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Incorporation of Acquisitions Incorporated

I will be incorporating an undetermined number of aspects of Acquisitions Incorporated into this campaign, the majority of which is included in Chapter 2 of the book.

Ranks

I will be keeping the Franchise Advancement system's New Staff/Tasks/Headquarters/Costs modifiers. Rank advancement occurs by milestone.

Headquarters

Each headquarters type has an associated cost-per-season multiplied by the Cost modifier.   For now, you can try to get a caravan. I don't feel like reading about real HQ's atm.

Staff

Wages are always worked into the seasonly cost of a headquarters.   Boss (Majordomo): Follows the rules of the majordomo, but the word majordomo doesn't fit with this campaign. This staff member resides within the headquarters at near all times, and sends communications through a dedicated messenger. The boss assigns and ensures the completion of tasks. The boss can also be equipped with weapons and other equipment in order to protect the headquarters. Bosses are also allowed to fill the role of a Company Position, if it makes sense within their background. They will always have proficiency in Persuasion and two other skills of my choice. These skills will not be automatically told, but can be scouted out informally by characters.    For an NPC to be a Boss, they must be reasonably well versed in something, whether that be their specific Company Position, or just generally street smart enough to maintain the headquarters. To turn a beloved NPC into a Boss will require some kind of training or mentorship. Doing so will allow the party to "choose" what two proficiencies the Boss gains via training. They will always gain proficiency in Persuasion, and will lose any previous proficiencies if they are to be replaced with a different skill set.    Bosses can be dismissed or turned into Crew members, if it makes sense for their character to do so. However, once a Boss becomes a Crew member, they cannot assume the role of Boss again. Alternatively, if a Boss is dismissed, the party can attempt to track down their location and hire them as a Boss once more. The purpose of this is to prevent y'all from switching out Bosses all the time, though we'll see how this plays out in time.    Untrained Hirelings: Untrained hirelings provide general labor, such as building, cleaning, repairing basic items, etc. They will not engage in combat, and do not leave the headquarters. I will allow Untrained hirelings to perform tasks, or be assigned to help with tasks by the Boss or a Skilled Hireling, but they will not have any proficiencies and will have difficulty completing particularly challenging tasks.  e.g. Say the desired task is to advertise a new shop location. If assigned to a Boss, the Boss may mingle with nobles to encourage wealthy visitors, or create compelling flyers for Untrained hirelings to pass out. If solely assigned to Untrained hirelings, they may just hawk in the town square.    Skilled Hirelings: Skilled hirelings have one to three specific skill, weapon, or tool proficiencies. They can be hired/dismissed as needed, and up to one skilled hireling can accompany when adventuring. Whether they engage in combat will depend on their background. Skilled hirelings can also be assigned tasks. To my understanding, these staff members are meant to be more temporary.   Crew: Crew are skilled hirelings that exclusively perform some kind of physical maintenance of the franchise (e.g. Sailors of a boat, gardeners, running a pop-up shop, etc.). The difference between Crew and Unskilled hirelings is that Unskilled hirelings can be told to do different things, whereas a Crew member specializes in something specific. They do not engage in combat, and cannot perform tasks.    Staff members do not necessarily have to remain at the headquarters at all times. For example, a Crew member can be told to remain at a farm and ensure produce is shipped properly. 

Tasks

Tasks are the reason one hires staff! Effectively, tasks are specific downtime responsibilities the staff can perform, with or without the players. Some may require checks, which is why the specific staff members assigned to the task matter. Other tasks may require money. The DND source books have a number of ideas for what to do during downtime, but I'll list a few potentially useful ones here: 
  1. Scout Around: When in a new town/city, have a staff member scout out the area, learning local customs, recent gossip, useful locations, etc. How well the staff member rolls determines how much information they learn.
  2. Find a Mission: Have a staff member find a guild mission with monetary reward. 
  3. Carousing: Have a staff member socialize, potentially earning a new contact for the party (see here). 
  4. Training: Have a staff member (except the Boss) learn a new proficiency, or train them to become a Boss.
  5. Purchase Materials: Have staff members acquire materials for crafting in the local town. 
  6. Cook the Books (Boss/Skilled hireling specific): For whatever reason, have your profits appear over/under reality. 
If you would like me to follow the specific rules of a Downtime task, send it to me and I'll let you know!

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