Guild Income

Table 22 below lists economic modifiers for societies of different wealth. These modifiers should be applied to all monetary sums referred to later—guild dues, cuts from planned jobs, and the like.

Table 22:

MODIFIERS TO GUILD INCOME

Social Wealth

Modifier

Very Poor

x 0.25

Poor

x 0.5

Fair

x 0.75

Average

none

Comfortable

x 1.2

Wealthy

x 1.5

Rich

x 2.0

The income the guild receives will come from two sources; guild dues, and the cut the guild takes from planned robberies, burglaries, heists, and the like. The system given here is a simple one for calculating month-by-month income; some optional extras are documented later.

Dues: These will be fixed as a yearly sum, payable anywhere from monthly to semi-annually (the thieves will prefer the latter). A reasonable base sum to work from is 30 gp per level as a yearly due, to a maximum of around 300 gp/year (for thieves of 10th or higher level). The guildmaster can take 5% of these dues as a personal fee, and his assistant will take the same (these two do not pay fees, nor do members of a ruling council unless democratically elected). The guildmaster can take up to 15%, but for every 1% above the 5% standard the morale of the guildmembers drops by -1. Extorting over 15% leads to immediate revolt! The rest of the income goes to the expenses of running the guild (bribes, buying equipment, paying fines, etc.).

Cuts: The guild is entitled to exact a levy on robberies and burglaries which it has some role in planning. The guildmaster doesn't have to plan these activities; his right- (and left-) hand men take the leading role in this. The levy can be taken as a base 10% (this is pretty much standardized. If a PC guildmaster wants to extort more, every extra 1% leads to a decline of -1 in morale; over -10 leads to immediate revolt). Of this 10%, the guildmaster gets 10%, as does his assistant—that is, 1% of the gross.

Table 23 shows how much money is gained per 10 thief-levels by a guild from this kind of guild-guided activity. The standard economic multiplier is used, and the dice roll result is multiplied by the total number of experience levels of guild operatives, divided by 10 (the guildmaster and his assistant, and any guildmembers not actively thieving, are excluded). So, a guild with six 3rd-level, six 2nd-level, and eight 1st-level thieves gets 4 dice rolls (total levels= 18 + 12 + 8 = 38. Fractions below one-half are rounded down, others up). Table 23 gives the gross; the guild gets 8% of this, the guildmaster and his assistant 1% each.

Table 23:

GUILD MONTHLY INCOME

d20

Roll

Income per 10 Thief-levels

1-2

5d6 gp

3-5

5d8 gp

6-9

5d10 gp

10-11

8d10 gp

12-15

2d6 x 10 gp

16-18

3d6 x 10 gp

19

4d6 x 10 gp

20

6d6 x 10 gp

21

6d10 x 10 gp

22

10d10 x 10 gp

23+

12d12 x 10 gp

Modifiers to Dice Roll

-2 if the attitude of the law is persecutory

-1 if the attitude of the law is hassling

+1 if the law is corrupt or tolerant

-1 if the merchants attitude is one of warfare

+2 if the merchants are submissive or infiltrated

Income Multipliers (see below)

Easygoing operations: x 0.5

Routine operations: x 0.8

Average operations: x 1.0

Pushy operations: x 1.5

Aggressive operations: x 2.0

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