |
{{T01}} |
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− | |colspan="3"| |
+ | |colspan="3"|[[image:rpp_limited.gif]] General Open Space Spends |
{{T02}} |
{{T02}} |
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|Reward |
|Reward |
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|Cost |
|Cost |
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− | |'''Adjust the Grid''' |
+ | | '''Adjust the Grid''' |
− | | |
+ | |Adjust the grid for flavor, such as adding a framed dent where someone bashed your PC's head against a wall, a modest commemorative statue about a recent IC battle you were part of, and so forth (a 2-story marble-and-jewel encrusted statue dedicated to Reos in the Temple District would be an example of two things not to do). Changes must be approved by staff. You may not use this spend to adjust PC-maintained areas. Otherwise, this follows the same area restrictions as public spaces do. |
+ | |||
− | |10 RPP |
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+ | This spend may be purchased by pooling RPPs from multiple players. |
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+ | |30 RPP |
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{{TableMain}} |
{{TableMain}} |
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{{T01}} |
{{T01}} |
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− | |colspan="3"| |
+ | |colspan="3"|[[image:rpp_unlimited.gif]] Unlimited Open Space Spends |
{{T02}} |
{{T02}} |
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|Reward |
|Reward |
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|Cost |
|Cost |
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+ | |'''Purchase Existing Shop''' |
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− | |style="background:#ccc;"|'''Acquire a Land Lease''' ||You gain a lease to the land where you'll build your shop. || A Face About Town, 25 RPP setup, 1 RPP/month maintenance, Level 5+ |
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+ | |Sometimes PCs leave, or want to try something different. This doesn't mean that their shops do, or can't be refitted. In fact, this is almost always cheaper than purchasing new. Despite being listed here, this is not exactly an unlimited spend. Open Spaces are still limited as per the guidelines; this is just a cheaper way to acquire them! |
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− | |- |
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+ | | 1/2 of shop's RPP value |
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− | |'''Build a Room''' || Once you have the lease, start adding rooms! There are a number of types available, and some of them grant bonuses, or may be upgraded. Others are more descriptive or thematic. See below for details. You may purchase up to 3 rooms. || Land Lease, 5 RPP setup first room, 10 RPP each additional room. |
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− | |- |
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− | |'''Hire a Shop Manager''' || You gain the service of a skilled employee. Earnable once. See below for details. || Land Lease, 15 RPP |
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|- |
|- |
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|'''Repurpose a Shop Room''' || Change a room's type and function. Takes 5 days, during which the room confers no benefits. || 5 RPP |
|'''Repurpose a Shop Room''' || Change a room's type and function. Takes 5 days, during which the room confers no benefits. || 5 RPP |
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|- |
|- |
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+ | |'''Relocate Your Shop''' |
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− | |'''Upgrade a Shop Room'''||Some shop rooms are upgradable.|| 5 RPP |
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+ | |Move your shop to a different place ongrid. Requires staff approval. |
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+ | | 10 RPP |
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+ | |} |
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+ | |||
+ | |||
+ | |||
+ | {{TableMain}} |
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+ | {{T01}} |
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+ | |colspan="3"|[[image:rpp_exclusive.gif]] [[image:rpp_tiered.gif]] Open Space |
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+ | {{T02}} |
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+ | |Tier |
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+ | |Benefit |
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+ | |Cost |
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|- |
|- |
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+ | | valign="top"| <p style="font-size:large; font-weight:bold;">T1</p> |
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− | |'''New Coat of Paint''' |
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+ | |'''Open a Basic Shop:''' There's something you'd always wanted to do, perhaps for a long, long time. Maybe it was opening your own smithy, maybe a series of gardens, but you'd always wanted to open a shop. By shaking the right hands and filling out, yes, the paperwork, and hiring some contractors, you begin your dream. |
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− | |When you first build it, the paint's cracked, there are stains on the floor...there's that odd, floating smell that appears once every full moon. It's time to improve that. Benefit applies to entire shop. See description. |
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+ | |||
− | |10 RPP per tier |
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+ | Gamewise, you open a single-room shop. Pick one of the room types from the list below for starters. It's a little basic right now, but it's yours. In addition, because of your efforts, you receive a +1 circumstance bonus to diplomacy rolls with others in the immediate area. You probably know a few of them by name, and maybe you've been over to a house or two. |
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+ | |||
+ | |||
+ | |20 RPP, Level 5+ |
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|- |
|- |
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+ | | valign="top"| <p style="font-size:large; font-weight:bold;">T2</p> |
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− | |'''Relocate Your Shop''' |
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+ | |Now that you've had some time, and a bit of business coming in, you're able to expand. Choose '''one''' benefit from the options, below: |
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− | |With staff approval, move your shop to a different place ongrid. Takes 5 days, during which the shop confers no benefits. |
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+ | |||
− | | 1/2 of shop's setup costs, including rooms. |
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+ | :'''Additional Room:''' Contractors begin work expanding your business! They construct an additional room, and install the necessities. It will need a little work, of course. Choose an additional room from the list of rooms, below. |
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+ | :'''Room Upgrade:''' Choose one of your rooms. If it's eligible for an upgrade, you may do so at this time. |
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+ | |||
+ | In addition, you gain access to the Token spends, below. |
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+ | |||
+ | |||
+ | |10 RPP |
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|- |
|- |
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+ | | valign="top"| <p style="font-size:large; font-weight:bold;">T3</p> |
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− | |'''Purchase an Existing Shop''' |
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+ | |Things are really coming together for you. Your business is beginning to make a name for itself. Choose '''one''' benefit from the options, below. |
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− | |Sometimes PCs leave, or want to try something different. This doesn't mean that their shops do, or can't be refitted. In fact, this is almost always cheaper than purchasing new. |
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− | | Area Influence, 1/2 of shop's RPP value |
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− | |} |
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+ | :'''Additional Room:''' Contractors begin work expanding your business! They construct an additional room, and install the necessities. It will need a little work, of course. Choose an additional room from the list of rooms, below. Note, you may only choose this option if you did not choose it in T2. |
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− | ==Descriptions== |
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+ | :'''Room Upgrade:''' Choose one of your rooms. If it's eligible for an upgrade, you may do so at this time. |
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− | ===Acquire a Land Lease=== |
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− | By investing in an area or related venue and learning which hands to shake or which to grease (represented by ''A Face About Town''), you're able to open and maintain a local shop, or other small to medium-sized location. When initially opened, it's essentially featureless, not unlike opening a lease on an empty lot, with intent to develop. At this time, your shop exists ongrid but is not an official room. You'll develop that later. |
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− | Once you own a shop, you are expected to purchase and maintain rooms for it. Rooms purchased should fit the general theme of the shop, and not a drive for specific bonuses. For example, if you're running a small graveyard, it probably should not have a laundry attached. |
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+ | |10 RPP |
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− | ====Shop and Room Maintenance==== |
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+ | |- |
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− | Leasing a property ongrid requires dedication and maintenance on behalf of your character. That is, there are bills to be paid, employees to support, orders to fill, and so forth. To represent the effort that goes into a business, your PC will be responsible for its monthly upkeep costs. A shop's ongoing maintenance in RPPs represents your activities and efforts to keep the business moving. |
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+ | | valign="top"| <p style="font-size:large; font-weight:bold;">T4</p> |
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+ | |'''Shop Manager:''' Things are getting a little hectic; you may need some help. You gain a shop manager at this time. See the description below. |
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− | Generally, these RPPs are automatically deducted from your PC every 30 days. |
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+ | |10 RPP |
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− | If after 20 days past due, you haven't been able to maintain your shop (which would happen because you had 0 RPPs and hadn't been ongrid), the employees begin to run amok, managers position themselves for your spot, expenses and paperwork pile up on your desk, your competition gets a leg up, and so on. At this time, a notice is sent to staff and your PC ceases to receive any benefits associated with the business, if any, and the shop's doors temporarily close. The property is there, but inaccessible and will confer no benefits (if any). You may reopen them and regain benefits at any time by investing the time to sort things out. This takes 5 IC days, and you must pay the RPPs owed up until that point. |
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+ | |- |
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+ | | valign="top"| <p style="font-size:large; font-weight:bold;">T5</p> |
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+ | |'''A Sight to Behold:''' Tired of the ordinary, you've spiced things up. Added some flair. A few nice statues. The upgrades have an effect: you now receive a +2 circumstance bonus to diplomacy when working with your neighbors, as they've come to appreciate your efforts and investments. If you'd previously acquired the Local Artistry upgrade, this is becomes a +4, instead. |
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+ | '''Room Upgrade:''' Choose one of your rooms. If it's eligible for an upgrade, you may do so at this time. |
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− | If your PC is idlepurged, you lose ownership of your shop, and staff may place it on the market. |
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− | At any time, you are welcome to "shore up" RPPs for your shop. Alternately, if you're headed on vacation, just let us know. |
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+ | '''Friendly Neighbor:''' You've learned a trick or two about zoning laws, building rights, and so on. Anyone you mentor finds their footing more easily as regards their own public space, and may receive T1 in this spend for free. In addition, you receive a 5 RPP bonus which may be spent on any spend of your choosing. If the trainee is at least 1 level tier lower than you, you both receive the value of a PrP at your level. Level 20 PCs receive a slightly reduced award, as they are basically at the end of their leveling. |
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− | ===Hire a Shop Manager=== |
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− | A shop manager is a skilled worker who helps you perform tasks, organize minions, and helps with the day to day run of the shop. Assistants tend to be a 3rd level adept, commoner, or expert with 3 ranks in the appropriate skills and the basic NPC ability score array. This gives them a +8 for class skills, and a +5 for non-class skills. Unless otherwise specified or allowed by the DM, a shop manager may not accompany you on adventures. That is, they are not meant to replace PCs. However, at the DM's discretion, they may provide indirect assistance. |
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+ | |10 RPP |
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− | When chosen, you will work out the manager's skills with staff, as well as their specific role. Examples of types of managers include, but are not limited to: |
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+ | |} |
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− | * Shrine manager (diplomancy, heal, knowledge/local, knowledge/religion) |
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− | * Stage manager (diplomacy, disguise, perform (any two)) |
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− | * General partner (bluff, diplomacy, knowledge (any one), profession (barrister) |
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− | * Doctor (heal, perception, sense motive, survival) |
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− | ...and so on. |
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− | == |
+ | ==Open Space Token Spends== |
+ | As you gain in tiers, you gain access to the Open Space token spends. |
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− | This spend lets you, over time, invest in and improve a shop. These spends do not change a shop or room so much as they provide a more pleasing look (a "New Coat of Paint"). For example, a shrine is always a shrine and not a temple. A temple would require the support and input of the greater city. This does not mean the shrine cannot look nice, however, just that it would not possess full-story marble statues. That is, areas must resemble what they are. |
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{{TableMain}} |
{{TableMain}} |
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{{T01}} |
{{T01}} |
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− | | |
+ | |colspan="3"|[[image:rpp_token.gif]] Open Space Token Spends |
{{T02}} |
{{T02}} |
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+ | |Reward |
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− | |Cost |
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|Benefit |
|Benefit |
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+ | |Cost |
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− | |Tier |
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|- |
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+ | |'''Local Artistry''' |
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− | |Tier One |
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+ | |You've gained the attention of local artists, or perhaps the ear of a famous builder. This improves the overall look of your shop, and installs a unique work of art. As a result, your diplomacy bonus within your immediate area increases by 1, as the locals appreciate your investment. This is a permanent spend, purchasable up to three times. If you like, staff will place a +view in the room, detailing the local artist who crafted the piece. |
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− | |Everyone starts here, and so do you. The paint is cracked, or it's just the quickest you could find. In the meantime, it'll do...but did it have to peel? There are stains and cobwebs, and occasionally, there's this smell... |
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− | | |
+ | |5 RPP, Ongrid Shop T2+ |
− | |- |
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− | |Tier Two |
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− | |You've gotten rid of the traveling smell, and the paint is a decent color. Perhaps just a little...bland. There's some dirt on the entryway, and one of the pictures is askew, but everyone does, right? You're just so /busy/... |
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− | |10 RPP |
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− | |- |
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− | |Tier Three |
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− | |An overall serviceable look. You stand out a bit from your neighbors in a good way. There's some vibrancy to your colors, and you may have some art objects lying around. Your windows are kept clean and your entryway swept. |
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− | |10 RPP |
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− | |- |
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− | |Tier Four |
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− | |You've hired a local artist and they've perhaps crafted a sculpture for the front room. The paint is a pleasing color, and there's the occasional inlay. Your windows have curtains or shutters. It looks nice. A nobleman could sit here for a while, and feel not too uncomfortable. You've something to be proud of. |
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− | |10 RPP |
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|} |
|} |
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+ | |||
+ | ==Descriptions== |
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+ | ===Maintenance=== |
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+ | Leasing a property ongrid requires dedication and maintenance on behalf of your character. That is, there are bills to be paid, employees to support, orders to fill, and so forth. To represent the effort that goes into a business, your PC will be responsible for its monthly upkeep costs. |
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+ | |||
+ | If your PC is idlepurged or you are inactive for more than 60 days, you lose ownership of your shop, and staff may place it on the market. This is as part of an effort to keep our grid clean. Inactive in this case includes logging in for a few minutes every 30 days or so, then logging out. |
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+ | |||
+ | ===Shop Manager=== |
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+ | A shop manager is a skilled worker who helps you perform tasks, organize minions, and helps with the day to day run of the shop. Assistants tend to be a 3rd level adept, commoner, or expert with 3 ranks in the appropriate skills and the basic NPC ability score array. This gives them a +8 for class skills, and a +5 for non-class skills. Unless otherwise allowed by the DM, a shop manager may not accompany you on adventures. That is, they are not meant to replace PCs. However, at the DM's discretion, they often provide indirect assistance. A shop manager will typically not place themselves into dangerous situations. |
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+ | |||
+ | When chosen, you will work out the manager's skills with staff, as well as their specific role. Examples of types of managers include, but are not limited to: |
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+ | * Shrine manager (diplomancy, heal, knowledge/local, knowledge/religion) |
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+ | * Stage manager (diplomacy, disguise, perform (any two)) |
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+ | * General partner (bluff, diplomacy, knowledge (any one), profession (barrister) |
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+ | * Doctor (heal, perception, sense motive, survival) |
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+ | ...and so on. |
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===Relocating Your Shop=== |
===Relocating Your Shop=== |
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===Purchasing an Existing Shop=== |
===Purchasing an Existing Shop=== |
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− | Due to a number of circumstances, a shop may be offered up for purchase to the general playerbase. Generally, businesses may be purchased for half their setup costs |
+ | Due to a number of circumstances, a shop may be offered up for purchase to the general playerbase. Generally, businesses may be purchased for half their setup costs. |
+ | At any time, a PC may elect to sell a shop. |
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− | As the transaction takes place, the shop "closes down" for 5 days so that the IC transition may occur. Once the purchaser gains control of the shop, they then become responsible for its maintenance. |
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+ | {{DivGray-Start}} |
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− | At any time, a PC may elect to sell a shop. Once sold, the original PC may not repurchase the shop outside of staff discretion. This mostly exists to prevent a "ping pong" effect. In addition, staff will keep an eye open for "clique buys." |
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+ | ====Shops Available for Purchase!==== |
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+ | Due to one reason or the other, the following shops are up for sale! |
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+ | : '''Lock and Key:''' A security and locks specialty shop! |
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− | ===Build a Room=== |
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+ | : '''Shining Chalice Observatory:''' An observatory! |
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− | Once you own a shop, you may outfit it with a number of functional rooms. |
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+ | {{DivEnd}} |
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− | * A shop in Tenebrae may possess up to three rooms at a time. |
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+ | |||
− | * Some rooms may grant a bonus--this bonus applies locally. That is, just because you own an alchemy shop in Alexandria, doesn't give you the bonus when you're in the wastelands of Dran. |
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+ | ===Building and Purposing a Room=== |
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− | * Some rooms may be purchased at a base cost, then upgraded later. |
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− | + | Once you own a shop, you may outfit it with a number of functional rooms. Note, only one room with an * may exist within a shop. Some rooms are upgradable. |
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Generally speaking, shops are not personal manors or houses as much as they are part of a functioning business, library, and so on. For example, your business might include a magical research repository, but this might be part of a mage's tea shop where mages gather and talk about current theories. Visitors therefore may visit both the repository and the tea room. |
Generally speaking, shops are not personal manors or houses as much as they are part of a functioning business, library, and so on. For example, your business might include a magical research repository, but this might be part of a mage's tea shop where mages gather and talk about current theories. Visitors therefore may visit both the repository and the tea room. |
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− | This means that all rooms are open to the public. However, while anyone may visit, your shop primarily benefits you when it comes to |
+ | This means that all rooms are open to the public. However, while anyone may visit, your shop primarily benefits you when it comes to any mechanical benefits. Some rooms are exceptions to this rule. If so, they will state so in the description. Other PCs will still need to arrange with you before gaining these bonuses (not dissimilar to arranging to checking out books at a library). |
+ | |||
+ | Purchasable rooms are based on material from Ultimate Campaign. |
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− | ====Purchasable |
+ | ====Purchasable Room Types==== |
{{TableMain}} |
{{TableMain}} |
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{{T01}} |
{{T01}} |
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− | | colspan="4" | Purchasable |
+ | | colspan="4" | Purchasable Room Types |
{{T02}} |
{{T02}} |
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| Room |
| Room |
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| Workshop, Tannery*||See description, below.||See description, below.||Yes |
| Workshop, Tannery*||See description, below.||See description, below.||Yes |
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+ | |- |
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+ | |Workshop, Artesian || +2 to related craft or profession skill || || Yes |
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| Animal Pen||Housing for a variety of land-based creatures. +3 to handle animal checks for purposes of training.||||Yes |
| Animal Pen||Housing for a variety of land-based creatures. +3 to handle animal checks for purposes of training.||||Yes |
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| Ballroom, Small||+2 bonus to perform checks made in this room, for all performers.||||No |
| Ballroom, Small||+2 bonus to perform checks made in this room, for all performers.||||No |
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− | | Bar||After spending time with local people in this room, for the next 24 hours you gain a +1 to Diplomacy for checks made to gather information in the bar's immediate area (district). If you are the owner, you receive a +2. This stacks with your |
+ | | Bar||After spending time with local people in this room, for the next 24 hours you gain a +1 to Diplomacy for checks made to gather information in the bar's immediate area (district). If you are the owner, you receive a +2. This stacks with your Tier One bonus in this spend, for a total of +3.||||No |
|- |
|- |
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| Book Repository or Small Library||This room is associated with a specific knowledge (choose category at creation). After spending 1 hour researching here, receive a +3 bonus on the knowledge check to answer 1 question. ||||No |
| Book Repository or Small Library||This room is associated with a specific knowledge (choose category at creation). After spending 1 hour researching here, receive a +3 bonus on the knowledge check to answer 1 question. ||||No |
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| Infirmary ||Counts as a healer's kit. ||||No |
| Infirmary ||Counts as a healer's kit. ||||No |
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|- |
|- |
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− | | Kitchen|||+2 bonus to Profession/Cook. |||No |
+ | | Kitchen|||+2 bonus to Profession/Cook. ||||No |
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|- |
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| Laundry, Small||Local residents who make use of the laundry receive a +1 to fortitude saves versus disease when within the area/district. ||||No |
| Laundry, Small||Local residents who make use of the laundry receive a +1 to fortitude saves versus disease when within the area/district. ||||No |
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| Work Station ||Counts as a masterwork artisan's tools for one Craft or Profession skill. ||||Yes |
| Work Station ||Counts as a masterwork artisan's tools for one Craft or Profession skill. ||||Yes |
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+ | |- |
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+ | |Other? || || || |
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|} |
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# Mundane items, like their magical counterparts, are sold and crafted at 1/2 cost. |
# Mundane items, like their magical counterparts, are sold and crafted at 1/2 cost. |
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+ | # Special material components may be crafted at 3/4 cost. |
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− | # Special materials cannot be crafted at 1/2 cost. A crafter or a buyer can "grease the wheels" (5 RPP) to purchase them at 75%, however. This is to keep them from flooding the market. |
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# Mundane items may be crafted at a rate of 100g per day. |
# Mundane items may be crafted at a rate of 100g per day. |
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# Shop owners who are active and invested in their shop may craft these items with ease--that is, for mundane items, there is no DC to meet. |
# Shop owners who are active and invested in their shop may craft these items with ease--that is, for mundane items, there is no DC to meet. |
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− | Shop owners eventually gain the ability to enchant their craft. This ability follows the normal rules for MI crafting, but uses the related Craft skill to make the check |
+ | Shop owners eventually gain the ability to enchant their craft. This ability follows the normal rules for MI crafting, but uses the related Craft skill to make the check. |
− | |||
− | Tiers follow the normal RPP rules for Tiers. That is, you may advance up to your Level/2. |
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Armor Smithy |
Armor Smithy |
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− | : |
+ | :''At Purchase'': Mundane armors |
− | : |
+ | :''First Upgrade'': Masterwork armors and special material armors |
− | : |
+ | :''Second Upgrade'': Magic armors (Craft/Armorsmithing) |
Weapon Smithy |
Weapon Smithy |
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− | : |
+ | :''At Purchase'': Mundane weapons |
− | : |
+ | :''First Upgrade'': Masterwork weapons and special material weapons |
− | : |
+ | :''Second Upgrade'': Magic weapons (Craft/Weaponsmithing) |
Firearms Shop |
Firearms Shop |
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− | : |
+ | :''At Purchase'': Craft firearms |
− | : |
+ | :''First Upgrade'': Craft masterwork firearms and special material firearm ammo |
− | : |
+ | :''Second Upgrade'': Magic firearms (Craft/Firearms) |
Bow and Fletchery |
Bow and Fletchery |
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− | : |
+ | :''At Purchase'': Craft mundane bows and crossbows |
− | : |
+ | :''First Upgrade'': Craft masterwork bows and crossbows and special material bows and crossbows |
− | : |
+ | :''Second Upgrade'': Magic bows, arrows, crossbows (Craft/Bowmaking) |
Alchemical Workshop |
Alchemical Workshop |
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− | : |
+ | : ''At Purchase'': Craft mundane alchemical items |
Herbalist's Workshop |
Herbalist's Workshop |
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− | : |
+ | : ''At Purchase'': You may manufacture any healer's kit, antitoxin, alchemist's kindness, antiplague, bloodblock, smelling salts, soothe syrup, or sneezing powder. This list may expand as we add additional items. |
Tannery Workshop |
Tannery Workshop |
||
− | : |
+ | :''At Purchase'': Mundane leather goods (such as leather and hide armors) and animal tack |
− | : |
+ | :''First Upgrade'': Masterwork leather goods and animal tack (such as masterwork leather armor, military saddle, and so on) |
− | : |
+ | :''Second Upgrade'': Magic leather goods and animal tack (Craft/Leatherworking) |
===Guidelines and FAQ for Public Spaces=== |
===Guidelines and FAQ for Public Spaces=== |
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''What type of shop may I open? '' |
''What type of shop may I open? '' |
||
− | # Any small to medium-sized craft shop or business. Examples might be a smithy, floral shop, small theatre, or shrine |
+ | # Any small to medium-sized craft shop or business. Examples might be a smithy, floral shop, small theatre, or shrine. |
# Any open space dedicated to a theme such as a dojo, a pub, a water garden, etc. |
# Any open space dedicated to a theme such as a dojo, a pub, a water garden, etc. |
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''What are the restrictions on player-operated shops?'' |
''What are the restrictions on player-operated shops?'' |
||
# Shops are intended to enhance roleplay for everyone and may not be (or include) private rooms and housing. This includes crafting a personal bedroom with its four-poster bed or even a wizard's tower--this falls under private use and is not the focus of the game. |
# Shops are intended to enhance roleplay for everyone and may not be (or include) private rooms and housing. This includes crafting a personal bedroom with its four-poster bed or even a wizard's tower--this falls under private use and is not the focus of the game. |
||
− | # As organizations are run by NPCs, PCs may not own shops whose purpose is the running or "main home" of an organization. This sort of thing places things in a sort of precarious position, with the NPC being head of an organization, but a PC owning the lease on the building, and so on. This does not mean that shops may not be part of an arm related to an organization (such as a Hearthguard-run hospice, for example) |
+ | # As organizations are run by NPCs, PCs may not own shops whose purpose is the running or "main home" of an organization. This sort of thing places things in a sort of precarious position, with the NPC being head of an organization, but a PC owning the lease on the building, and so on. This does not mean that shops may not be part of an arm related to an organization (such as a Hearthguard-run hospice, for example). |
# Similar to PrPs, shops exist for general roleplay. That is, they are not intended as a private club, any more than someone may run "circle PrPs." That is, if the shop is used consistently for only 2 people or as a means of direct or indirect exclusion, this may result in staff intervention or eventually, suspension of the business. This also means that PCs may freely visit your shop when you aren't present, though it may not necessarily confer them any mechanical benefits (see below). |
# Similar to PrPs, shops exist for general roleplay. That is, they are not intended as a private club, any more than someone may run "circle PrPs." That is, if the shop is used consistently for only 2 people or as a means of direct or indirect exclusion, this may result in staff intervention or eventually, suspension of the business. This also means that PCs may freely visit your shop when you aren't present, though it may not necessarily confer them any mechanical benefits (see below). |
||
# Shops are not generally a place for idling, anymore than other places ongrid. |
# Shops are not generally a place for idling, anymore than other places ongrid. |
||
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− | ''Where may I |
+ | ''Where may I build?'' |
+ | |||
+ | It's easier to say, "Where could I not?" The following areas may not possess public spaces: Temple Square, Castle Alexandria, Druid Cove. Pretty much everything else can. Staff may edit this list over time. |
||
+ | |||
+ | ==Character Page Badges== |
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+ | Want to show off your Shop on your Character Page? Use the following wikicode! ([[Character_Page_Modules|More badges here]]!) |
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+ | |||
+ | {{BadgeRPPOngridShop}} |
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− | The following areas may not possess public spaces: Temple Square, Castle Alexandria, Druid Cove. Staff may edit this list over time. |
||
− | [[Category: |
+ | [[Category:Admin|Public Space Spends]] |
+ | [[Category:RPPs|Public Space Spends]] |
Latest revision as of 23:21, 19 May 2023
Public Spaces Spends
Open Space Token Spends
As you gain in tiers, you gain access to the Open Space token spends.
Descriptions
Maintenance
Leasing a property ongrid requires dedication and maintenance on behalf of your character. That is, there are bills to be paid, employees to support, orders to fill, and so forth. To represent the effort that goes into a business, your PC will be responsible for its monthly upkeep costs.
If your PC is idlepurged or you are inactive for more than 60 days, you lose ownership of your shop, and staff may place it on the market. This is as part of an effort to keep our grid clean. Inactive in this case includes logging in for a few minutes every 30 days or so, then logging out.
Shop Manager
A shop manager is a skilled worker who helps you perform tasks, organize minions, and helps with the day to day run of the shop. Assistants tend to be a 3rd level adept, commoner, or expert with 3 ranks in the appropriate skills and the basic NPC ability score array. This gives them a +8 for class skills, and a +5 for non-class skills. Unless otherwise allowed by the DM, a shop manager may not accompany you on adventures. That is, they are not meant to replace PCs. However, at the DM's discretion, they often provide indirect assistance. A shop manager will typically not place themselves into dangerous situations.
When chosen, you will work out the manager's skills with staff, as well as their specific role. Examples of types of managers include, but are not limited to:
- Shrine manager (diplomancy, heal, knowledge/local, knowledge/religion)
- Stage manager (diplomacy, disguise, perform (any two))
- General partner (bluff, diplomacy, knowledge (any one), profession (barrister)
- Doctor (heal, perception, sense motive, survival)
...and so on.
Relocating Your Shop
With staff approval, a business or shop may be relocated at a cost of half its setup fees (including rooms).
Purchasing an Existing Shop
Due to a number of circumstances, a shop may be offered up for purchase to the general playerbase. Generally, businesses may be purchased for half their setup costs.
At any time, a PC may elect to sell a shop.
Shops Available for Purchase!
Due to one reason or the other, the following shops are up for sale!
- Lock and Key: A security and locks specialty shop!
- Shining Chalice Observatory: An observatory!
Building and Purposing a Room
Once you own a shop, you may outfit it with a number of functional rooms. Note, only one room with an * may exist within a shop. Some rooms are upgradable.
Generally speaking, shops are not personal manors or houses as much as they are part of a functioning business, library, and so on. For example, your business might include a magical research repository, but this might be part of a mage's tea shop where mages gather and talk about current theories. Visitors therefore may visit both the repository and the tea room.
This means that all rooms are open to the public. However, while anyone may visit, your shop primarily benefits you when it comes to any mechanical benefits. Some rooms are exceptions to this rule. If so, they will state so in the description. Other PCs will still need to arrange with you before gaining these bonuses (not dissimilar to arranging to checking out books at a library).
Purchasable rooms are based on material from Ultimate Campaign.
Purchasable Room Types
Purchasable Room Types | |||
Room | Benefit (if any) | Upgradable | Benefit is Owner-Specifc |
Lab, Artifice | +2 to Craft/artifice checks | Yes | |
Lab, Arcane | +2 to Spellcraft checks | Yes | |
Smithy, Armor* | See description, below. | See description, below. | Yes |
Smithy, Weapon* | See description, below. | See description, below. | Yes |
Smithy, Firearms* | See description, below. | See description, below. | Yes |
Bow and Fletchery* | See description, below. | See description, below. | Yes |
Workshop, Herbalist* | See description, below. | See description, below. | Yes |
Workshop, Alchemist* | See description, below. | See description, below. | Yes |
Workshop, Tannery* | See description, below. | See description, below. | Yes |
Workshop, Artesian | +2 to related craft or profession skill | Yes | |
Animal Pen | Housing for a variety of land-based creatures. +3 to handle animal checks for purposes of training. | Yes | |
Auditorium, Small | +2 bonus to perform checks made in this room, for all performers. This auditorium would have a small stage, and some benches. | No | |
Ballroom, Small | +2 bonus to perform checks made in this room, for all performers. | No | |
Bar | After spending time with local people in this room, for the next 24 hours you gain a +1 to Diplomacy for checks made to gather information in the bar's immediate area (district). If you are the owner, you receive a +2. This stacks with your Tier One bonus in this spend, for a total of +3. | No | |
Book Repository or Small Library | This room is associated with a specific knowledge (choose category at creation). After spending 1 hour researching here, receive a +3 bonus on the knowledge check to answer 1 question. | No | |
Brewery | +3 to craft or spellcraft checks to brew potions | No | |
Burial Ground or Crypt | Up to 20 medium or smaller corpses may be buried here. | As an upgrade, the grounds of this room may be consecrated. A corpse buried in holy ground may not be animated as an undead creature. Unholy grounds are not permitted (knowingly) within Alexandros, and are therefore not a PC option. | No |
Ceremonial Room | A person leading or officially speaking at an event here receives a +1 to Bluff, Diplomacy, and Intimidate checks to influence others at the event | As an upgrade, the PC may install an altar. An altar counts as a permanent fixture dedicated to your deity for the purpose of consecrate and similar spells. | No |
Classroom | |||
Common Room | No | ||
Courtyard, Small | No | ||
Dock | No | ||
Dojo | No | ||
Farmland | No | ||
Game Room | The master of the house receives a +2 to profession/gambler rolls, at their discretion | Yes | |
Garden | No | ||
Greenhouse | No | ||
Hatchery, Small | For birds, lizards, owlbears, and the like. No dragons. Does not confer an animal companion or mount. | No | |
Infirmary | Counts as a healer's kit. | No | |
Kitchen | +2 bonus to Profession/Cook. | No | |
Laundry, Small | Local residents who make use of the laundry receive a +1 to fortitude saves versus disease when within the area/district. | No | |
Mill Room | No | ||
Orphanage | Orphanages automagically receive Lady Sandiel as a noble patron. | No | |
Observation Dome | After spending 1 hour researching, the researcher gains a +2 bonus on Knowledge/Geography, Knowledge/Nature, and Knowledge/Planes checks to answer a question about the heavens. | No | |
Pit | No | ||
Scriptorium | Counts as masterwork artisan's tools for crafting skills and craft/calligraphy checks. | Yes | |
Scrying Room | A caster using scrying, locate creature, or a similar targeted divination from here increases that spell's DC by 1 | Yes | |
Sewing Room | Counts as masterwork artisan's tools for: Craft/cloth, craft/clothing, or craft/baskets. | Yes | |
Sitting Room | No | ||
Sports Field | No | ||
Stall | No | ||
Store Front | No | ||
Work Station | Counts as a masterwork artisan's tools for one Craft or Profession skill. | Yes | |
Other? |
- * Items with a * are limited. That is, you may only purchase one room of this type per shop (a shop may not be a weaponsmith, tannery, alchemist-lab, basically).
Mundane Crafting Shop Rooms
Owning a shop lets you craft and build items ongrid. With the right tools, setup, and assistants, you're able to produce them at a reasonable time and a reasonable rate. The following rules replace the Pathfinder Mundane Crafting rules for shop owners. Unlike other room benefits, these may not be "loaned out." These benefits are exclusively the right of the shop owner.
- Mundane items, like their magical counterparts, are sold and crafted at 1/2 cost.
- Special material components may be crafted at 3/4 cost.
- Mundane items may be crafted at a rate of 100g per day.
- Shop owners who are active and invested in their shop may craft these items with ease--that is, for mundane items, there is no DC to meet.
Shop owners eventually gain the ability to enchant their craft. This ability follows the normal rules for MI crafting, but uses the related Craft skill to make the check.
Armor Smithy
- At Purchase: Mundane armors
- First Upgrade: Masterwork armors and special material armors
- Second Upgrade: Magic armors (Craft/Armorsmithing)
Weapon Smithy
- At Purchase: Mundane weapons
- First Upgrade: Masterwork weapons and special material weapons
- Second Upgrade: Magic weapons (Craft/Weaponsmithing)
Firearms Shop
- At Purchase: Craft firearms
- First Upgrade: Craft masterwork firearms and special material firearm ammo
- Second Upgrade: Magic firearms (Craft/Firearms)
Bow and Fletchery
- At Purchase: Craft mundane bows and crossbows
- First Upgrade: Craft masterwork bows and crossbows and special material bows and crossbows
- Second Upgrade: Magic bows, arrows, crossbows (Craft/Bowmaking)
Alchemical Workshop
- At Purchase: Craft mundane alchemical items
Herbalist's Workshop
- At Purchase: You may manufacture any healer's kit, antitoxin, alchemist's kindness, antiplague, bloodblock, smelling salts, soothe syrup, or sneezing powder. This list may expand as we add additional items.
Tannery Workshop
- At Purchase: Mundane leather goods (such as leather and hide armors) and animal tack
- First Upgrade: Masterwork leather goods and animal tack (such as masterwork leather armor, military saddle, and so on)
- Second Upgrade: Magic leather goods and animal tack (Craft/Leatherworking)
Guidelines and FAQ for Public Spaces
Can I RP having a shop without purchasing one through RPPs?
Yes! This system exists only if a PC wants to invest in and build a physical location that may be shared with everyone.
What type of shop may I open?
- Any small to medium-sized craft shop or business. Examples might be a smithy, floral shop, small theatre, or shrine.
- Any open space dedicated to a theme such as a dojo, a pub, a water garden, etc.
What are the restrictions on player-operated shops?
- Shops are intended to enhance roleplay for everyone and may not be (or include) private rooms and housing. This includes crafting a personal bedroom with its four-poster bed or even a wizard's tower--this falls under private use and is not the focus of the game.
- As organizations are run by NPCs, PCs may not own shops whose purpose is the running or "main home" of an organization. This sort of thing places things in a sort of precarious position, with the NPC being head of an organization, but a PC owning the lease on the building, and so on. This does not mean that shops may not be part of an arm related to an organization (such as a Hearthguard-run hospice, for example).
- Similar to PrPs, shops exist for general roleplay. That is, they are not intended as a private club, any more than someone may run "circle PrPs." That is, if the shop is used consistently for only 2 people or as a means of direct or indirect exclusion, this may result in staff intervention or eventually, suspension of the business. This also means that PCs may freely visit your shop when you aren't present, though it may not necessarily confer them any mechanical benefits (see below).
- Shops are not generally a place for idling, anymore than other places ongrid.
- Businesses, NPCs, and so forth, should not replace normal PC involvement in a plot. That is, a business may not exist for the sole purpose of making plot-related rolls for other PCs, although they may still approach you on a personal level for assistance, so long as you yourself are involved in the plot.
- Shops are affected by DMs and city events. For example, if goods of a type become more expensive, your base crafting cost increases as well, until the issue is resolved.
- As a player, you may operate one shop at a time.
Who can benefit from my shop?
While anyone may visit, your shop primarily benefits you when it comes to the mechanical sense. That is, if another PC wants to use your library's bonus, this is something they would need to arrange with you ICly (and which you might reasonably charge a fee for). ICly, this might involve them checking out books, an extended research session, and so on.
May I operate a business with someone else?
At this time, shops may only be owned by one person, though may certainly roleplay employing other PCs, and so on. This is due to the amount of paperwork that would be involved.
Where may I build?
It's easier to say, "Where could I not?" The following areas may not possess public spaces: Temple Square, Castle Alexandria, Druid Cove. Pretty much everything else can. Staff may edit this list over time.
Character Page Badges
Want to show off your Shop on your Character Page? Use the following wikicode! (More badges here!)
|
{{Badge}} {{Badge-Icon|Khazad_trader.jpg}} {{Badge-Content}} {{Badge-Title|(RPP) Ongrid Shop PC Badge}} {{Badge-Entry|Shop Name}}The name of your shop. {{Badge-Entry|Location}}Where is your shop located? {{Badge-Entry|About}}About your shop. What its purpose is, and so on. {{Badge-Entry|Your Staff}}If you have a shopkeeper or assistant, who are they? What do they do? {{Badge-Entry|Notable Elements}}Does your shop possess unusual artwork? Animated paintings? Something else? {{Badge-End}}