Taverns: Difference between revisions

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* '''Discipline below 20:''' -20 Competence.
* '''Discipline below 20:''' -20 Competence.
* '''If Competence is 40+:''' -2 Chaos.
* '''If Competence is 40+:''' -2 Chaos.
* Has a daily 12% chance of increasing Domestic (cap: 80).
* Has a daily 12% chance of increasing Discipline (cap: 60).


===Bouncer===  
===Bouncer===  

Revision as of 12:42, 25 February 2025

After purchasing an external slot (there are two available slots in Redhaven) the player can choose to build a Tavern in either location. The Tavern is an advanced investment and upgrade facility with roughly the same functions as a workshop.

Building

You can build a basic tavern on a vacant, suitable plot of land for $32,000. This will add +2 to your faction's Power Value. It will start off attracting the mix of customers: Lower Class 80%, Freebooters 15% and Middle Class 5%.

You can upgrade the Hall, for $5,000, so that it attracts: Lower Class 40%, Freebooters 15%, Middle Class 40%, and Upper Class 10%. And then again for another £15,000, so that it attracts Middle Class 50%, Upper Class 40%, and Freebooters 10%.

You can also add ten Attic Rooms for $5,000, and then decorate them for $15,000, and then upgrade them to "luxurious" for $35,000, which will all increase income.

Assignments

Tavern assignments become available once the basic structure has been erected. These assignments are located under "Properties" in the Jobs & Titles pane (NPC Menu). You can assign up to seven working NPCs and one barkeeper to each tavern. Note that a tavern goes into active mode after you've assigned a barkeeper - whose skills and attributes are vital to the success of your new public establishment.

There are three tavern assignments available in addition to barkeeper. Each role has a competence score based on their attributes, skills and traits. The competence score is added to the daily tavern "success calculation" at Conclude Day.

Worker

Serving personnel that cater to customers, prepare drinks and cook food.

  • Base Competence: (Charisma + Domestic)/2.
  • Discipline 80+: +10 Competence.
  • Discipline below 20: -20 Competence.
  • If Competence is 40+: -2 Chaos.
  • Has a daily 12% chance of increasing Domestic (cap: 80).
  • Has a daily 12% chance of increasing Discipline (cap: 60).

Bouncer

The tavern's muscle. Resolves fights, protects goldwalkers and reduces general chaos. May be subject to injuries (up to -40 Health, 25% chance/day) if City Control is low (below 20).

  • Base Competence: (Strength + Melee)/2.
  • Discipline 80+: +10 Competence.
  • Discipline below 25: -20 Competence.
  • If Competence is 40+: -2 Chaos.
  • If Competence is 60+: -3 Chaos.
  • If Competence is 80+: -5 Chaos.

Performer

Dancers, singers and comedians.

  • Base Competence: (Performance + Charisma)/2.
  • Discipline below 25: -20 Competence.
  • If Beauty is 85+: +25 Competence, +10 Chaos.
  • If Beauty is 95+: +25 Competence, +10 Chaos.
  • If Prestige is 75+: +25 Competence, +10 Chaos.
  • If Prestige is 85+: +25 Competence, +10 Chaos.

All assigned workers also have a daily chance (12%) to increase their task-related skill - Domestic, Melee, Administration or Performance (cap: 80).

Barkeeper

The barkeeper's score is determined by his Charisma, INTELLIGENCE and Extroverted trait / 3. There are also a number of other score enhancing factors:

  • Certain story NPCs receive a character boost (+35) to their score (Doyle, Ansel, and Clea).
  • Age 30+: +15.
  • Age 50+: +15.
  • Fame 50+ (battles and adventures): +5.
  • Fame 150+ (battles and adventures): +5.
  • Fame 500+ (battles and adventures): +15.

Gold Walkers

You can assign any number of gold walkers to your Taverns through the Prostitution menu. There are no specific walker locations - if you have two taverns, any assigned gold walker will shift between both establishments automatically, but only add half of his or her score to either tavern. If you have one tavern and two tavern-assigned walkers, you'll need four walkers to get the same bonus if you erect a second tavern.

A gold walker's score is calculated as: ( Charisma + Beauty + Oral skill + Vaginal skill + modifiers ) / 4. Modifiers are as follows:

Reputation

Succeeding as a tavern owner is all about Reputation. The Reputation score ranges from 0 to 1,000 and is the dominating factor in determining your daily revenue.

How to increase Reputation

Increasing Reputation is done through the tavern's daily Score roll. Boost your chances of succeeding with that roll by:

  • Appointing a good Barkeeper.
  • Enabling Gambling.
  • Providing a likeable group of Gold Walkers.
  • Keeping a good assignment spread.
  • Executing successful Carouse rolls (an MC's action at the Tavern's location).

How to decrease Reputation

  • By failing a Chaos roll.
  • By increasing Chaos.
  • Other events and/or quests.

The daily Score roll

At the Conclude Day event, each tavern checks its Score with 1D110. A successful roll increases Reputation by a random number (1-30). A failed roll doesn't affect Reputation.

Chaos

At the same Conclude Day event, each tavern also checks against its Chaos with 1D100. A "failed" roll removes a random amount of Reputation (1-20).

The Chaos factor is increased by:

  • Gambling.
  • Gold walkers (Whoring).
  • Performer assignments.
  • City Control 19 or less: +5 Chaos points.
  • City Control 4 or less: +15 Chaos points.

The Chaos factor is decreased by:

  • Bouncers: Bouncer score 40+ removes 2 Chaos points. A Bouncer score of 60+ removes an additional 3 Chaos points.
  • Bussers: Busser score 40+ removes 1 Chaos points. A Busser score of 60+ removes an additional 2 Chaos points.
  • Guard pool 20+: -1 Chaos points.
  • Guard pool 40+: -2 Chaos points.
  • Guard pool 50+: -3 Chaos points.
  • City Control 75+: -5 Chaos points.
  • City Control 90+: -10 Chaos points.
  • If the MC's Power Value is 10+, Chaos is reduced by 10% of that value. A Power Value of 80 removes 8 Chaos points, etc.