Acquisitions Incorporated

(Jeff_L) #1

18


BASELINE COSTS

Franchise Headquarters
Horse-drawn carriage or wagon
Farm or rural enterprise
Settlement enterprise (guildhall, inn, tavern,
shop, and so forth)
Sailing ship, including all port fees
Remote enterprise (fort, lighthouse, trading
post, roadhouse, and so forth)
Noble estate, large manor, fortified tower
Airship
Giant walking statue, magic locomotive
Keep or small castle
Large castle or palace

Monthly
Cost
15 gp
20gp
120 gp

200 gp
250gp

350 gp
800 gp
l,000 gp
3,000 gp
12,000 gp

Some characters might decide to maintai n more than
one headquarters for their franchise. or to control addi·
tional sites as part of the franchise's overall operation.
A franchise might use a ship as its headquarters. while
also owning a number of remote trading posts run by
franchise staff. The costs for all such "virtual headquar-
ters'' should be added together to derive one monthly
baseline cost.

FRANCHISE RANK MULTIPLIER
The multiplier on the Franchise Advancement table is
applied to a franchise's baseline cost. This represents
the increased costs a franchise faces as it expands into
larger markets.

MONTHLY BUSINESS PERFORMANCE
Each month, a franchise performs the running a fran-
chise task, which can be found in the "Franchise Tasks
and Downtime" section later in this chapter. The result
of this task is used to calculate the final monthly cost,
and is deducted from the franchise's coffers.

DEFAULTING
No sel f-respecting franchise would ever run out of
money and fail to make its monthly payments. Right?
Were that to happen, th e amount owed-plus a modest
15 percent penalty- would be due to Head Office the
following month. Failing to make payments-and espe·
cially defaulting on two or more payments in a row- is
likely to trigger campaign consequences. Head Office
might send inspectors to a troubled franchise, or assign
the franchisees a difficult (and hopefuJly profitable) mis-
sion. Rival groups and entrepreneurs might smell blood
and auempt to attack the franchise or take over its mar-
kets. Nefarious NPCs will most certainly come calling.
Defaulting on franchise payments can also strain rela-
tionships with nobles. merchants. and others who value
a franchise more for its assets than for the characters.
Such relationships typically turn frosty until the charac-
ters are able to prove that the franchise is back on its feet.

CHAPTE R 2 I G ROWING YOUR I RAN<.;JllSE

Company Positions


A franchise is a complex affair, requiring its participants
to fulfill a myriad of important duties necessary for its
proper growth (and the enrichment of Acquisitions In-
corporated Head Office). A company position establishes
a character's role within a franchise, as well as a rela-
tionship with the larger Acq Inc organization.
When you choose a company position for your char-
acter. that choice is independent of and in addition to
your character's background. class, and other options.
Though Head Office might tell would-be Acq Inc fran-
chisees to play to their strengths, you should choose the
position that speaks to you- and that feels like it'll be
the most fun. All characters who take on an Acquisitions
Incorporated franchise must take a company position. A
character can take only one position within a franchise.
Each company position has its own distinct Ravor-
and comes with a range of preternatural benefits. Some
of these benefits take the form of material boons granted
by Head Ofilce, including specialized magic items avail-
able only to Acquisitions Incorporated franchisees. Oth-
ers are shaped by the subtle power of your position and
the franchise's rank.

JOINT EFFORT
Players- and especially new players- should keep
in mind the amount of creativity and collaboration a
company position requires when determining which
position is the best fit for their character. In addition to
their various mechanical benefits. the features of each
company position are intended to offer players and DMs
the opportunity to collaborate on crafting campaign
narrative. Sometimes this is straightforward. as when
a feature allows a character to learn useful information
about enemies or allies, as with the obviator's Read the
Opposition feature. Sometimes this calls for a focused
collaborative effort between player and DM. as with the
cartographer's Tale of Safe Travel. Where the narrative
options in a posilion's features lend themselves to inter-
pretation, the DM works with the players to determine
how those options play out, as is the baseline model of
every Acquisitions Incorporated campaign.

POSITION PROFICIENCIES
Accepting a company position with Acquisitions Incor-
porated means more than just a title and hopes of a
paycheck. With it comes access to trade secrets. best
practices, and corporate shortcuts central to fulfilling
one's role within a franchise. When a character takes a
specific company position, they gain proficiency in the
tools and skills associated with that position. Such pro-
ficiency also extends to a variety of business practices,
day-to-day tasks. and hazard mitigations that are all
part of the job. Professional functions that characters
can add their proficiency bonus to are detailed in the
" Position Proficiency" section of each of the following
company positions.
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