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The Quest for Blood, Part 2
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“Change is painful.” My dover associate is something of a
philosopher when he is at work, and he likes to talk to his subjects
so they can appreciate what he is offering them. “How painful is
entirely up to you.”
The ceptu body is an interesting study in design. It can float
in water or air, is very light, and can sustain an unfortunate
amount of trauma. The dover twisted his subject’s tentacles tightly
in one of his fists and jerked them over the top of a candle flame.
The thing with the ceptu is that they are difficult to ignore when
they are screaming – their thoughts just batter their way into your
head.
The dover dropped the tentacles and leaned in close to the
ceptu, his nose twitching and his ears flat back over his head. “We
like our payments in gold, we will send someone around to collect.”
The dover’s name is Kylan; he never has told me his pack name.
He was one of the first to take me up on my offer after I set up
shop in this canton, and he is the only one of the gang I trust.
“That was nice work in there, Kylan.” I would appreciate it if he
wouldn’t take such long strides, because I get out of breath chasing
after him when we go places.
He snorted to let me know that he heard me, but he didn’t seem
to care about my praise. The results are the reward he wants. And
the money of course, which is why I trust him. He believes in the
quality of work and I pay him accordingly. It’s a good thing, too,
because there is far more of this work than I ever thought there
would be. Who knew that running a canton involved so much torture?
In the beginning, the drugs were enough to get me the start of a
crew and some property to call my own. Taking the canton wasn’t even
that hard after that – in most areas without a bloodlord, the people
are fearful and willing to submit when someone who appears powerful
rolls in. There are always a few holdouts, of course, which is what
Kylan and I are taking care of.
Taxes are in important part of running a canton. Without money,
you can’t pay your guards and you can’t keep up your defenses.
Without gold, you’re just biding your time until someone with some
cash in their pocket and swords behind them rolls into to take over
your home. So you have to collect the taxes.
The downside, of course, is that people don’t like paying taxes.
This means that some of them, like the ceptu, need to be convinced
to do their civic duty. Kylan checked his notes and grunted. “That
was the last one.” He sounds almost disappointed, his ears droop a
bit and his shoulders sag as he turns us down the narrow street that
leads to the pawnshop.
Extortion Network [GENERAL]
Prerequisite: Leadership
Benefits: This feat enables the character to maintain an
extortion network as a source of income, using his followers as
collection agents or enforcers. Note that simply taking this feat
does not guarantee a steady source of income – the character must
maintain his network to keep it profitable. It is also important to
remember that this feat is only good in a specific area in which the
character lives or spends at least half his time not adventuring and
in which his followers stay.
Once this feat is taken, the character can begin building up his
network. For every follower the character has, he is allowed to make
one Diplomacy or Intimidate skill check (DC 15) during the upcoming
week. He may go about other business, but must spend at least 3
hours of every day talking with local shop keepers in order to
qualify to make these checks.
Each check that succeeds adds another client to the extortion
network. Each client brings in a number of gold pieces, per week,
equal to the average level of the character’s followers.
Each week thereafter, the character may make a number of
Intimidate or Diplomacy skill checks (DC 15) equal to one-half the
total number of followers he has as a result of the Leadership feat.
The character need only spend a total of five hours during the week
to make these rolls and is free to carry on with other activities
during the rest of the week, as his followers are keeping an eye on
business. At no time can the extortion network contain more clients
than the number of the character’s followers.
During the second and subsequent weeks, any skill check that
fails by five or more results in a lost client – reduce the total
number of clients in the extortion network by one and reduce the
cash generated by the network appropriately. If, at any time, the
total number of clients in the network is less than the character’s
Charisma modifier, the network has collapsed and a new one will need
to be started in a new area.
If, in the second or subsequent weeks, a client leaves the
network as a result of a failed skill check, the character can
attempt to win the client back during the following week. This
requires a personal visit, either by the character or his cohort,
during which time another Intimidate or Diplomacy skill check must
be made (DC 20). If this skill check succeeds, the client is back in
the network, otherwise, the client will never return to the
network. Word gets out about this and all Intimidate or Diplomacy
checks made to gain clients in the following week suffer a -2
penalty.
Characters may improve their Diplomacy or Intimidate checks for
use in conjunction with this feat by performing any of the following
actions:
Action |
Bonus |
Beat up a client who refuses to pay |
+1 to intimidate only |
Offer a temporary reduction in taxation
(reduce money gained by 5%) |
+2 to Diplomacy or Intimidate for as long
as the discount lasts |
Complete a successful, publicized adventure |
+1 to both Diplomacy and Intimidate checks
for the next 10 days following the completion of the adventure |
Tear up the place – this reduces income
from the network by 15% for the next 30 days. |
+4 to both Diplomacy and Intimidate checks
for the next 60 days. |
Drive other criminals out of the area |
+2 to Diplomacy and Intimidate checks for
90 days |
Officially Sanctioned – the character is
officially sanctioned to collect taxes by some entity. |
+5 to Diplomacy and Intimidate checks for
as long as the sanction persists. |
Expanded Extortion Network [GENERAL]
Prerequisite: Extortion Network
Benefits: You are treated as if you had a number of
followers equal to five times that normally allowed by the
Leadership feat for purposes of determining the number of clients in
an Extortion Network, only. If you have official sanction in the
area, increase this to 20 times, instead of 5 times. If you take
this feat, you must spend at least five hours per day in the area in
which you operate the Extortion Network.
Missing a report? Want to see what else has been revealed by the
agents of the Feathered Fowl? Check out
these archives.
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