Difference between revisions of "Public Space Spends"
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'''This spend is a little more exclusive than most. To reduce clutter, it's limited to one per player at this time, not character (normally, exclusive spends are one per character).''' |
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⚫ | |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 1-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. |
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⚫ | |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 1-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. |
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Revision as of 21:40, 28 May 2015
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.
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.
At any time, a PC may elect to sell a shop.
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 the mechanical sense. 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 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.