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Campaign Systems / Investment

Investment Mechanics

Source Ultimate Campaign pg. 164
When a PC decides to invest, ask the player how much money the PC provides for the investment. This is the seed money, and has a direct effect on how much money the investment earns each year (see below).

A GM can use Table 3–4: Investment Rewards as a general guideline for how much an investment is likely to return. The GM can modify these percentages to reflect particulars of the campaign. Players and GMs should use this guide only for investments in a fantasy world, not reality.

To use this table, roll d% to check the investment’s success or failure.

Failed Year: The investment does not provide a return this year. Three failed years in a row indicate that the investment is ruined, and the operation ends unless the character continues to invest at 2 to 3 times the amount of the original investment.

Normal Year: The investment is successful and earns its Normal Return × the seed money. For example, if the seed money is 1,000 gp and the Normal Return is 3%, the investment earns the PC 30 gp as profit that year. She can choose to reinvest this profit (automatically increasing the seed money by this amount for the next year), pocket the Normal Return, or cash out the entire investment (seed money plus the Normal Return) as money or goods appropriate to the investment. For example, the PC could add the 30 gp to her 1,000 gp of seed money for next year’s roll; pocket the 30 gp, and remain invested with 1,000 gp of seed money; or take the 1,030 gp (1,000 gp of seed money + 30 gp profit) and walk away from the investment.

Breakout Year: The investment has a good year and earns far more than expected. Make the die roll indicated in the Breakout Return column and multiply the result by the percentage listed in the Normal Return column. For example, if the PC invests in banking and has a breakout year, she multiplies the Breakout Return for banking (1d4+1) × the Normal Return for banking (2%) to determine that year’s return. If the roll results in a 5, that year’s return is 10% of her investment. As with a normal year, the PC can reinvest this profit, pocket the Breakout Return, or cash out her seed money plus the Breakout Return.

If a PC needs money quickly or wants to end her association with a particular investment, she can withdraw her seed money from the investment at any time, which normally takes 1d6 days and requires direct contact with the person running the investment (such as the manager of an inn, master of a guild, or head of an exploratory group). The PC receives only half of the invested seed money; the rest is lost as the involved parties quickly sell off assets (generally at half their actual value) to refund the PC her seed money. This sort of behavior tends to sour relationships between the PC and the others, making future investments with that group unlikely.

Table 3-4: Investment Rewards

InvestmentsNormal ReturnFailed YearNormal YearBreakout YearBreakout Return
Arts
 Creative4%01-3031-9596-002d4+1
 Performing2%01-3536-9596-001d6+1
Banking2%01-1011-9899-001d4+1
Crafting
 Common1%01-0506-9596-001d3+1
 Magical5%01-3031-9596-001d8+1
 Military5%01-1516-9091-001d6+1
Exploration2%01-4041-8586-002d8+1
Granary/Mill3%01-1011-9899-001d3+1
Guild
 Assassins'5%01-3031-9596-002d4+1
 Crafting2%01-0506-9899-001d3+1
 Merchant3%01-1011-9899-001d4+1
 Thieves'4%01-1516-9091-001d8+1
Imports
 Exotic5%01-3031-9091-001d10+1
 Ordinary2%01-1516-9596-001d4+1
Invention3%01-4041-9091-002d6+1
Protection3%01-3031-9596-001d8+1
Quarry3%01-2021-9091-001d6+1
Research
 Magical5%01-5051-7576-002d6+1
 Mundane3%01-2021-8586-001d8+1
Stable1%01-0506-9899-001d3+1
Tavern2%01-1011-9899-001d4+1