House Rules: Company Building

Creating a Company


Alignment: A company’s alignment affects its statistics, so choose your company’s alignment carefully. Lawful companies gain a +2 bonus on Economy checks. Chaotic companies gain a +2 bonus on Loyalty checks. Good companies gain a +2 bonus on Loyalty checks. Evil companies gain a +2 bonus on Economy checks. Neutral companies gain a +2 bonus on Stability checks (a truly neutral company gains this bonus twice).

Assets: A company requires assets in order to function and generate revenue. There are diffferent types of assets. Workers are required to generate revenue. Tools can be used to improved an employee's productivity. Workshops can be purchased to generate different types of products and increase productivity.

Buildings: Buildings are facilities that house workers and equipment. Buildings must be bought to be constructed, or they can be leased if they already exist in the kingdom.

Consumption: A company's Consumption indicates how much gold it costs to keep the company functioning. If a company is unable to pay its Consumption, its Unrest increases by 2. To determine a company’s Consumption in gp, take its size plus adjustments for Policies, then multiple that number by ten. Consumption can be paid with gold from the company's treasury or from personal funds.

Control DC: A company’s Control DC is 20 + its size divided by 10; this value is the DC you’ll be rolling against most often with your company’s Stability, Economy, and Loyalty checks.

Economy, Loyalty, and Stability: Unless otherwise stated, a successful check to avoid a loss or incur a penalty halves the loss or penalty.

Size: Count the number of workers (living creatures working for your company) your company comprises and record that number here. This number affects a company’s Consumption and its Control DC.

Taxation Level: The taxation level set by the kingdom your company is located in affects your Economy checks by a penalty equal to the inverse of the Economy bonus that the kingdom receives.

Treasury: The revenue your company generates is stored here in gp. It is used to pay Consumption and buy more assets.

Unrest: A company's Unrest value indicates how rebellious its employees are. A company’s Unrest score is applied as a penalty on all Stability, Economy, and Loyalty checks. If a company’s Unrest is above 10, it begins to lose employees. If a company’s Unrest score ever reaches 20, all employees go on strike. While a strike is in effect, a company can take no action and treats all Stability, Economy, and Loyalty check results as 0. Restoring order once a company comes under a strike typically requires a number of concessions and lengthy negotiations by the company’s would-be leaders. Unrest can never go below 0 — adjustments that would normally reduce Unrest lower than 0 are wasted.

Strategies


Strategies increase your company's Economy, Loyalty, and Stability scores.

Benefits

This determines how much does your company spend on employee benefits, which affects the loyalty of your employees. You may choose to select more than one benefit to be active. However, if your company has no active benefits, your company gains a penalty of -4 to Loyalty.

Benefits Loyalty bonus Consumption Increase
Daycare +1 2 gp x size
Health insurance +3 6 gp x size
Paid vacation +2 4 gp x Size
Parental leave +2 4 gp x Size
Sick leave +2 4 gp x Size

Policies

Policies are a number of regulations in effect for your company. Multiple policies can be active at the same time.

Policies Economy modifier Loyalty modifier
Extra breaks1 -1 +2
Forced overtime +2 -2
No breaks1 +2 -2
Strict supervision +1 -1
1These policies cannot be active at the same time.

Company Officer Roles


President

    Benefit A president chooses one of a company’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. When the company size reaches 100 and higher, the president chooses two of these values to modify. When the company size reaches 500 and higher, the president modifies all three values. The president doubles the amount of gp received as salary in the Generate Revenue phase.
    Vacancy Penalty A company without a president cannot purchase new assets. Increase Unrest by 4 during each Upkeep phase in which the company has no president.
    Special The vacancy penalty is avoided if the Vice-President role is filled.

Vice-President

    Benefit A vice-president chooses one of a company’s statistics (Economy, Loyalty, or Stability) and modifies that score by a value equal to the character’s Charisma modifier. When the company size reaches 100 and higher, the vice-president chooses two of these values to modify. When the company size reaches 500 and higher, the vice-president modifies all three values. The vice-president multiplies the amount of gp received as salary in the Generate Revenue phase by one and a half times.
    Vacancy Penalty A company without a vice-president cannot purchase new assets. Increase Unrest by 4 during each Upkeep phase in which the company has vice-president.
    Special The vacancy penalty is avoided if the President role is filled.

Treasurer

    Benefit Increase Economy by a value equal to the Director of Finances' Intelligence or Wisdom.
    Vacancy Penalty Reduce Economy by 4; the company cannot issue any Benefits Strategies.

Legal Advisor

    Benefit Increase Stability by a value equal to the Director of Legal Affairs' Intelligence or Wisdom.
    Vacancy Penalty Reduce Stability by 4.

Marketing Strategist

    Benefit Increase Economy by a value equal to the Director of Operations Intelligence or Charisma.
    Vacancy Penalty Reduce Economy by 2 and Stability by 2.

Director of Operations

    Benefit Increase Economy by a value equal to the Director of Operations' Intelligence or Wisdom modifier.
    Vacancy Penalty Reduce Economy by 4.

Director of Personnel

    Benefit Increase Loyalty by a value equal to the Director of Personnel's Wisdom or Charisma modifier.
    Vacancy Penalty Reduce Loyalty by 2. Increase Unrest by 1 during each Upkeep phase the company does not have a Director of Personnel.

Security Chief

    Benefit Increase Stability by a value equal to the Directory of Security's Strength or Constitution modifier.
    Vacancy Penalty Reduce Loyalty by 2 and Stability by 4.

Assets


Alchemist's lab (200 gp): Allows the creation of alchemical items. +2 Economy; limit 4 per Alchemist building.

Anvil (5 gp) Allows the creation of metal items. +1 Economy; limit 10 per Smith building.

Hireling, trained (3 sp): For every 10 hirelings: Economy +2.

Hireling, untrained (1 sp): For every 10 hirelings: Economy +1.

Slave, common (75 gp): A slave does not count towards Consumption. For every 10 slaves: Economy +1, Loyalty -1.

Slave, hard labor (100 gp): A slave does not count towards Consumption. A company with an alignment of Good that employs slaves must change it to Neutral or Evil. For every 10 slaves: Economy +2, Loyalty -1.

Slave, specialized (500 gp): A slave does not count towards Consumption. A company with an alignment of Good that employs slaves must change it to Neutral or Evil. For every 10 slaves: Economy +4, Loyalty -1.

Supervisor (1 gp): A supervisor is required for every 25 workers. For every 5 supervisors: +1 Economy. For every 25 workers that do not have a supervisor: Stability -1.

Tool, masterwork (50 gp): You can buy a maximum of one masterwork tool for each worker. The number of tools exceeding the company size do not provide any bonus. For every 10 masterwork tools: Economy +1.

Buildings


Buildings are where your employees work. The indicated cost is the amount needed to purchase the building, while the Consumption increase represents the monthly lease payments. Each block may hold up to 25 workers and 1 foreman.

Alchemist (36,000 gp or Consumption +1,800 gp) Economy +3

Exotic Craftsman (20,000 gp or Consumption +1,000 gp): Economy +2, Stability +1

Guildhall (68,000 gp or Consumption +3,400 gp): Economy +3, Loyalty +2, Stability +2

Mill (12,000 gp or Consumption +600 gp): Economy +1, Stability +1

Shop (16,000 gp or Consumption +800 gp): Economy +2

Smith (12,000 gp or Consumption +600 gp): Economy +1, Stability +1

Tannery (12,000 gp or Consumption +600 gp): Economy +1, Stability +1

Tradesman (20,000 gp or Consumption +1,000 gp): Economy +2, Stability +1

Running a Company


Upkeep Phase

  1. Determine Company Stability: Make a Stability check against your Control DC to determine your company's level of security for the month. If you make the check, reduce your Unrest by 1 (if your Unrest is at 0, gain 100 gp as a result of exceptional performance). If you fail this check by 5 or more, increase Unrest by 4.
  2. Pay Consumption: Deduct your company's Consumption from your company's treasury. If your treasury is already in the negatives, then it goes further into the negatives. Every time you end an Upkeep phase with your treasury in the negatives, your Unrest increases by 4. Consumption can also be paid from personal funds.
  3. Unrest: If the company's Unrest is 11 or higher, then it loses 10 workers. If Unrest is 21 or higher, then all employees go on strike. If Unrest is 31 or higher, then the company is too unstable, and fails.

Improvement Phase

  1. Select Leadership: Fill or change company officer roles.
  2. Purchase Assets: You may purchase assets or buildings. You may also lay off employees to reduce your company's size. Doing so increases Unrest by 1 for every ten employees laid off (minimum 1). You may also choose to sell off non-worker assets, at half cost.
  3. Benefits & Policies: Pick or adjust benefits and policies.
  4. Seek Investments: You can gain an influx of cash by choosing to convince wealthy people to invest in your company by making a Stability check. If successful, increase your treasury by an amount equal to difference between your check and the Control DC multiplied by 1,000. However, your consumption is increased by that amount divided by 5 for the following 12 months.
  5. Worker Bonus: You may pay an amount of gp from your company treasury or personal funds to your workers as a bonus. Reduce Unrest by an amount equal to the bonus paid out divided by company size.

Revenue Phase

  1. Deposits: You can add funds to a company’s treasury by donating coins, gems, jewelry, and other valuables you find while adventuring.
  2. Withdrawals: You can also withdraw funds from the company’s treasury, but doing so runs the risk of angering company workers. Each time you withdraw funds, the company’s Unrest increases by 1. In addition, you must make a Loyalty check (DC = Control DC + 1 per 500 gp being withdrawn); a failure causes your company to gain Unrest equal to 1 per 1,000 gp being withdrawn.
  3. Generate Revenue: Make an Economy check against your Control DC at the end of your Revenue phase. If the check is successful, multiply the difference between your result and the Control DC by 100 and increase your Treasury by that amount in gp. Additionally, each person in a company leadership position receives one quarter of that amount in gp as salary. If the check fails, multiply the difference between your result and the Control DC by 50 and subtract that amount from your treasury, and no one in the company leadership position receive any salary.

Event Phase

Celebrity Endorsement: You gain a +1 bonus to Economy, Loyalty, and Stability checks until your next Event phase.

Company Pride: Reduce Unrest by 3 (minimum 0), and you gain a +1 bonus to Loyalty checks until your next Event phase.

Competition Misstep: You gain a +2 bonus to Economy checks until your next Event phase.

Disastrous Ad Campaign: Make a Stability check. If you fail, you suffer a -2 penalty to Economy checks until your next Event phase.

Economic Boom: You gain a +4 bonus to Economy checks until your next Event phase.

Economic Depression: Make a Stability check. If you fail, you suffer a -4 penalty to Economy checks until your next Event phase.

Fraudulent Accounting: Make a Stability check. If you fail, you lose 1d6 x 500 gp from your treasury.

High Demand: You gain a +2 bonus to Economy checks until your next Event phase.

Industrial Sabotage: Make a Stability check. If you fail, you lose 1d6 x 1,000 gp from your treasure.

Low Demand: You incur a -2 penalty to Economy checks until your next Event phase.

On-site Work Accident: Make a Stability check. If you fail, you lose 1d6 x 100 gp from your treasury and 1d6 workers.

Outstanding Success: Increase your treasury by 1d6 x 500 gp, and you gain a +2 bonus to Economy checks until your next Event phase.

Popular Ad Campaign: Increase your treasury by 1d10 x 100 gp, and you gain a +1 bonus to Economy checks until your next Event phase.

Public Scandal: Make a Loyalty check. If you fail, increase Unrest by 2 and you suffer a -2 penalty to Loyalty until your next Event phase.

Worker Discontent: Make a Loyalty check. If you fail, you suffer a -4 penalty to Economy checks until your next Event phase.

Company Events
%d Event
1-6 Celebrity Endorsement
7-12 Company Pride
13-18 Competition Misstep
19-24 Disastrous Ad Campaign
25-32 Economic Boom
33-40 Economic Depression
41-46 Fraudulent Accounting
51-57 High Demand
58-63 Industrial Sabotage
64-70 Low Demand
71-76 On-site Work Accident
77-82 Outstanding Success
83-88 Popular Ad Campaign
89-94 Public Scandal
95-100 Worker Discontent
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