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Differences on Income

Differences between by and the current version
Characters can have a job to earn income. Other methods of income, such as from using Skills, are not allowed except where noted in our houserules. Jobs are a full time commitment and take up the characters "off time". This should not interfere with adventuring, but you can have only one job (no exceptions). Jobs earn weekly income depending on the nature of the job and the skill of the character. Besides income, characters also have a [[Lifestyle]], which represents the cost of food, rent, taxes, etc. Together, they determine the characters weekly income. There are five kinds of jobs: Common Jobs, Skilled Labour, Military Commissions, Positions and Special. Each type of job has its own method of advancing your career ==== Common Jobs ==== **Base Pay:** 1 gold / week Common Jobs are basic unskilled labour jobs. They include such jobs as farm-hand, porter, bar-wench, washer woman, town crier, etc. //Note that common jobs are not really intended for PCs, but may be taken for roleplay purposes.// ---- Advancement ---- After you have worked a common job for 13 weeks, you can get a promotion. You need to contact a DM to request this. After the promotion, you will earn 2 gold per week total. Further advancement is not possible, but you may be able to grow into a different job type. ==== Skilled Labour ==== **Base Pay:** 2 gold / week / rank in a Craft or Profession skill Skilled labour are jobs that not anyone can do but only those with proper training. Examples of skilled labour are mason, miller, armourer, falconer, tailor, butcher, baker, weaver, cooper, cartwright, sailor, herbalist, healer, dancer, poet, alchemist, apothecary, etc. Skilled Labour requires you have ranks in a Craft or Profession skill (and only those, no exceptions, but see the "Special" category below), and pay is based on the number of ranks. Your actual bonus does not matter, only your ranks. ---- Advancement ---- You can advance your career as a skilled labourer by starting your own business. Doing so requires meeting three qualifications: * You must own a suitable building (like a shop, workshop or smithy) * You must have worked the skilled labour job for at least 13 weeks * You must be a member of the associated guild Once you qualify, you meet all the requirements, contact a DM, who will give you your first advancement. This raises your pay to 3 gp / week / rank in the Craft of Profession skill. We may be adding more advancements later on. ==== Military Commission ==== **Base Pay:** 10 gold / week Military commissions are jobs in which you serve the armed branch of a government or faction, and also include such things as House Guards and law enforcement. They include such jobs as generals, detective chief inspectors and navy captains. Note that military commissions do NOT include common foot soldiers (which is unskilled labour) or special forces (which is handled in the Special category) Pay for military commisions is by rank. The name of each rank depends on the specific organization, but they are classified as one of the following: * Under Officer: 10 gold / week * Junior Officer: 20 gold / week * Officer: 30 gold / week * Field Officer: 40 gold / week * General Officer: 50 gold / week * Commander: 60 gold / week ---- Advancement ---- All characters with a military commission start as an Under Officer, no exceptions. Characters advance if and when they meet any of the criteria listed below. However, they can only advance by one rank at a time, and they must hold a rank for at least 7 weeks before they can advance. Thus, if you join the army at character level 12 (which means you meet 2 criteria for promotion, see below), you will serve the first 7 weeks as an Under Officer (earning 10 gp for 7 weeks). You are then promoted to Junior Officer and serve as Junior Officer for another 7 weeks (earning 20 gp for 7 weeks) before finally being promoted to Officer (earning 30 gp / week from then on. If you already served 7 weeks in your current rank when you meet a criteria, you are promoted immediately. The criteria for promotion are: * Being level 9 or higher * Being level 12 or higher * Being level 15 or higher * Being a Noble * Being granted a special promotion by DM fiat The last one can apply only ONCE at most, and requires a DM team vote. It means you went above and beyond the call of duty. ==== Positions ==== **Base Pay:** 3 gp / level / week Only [[Nobility|Nobles]] may hold positions. Positions are special jobs of authority and influence which are created by larger organizations to manage their affairs. In general, positions require managing of and reporting to others loyal to the organization. They include such jobs as Lady in Waiting, Herald, Seneschal, Mistress of the House, Steward, Chaplain, House Almoner, Merchant Captain, etc. Positions are not paid by ranks invested in a skill, they are paid purely by your level. By default you get 3 gp / level / week. //Note: Clearly a position pays better than Skilled Labour, and it requires no investment of skill points. This is deliberate, as positions are available only to nobles.// ---- Advancement ---- You can gain an advancement by loyally serving your employer, be it your noble house or your nation or what not. The decision to award this is up to the Noble DM, and should be granted by merit. Usually it would involve something along these lines: * PC serves loyally for a while and reports on things they discover during quests * DM gives them a quest or mission, say, an adventure on behalf of their house * If they don't mess it up royally, they get the advancement. Advancement usually would not happen until you have served the job for a while. After advancement your pay increases to 4 gp / level / week We may be adding more advancements later on. ==== Special ==== **Base Pay:** 1 gp / week / point in relevant stat Special jobs are jobs that do not fit any of the above categories. Maybe you earn a living as a pickpocket, a "tomb raider for hire", a gladiator, a fortune teller, etc. Since such jobs do not have a clear career path - and we cannot simulate every detail by running continuous scenes for you every day - they have been simplified as the Special jobs category. These special jobs are treated in a similar way to Skilled Labour, in that they earn an amount of gold dependent on a stat on your character sheet. Usually, this will be a non-profession, non-craft skill. For example, a pick pocket may use Sleight of Hand, while a charlatan fortune teller may use Bluff. It is also possible to use Base Attack Bonus or Caster Level. Any score used must be limited by your level however - you can't use, say, Reflex Save. Special jobs could even include you living a self-sufficient lifestyle, gathering what you need to live and trade. This might use Survival, for instance. You can request any odd cases to be reviewed by the DM team. //Note that Special jobs pay less than Skilled Labour. This is deliberate. Not only is the career path and income source less clear here, but you also do not have to invest any skill points or traits.// ---- Advancement ---- You can advance in a special job as well, but you need to have held the special job for at least 13 weeks. To advance, you have to find the DM which most closely fits your special job and request a special mission to establish yourself as the best in the business. The mission will fit your current job. It might be to 100 pockets in one night, maybe you raid the Tomb of Saint Trapmus, the master trap maker, or maybe you defeat Goremaster the Magnificent in personal combat. The mission is up to the DM running. This is supposed to be a one-adventure thing. After advancement, your income increases to 2 gp / week / point in relevant stat