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       #Post#: 1415--------------------------------------------------
       Upkeep Costs
       By: Rognvaldr Date: March 10, 2016, 6:35 pm
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       Fallen Star Inn 7gp/day
       Blaster: 1 gp of beer and 1gp of damages/day
       1 Skilled Hirelings: 2gp/day
       Hostler: 2gp/day
       5 Unskilled Hirelings: 1gp/day
       Upkeep: 1gp/day
       Hang 'Em High 32gp/day
       Viri: 2gp/day
       10 Skilled Hirelings: 20gp/day
       30 Unskilled Hirelings: 6gp/day
       Upkeep: 4gp/day
       Tempered Steel Arena 20gp/day
       6 Skilled Hirelings: 12gp/day
       10 Unskilled Hirelings: 2gp/day
       Upkeep: 8gp/day
       Stronghold 32gp/day
       15 Skilled workers: 30GP/day
       10 Unskilled: 2gp/day
       Miners 12gp/day
       2 Skilled 8gp/day
       8 Unskilled 4 gp/day
       Total: 32 gp/day
       #Post#: 1583--------------------------------------------------
       Profits
       By: Rognvaldr Date: March 28, 2016, 10:07 pm
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       Every week, you make a roll to see how much money your business
       makes (or loses). You make this roll regardless of whether you
       are spending your downtime running the business or not. One of
       the NPCs on your staff is assumed to be managing the business if
       your PC is not available.  The DM may elect to make this roll in
       secret and inform you of the results when you return from
       adventuring.  Absent other factors, the DM determines how
       trustworthy the NPC is, so PCs are advised to hire NPCs they
       already trust to run their business for them to avoid
       embezzlement.
       If you spend a week of downtime running your business, you get a
       +10 bonus on your roll that week. If you only spend a few days
       running the business during the week, you get a +1% bonus for
       every day you spent running the business (so it’s much more
       efficient to dedicate an entire week).
       if you roll poorly and are required to pay upkeep but elect not
       to do so, subsequent rolls take a -10 penalty until you pay your
       debt. This effect is cumulative, so if you fail to pay your
       upkeep two times, you take a -20 on the roll, and so on. A PC
       may elect to leave funds behind to pay their debts if the
       business loses money while they are away; again if the NPC
       managing your business is not trustworthy, the DM may determine
       that they abscond with the money (tracking down an unscrupulous
       NPC could be an adventure in itself!).
       The DM may grant other temporary or permanent bonuses or
       penalties to these rolls as makes sense for the story. For
       example, perhaps one week there is an important festival in the
       town, and so the DM grants a +10 bonus. Or maybe a plague hits
       the town, and so the DM gives a -10 penalty. Alternatively, if
       an important rival is eliminated or a lucrative trade deal is
       established, the DM may grant a +5 or +10 bonus to rolls as long
       as that bonus remains in effect (which could be indefinitely).
       01-20: You must pay 100% times the business's maintenance cost
       for each of the days.
       21-30: You must pay the business's half maintenance cost for
       each of the days.
       31-40: You must pay 25% the business's maintenance cost for each
       of the days. Profits cover the rest.
       41-60: The business covers its own maintenance cost for each of
       the days.
       61-80: You cover your upkeep and make 25% of your upkeep each
       day in profits (since businesses make a roll every week, you are
       multiplying your upkeep times 7).
       81-90:  You cover your upkeep and make 50% of your upkeep each
       day in profits.
       91+: You cover your upkeep and make 100% of your upkeep each day
       in profits.
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