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        <title>JohnB&#039;s Games - consolidated:building</title>
        <description>Role-Playing, my way.</description>
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       <dc:date>2026-06-09T19:42:51+00:00</dc:date>
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        <title>JohnB's Games</title>
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        <title>business_profits</title>
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        <description>Business Profits

Table: Business Size and Setup
Business Size EmployeesInitial/Upgrade CostsMonthly Profits FactorSmall2100 gp/rank10Medium51,000 gp/rank100Large105,000 gp/rank1000
NOTE:  The Upgrade Costs column of the table limits the potential profit.  If the cost of the business (in round hundreds) is less than the Main employee&#039;s skill  level -  you must use the Cost of the business (in round hundreds) as the skill modifier.  For example - A shrine costs 270gp, which means the maximum skil…</description>
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        <title>business</title>
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        <description>Business

Overview

Businesses cost the same whether you buy an existing property, or build a new one - see The PF Downtime Buildings page for the base prices - and remember that there will (almost certainly) be a Licence Fee to add to the cost.

However, a well run business earns you money that will contribute to your Living Expenses.  Under these rules, you can&#039;t take these profits as cash or use them to buy adventuring gear.   Trying to work out regular cash payments is an</description>
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        <title>homes</title>
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        <description>Homes

Overview

Homes cost the same whether you buy and existing house, or build a new one - see The PF Downtime Buildings page for the base prices - and remember that there will (almost certainly) be a Licence Fee to add to the cost.

There are different types of &#039;home&#039; available for purchase.  However, they do come with running expenses which are, generally, met from your Cost of Living expenses.</description>
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        <title>military</title>
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        <description>Military Buildings

You probably won&#039;t need Military buildings, unless you are building a settlement of some sort, or you are intending to set up a mercenary company.  Unless you are out in the wilderness, you will need to get permission from the local lord, or town council, before you even start on any military buildings.  People are always wary of troops in their town, that they don&#039;t control.</description>
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        <dc:date>2026-03-15T23:35:53+00:00</dc:date>
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        <title>shipping</title>
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        <description>Commercial Shipping

Overview

The boatyards and shipyards of Hann produce many vessels, although not all of them are suitable for trade.  Some specialize in military vessels, selling directly to the Empire’s Navies, others make smaller vessels, that aren’t used commercially.</description>
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        <dc:date>2025-07-27T08:17:47+00:00</dc:date>
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        <title>start</title>
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        <description>Settling Down

Your character might want to settle down somewhere, perhaps even retire and buy an inn (or a house) and start a family, or perhaps they want to build a castle, or establish a town - this section that covers those, and more.

The buildings from the</description>
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        <dc:date>2025-07-21T14:24:24+00:00</dc:date>
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        <title>wilderness</title>
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        <description>Wilderness Buildings

Some buildings are designed to be built in the wilderness, and carry costs that reflect that.  While they are shown on their respective pages, they are reproduced here for good measure.

If you want to claim a bit of wilderness as your own estate or holding -  start here.  Probably a Bandit Camp first, which allows you to develop a redoubt.  That would give you protection as you built your fort</description>
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