PARTY CONTROLLED SHOPSA party may be fortunate to acquire a license to run a shop. A license can be acquired a number of ways: -
When a shop is first set-up the type of shop and blurb can be decided as a FA; see Shop Blurb next for more details. SHOP BLURBAs a Free Action upon successfully setting up the shop the player can submit a blurb to phil@kjcgames.com.
Level of Expense
See the 'Shop Services' section the additional affect of these settings. MODERATION AND SHOPSYou can use an action, be it a Power or a SA, to attempt to Infiltrate or Rob a party shop. Using an action on a shop is an easy undertaking, with a high chance of failure, before modifiers, and thus should be undertaken after weighing up the worth of the action versus the potential consequences. If the protection money is being paid then any actions on a shop are more difficult, and more likely to have even harsher repercussions if the action fails. An additional modifier to an actions success or failure is the shops setting. A basic shop is easier to break into than a fine or opulent shop. Whilst an opulent shop is more difficult the rewards will be better if the action is successful. If you have a shop that is in a settlement with an Alliance that has Rank 2 with one of its goals they have more political power than your party has. This is an important consideration, as setting up a shop in a Settlement that belongs to an enemy Alliance is likely to result in a lot of wasted gold and/or SA.A SA can be used to attempt to have any shop, including a player-controlled shop closed down. However it is important to remember that for a party to have a shop in the first place they must have paid a lot of gold, or carried out favours for the settlement, so without a good reason, a big bribe or other incentive the SA will likely not work. ORDERS FOR ANY PARTY INTERACTING WITH A PARTY CONTROLLED SHOPAs an ordinary punter you may interact with these shops in one of three orders: Buy Item
This order is used in a slightly different way than the normal buy order, as the slot number is used instead of the item number. Rob Item
A failed robbery generally results in not just being kicked out but being banned from the settlement; so it is not something to attempt unless you are willing to take the risk. Investigate Shop
This order investigates the shop and gives the shops blurb to the party. OWNER INFORMATIONThe shop costs 200 gold per game week to run, which is taken directly from the party's bank account. If there is not enough gold in the account a debt of 1000 gold is incurred. Failure to pay this debt before the next game week will result in the loss of the shop, and all the items. An additional fee costing another 200 gold a week can be paid to protect the shop from Thieves. This gold is also taken directly from the party's bank account. OWNER NEW ORDERSPut Item:
This order is used by the shop owner to put an item into the designated slot in the shop. Get Item:
This item allows the shop owner to take an item from the designated slot in the shop. Set Price:
This order sets the price for any items in the designated slot. Setting the price of 0 means that the item is stored at the shop and will not be sold unless another price is given. Buy Permission:
This order gives another party permission to collect an item. If a price has been set then they still pay the price, whilst a price of 0 means there is no charge. Protection Money:
Setting this option to on, PR 1, means that the party is giving protection money to the local Thieves Guild, Bankers & Merchants Guild, Settlement Officials, or a similar Organisation to help protect the shop. A shop with this setting cannot be affected by the Wait and Rob order; only moderated actions can attempt to affect the shop. The fee of 200 gold per game week is automatically taken from the party's bank account until the option is switched off, PR 0. Pay off Debt:
If a party's bank account does not contain enough gold to pay the running costs of the shop then the party will be given a 1,000 gold fine. Failure to have the standard running cost of 200 gold in the party's bank account by the end of the game week will result in the loss of the shop and all its items. The 1,000 gold fine gives a party an expensive gap in-between payments, something that should not be used on purpose to avoid a one-week 200 gold fee. The Protection Money will be automatically switched off if there is not enough gold to pay it. The party will need to reactivate it when this occurs. SHOP SERVICESAn Alliance HQ or player-controlled shop can have one of the following three services: Cheap, Standard and Extravagant Recreation Services. A player-controlled shop can only have a service of equal or less standard than the shops level and only an upgraded HQ can have the Extravagant Recreation Service. The gold generated by NPCs by a shop service is linked to a settlement's economic situation; it is extremely unlikely that a settlement without outstanding trade will generate maximum gold. Bear in mind that the gold generated by the shop service may not cover the cost of the service, but other weeks the service could not only cover the cost of itself but possibly even the entire shop costs
This service covers a multitude of different extravagant recreations. The service could be something like a lavish restaurant, a magical theatre, or possibly even high-class escorts. Each player-controlled shop and Alliance HQ has a Free Action (FA) to set-up a service. In addition to the costs noted above. As a FA upon successfully setting up the service the player can submit a blurb to phil@kjcgames.com. The blurb can contain up to 50 words, also make sure you spell check and grammar check before submitting the blurb. The blurb is given out when the service is purchased so the blurb should be something appropriate to the service having just been used: Once a blurb has been set-up it cannot be changed unless a SA is used. An independent party, since they do not have SA can use 10,000 gold to change the blurb. To change a service from one type to another requires a SA for Alliances and 10,000 gold for an independent party, in addition to the set-up fee noted above,
As a Free Action a shop can drop its service, however if it does drop the service another cannot be set-up for at least two weeks. Only 1 Recreation Service can be in use at a shop at any time. Once a Recreation Service has been dropped, it will require a SA for Alliance members or 10,000 gold for an independent party to set-up again. The fee to use is currently fixed, and it only affects the price party members pay. This addition allows party's to interact with the shop but it has no effects on stats, currently it is a role-play addition. The main point of the service is that in settlements where the economy is good the chances of making a lot of gold vastly improve. The service is like any other service in the regards to taking up one of the shop slots. CHANGING MANAGERThere can only be one manager of a shop, but the manager can be changed. To change the manager of a shop a SA is required for an Alliance party or 10,000 gold for an independent party |
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