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  #1  
Old January 2nd, 2018, 01:29 PM
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Question Hiring NPCs

Query: Does the CE rules set have any guidance for Player Characters who want to hire NPCs as hirelings/henchmen a la D&D?

How could this process be handled?

Best regards,
Bob W.
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  #2  
Old January 2nd, 2018, 03:57 PM
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I see nothing in CE that lists prices for hiring NPCs, not even in the sections on paying crew or hiring a broker.
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Old January 2nd, 2018, 04:25 PM
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Quote:
Originally Posted by Adam Dray View Post
I see nothing in CE that lists prices for hiring NPCs, not even in the sections on paying crew or hiring a broker.
Your characters just post a job listing on the local net/starport job-board/TAS bulletin board advertising what positions their looking to hire. The Ref comes up with a number of applicants. Roleplay the interviews, hire one of them.

Voila!
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Old January 2nd, 2018, 06:21 PM
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Yeah, but some guidance on expected pay per skill level would be nice.

I'm peeking at rules in The Traveller Book, since that's what I have handy. Considering crew in other versions make between 1000-6000 per month for skill-1 (+10% per +1 over that), and considering that an "ordinary level" of subsistence costs 200 per month, I'd set up a structure like this:

Salary (Cr) per Month
Skill Level"Unskilled" Labor / TradeCommon SkillUncommon SkillRare Skill
0200300450600
1220330495690
2242379594862
32664557721164


Divide by 30 to get daily wages.

I basically picked a skill-0 wage arbitrarily, but based the lowest level trade wage on a subsistence level and the rarest skill on the pilot wage. The Unskilled column increases uniformly by +10% per skill point. The Common column increases 10%, 15%, 20%. The Uncommon column increases 10%, 20%, 30%. The Rare column increases 15%, 25%, 35%.

I felt a rarer skill at higher levels was worth more than a more common skill at higher levels.

If you're offering room & board as well as a salary, I'd subtract 200Cr from the monthly wage.

You have to decide what skills fall into each categories. Offhand, I'd do this...

Unskilled: not skills, but maybe a particular trade or knowledge of something or somewhere -- the skill level probably represents a stat bonus.

Common: Admin, Animals, Athletics, Carousing, Comms, Gambling, Recon, Steward, Streetwise, Gunnery/Turret, Gunnery/Heavy Weapons, Melee Combat, Vehicle/Wheeled, Vehicle/Watercraft

Uncommon: Advocate, Animals/Vet, Bribery, Broker, Computer, Electronics, Leadership, Liaison, Mechanics, Navigation, Sciences, Tactics, Zero-G, Gun Combat, Gunnery/Bay Weapons, Gunnery/Screens, Vehicle/Tracked, Vehicle/Mole

Rare: Battle Dress, Demolitions, Engineering, Gravitics, Linguistics, Piloting, Gunnery/Spinal Mounts, Vehicle/Aircraft

Rarity will differ per world, but those are general ideas.

Feel free to quibble with the specifics, but use the approach with your own charts.
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Old January 2nd, 2018, 08:47 PM
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Quote:
Originally Posted by Adam Dray View Post
Yeah, but some guidance on expected pay per skill level would be nice.

I'm peeking at rules in The Traveller Book, since that's what I have handy. Considering crew in other versions make between 1000-6000 per month for skill-1 (+10% per +1 over that), and considering that an "ordinary level" of subsistence costs 200 per month, I'd set up a structure like this:

Salary (Cr) per Month
Skill Level"Unskilled" Labor / TradeCommon SkillUncommon SkillRare Skill
0200300450600
1220330495690
2242379594862
32664557721164


Divide by 30 to get daily wages.

I basically picked a skill-0 wage arbitrarily, but based the lowest level trade wage on a subsistence level and the rarest skill on the pilot wage. The Unskilled column increases uniformly by +10% per skill point. The Common column increases 10%, 15%, 20%. The Uncommon column increases 10%, 20%, 30%. The Rare column increases 15%, 25%, 35%.

I felt a rarer skill at higher levels was worth more than a more common skill at higher levels.
While using a similar structure, I'd base the wadges on the needed education to perform that job.

Basing it on CT LBB4 mercenary, I'd put a base salary as for a private (Cr300/month) for unskilled labour, as an NCO (Cr450/month) for skilled job and as senior NCO (Cr600/month) or officer (Cr1000/month) for universitary studies.

See that this could also depend on the skill level, as ,based on the point specified that medical 3 in CT (2 in MgT) means a full doctor, having skill 1 in CT (0 in MgT, not sure in CE) would mean unskilled or minimal skill, level 2 (1) would mean middle studies, and level 3 (2) could mean universitary career...

In other instances, the skill itself would fall into any of those categories (e.g. a car/grav driver would probably always fall into the unskilled job, despite the skill level).

From this basis, pluses may be paid for skill rarity, specific job, responsability, etc...

Quote:
Originally Posted by Adam Dray View Post
If you're offering room & board as well as a salary, I'd subtract 200Cr from the monthly wage.

You have to decide what skills fall into each categories. Offhand, I'd do this...

Unskilled: not skills, but maybe a particular trade or knowledge of something or somewhere -- the skill level probably represents a stat bonus.

Common: Admin, Animals, Athletics, Carousing, Comms, Gambling, Recon, Steward, Streetwise, Gunnery/Turret, Gunnery/Heavy Weapons, Melee Combat, Vehicle/Wheeled, Vehicle/Watercraft

Uncommon: Advocate, Animals/Vet, Bribery, Broker, Computer, Electronics, Leadership, Liaison, Mechanics, Navigation, Sciences, Tactics, Zero-G, Gun Combat, Gunnery/Bay Weapons, Gunnery/Screens, Vehicle/Tracked, Vehicle/Mole

Rare: Battle Dress, Demolitions, Engineering, Gravitics, Linguistics, Piloting, Gunnery/Spinal Mounts, Vehicle/Aircraft

Rarity will differ per world, but those are general ideas.

Feel free to quibble with the specifics, but use the approach with your own charts.
Just curious, where do medical skill fall in your clasification? it's not uncommon, but uses to need studies... (note: in my games, it's one of the most hired specialists).
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Old January 2nd, 2018, 11:48 PM
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McPerth: note that US military has never been terribly competitive...

1975 military pay for a E1 was, before taxes, $344/mo (US Navy); assuming 176 hours a month, that's $1.95 per hour. Minimum wage was $2.10 per hour, and many GIs were actually working closer to 200 hours per month, so closer to $1.72/hour.
Individual poverty line was $2608, couple $3629, couple +1 $4224, couple +2 $5569, couple+3 $6721, couple+4 $7709, couple+5 $9708. (US Census)

Most prices match closely to 1975-1977 prices, and the 1975 military pay is not too dissimilar Note that the book 4 enlisted grades do not match the US nor UK
titles, but have a distinctly USMC variant feel... and the pay by grade other than E2 is pretty well matched.
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Old January 3rd, 2018, 10:15 AM
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Quote:
Originally Posted by McPerth View Post
Just curious, where do medical skill fall in your clasification? it's not uncommon, but uses to need studies... (note: in my games, it's one of the most hired specialists).
I missed it in my original CE skills sweep. I'd probably put it as Rare.
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Old January 3rd, 2018, 02:28 PM
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Quote:
Originally Posted by aramis View Post
McPerth: note that US military has never been terribly competitive...

1975 military pay for a E1 was, before taxes, $344/mo (US Navy); assuming 176 hours a month, that's $1.95 per hour. Minimum wage was $2.10 per hour, and many GIs were actually working closer to 200 hours per month, so closer to $1.72/hour.
Individual poverty line was $2608, couple $3629, couple +1 $4224, couple +2 $5569, couple+3 $6721, couple+4 $7709, couple+5 $9708. (US Census)

Most prices match closely to 1975-1977 prices, and the 1975 military pay is not too dissimilar Note that the book 4 enlisted grades do not match the US nor UK
titles, but have a distinctly USMC variant feel... and the pay by grade other than E2 is pretty well matched.
Well, I used them as a basis for a comparative, and they paid better tan Adam's scale...

In any case, after thinking about it a little more, as the military are usually housed and feed (according Adam the subsistence level is about Cr 200/month), and the wadges given in CT:LBB are (I understand) the received money, using again Adam's own reasoning, all those wadges should be increased by Cr200/month if they are not so housed and fed.

So, the base wadges would become:
  • unskilled labour: Cr500/month
  • Skilled labour: Cr 650/month
  • Undergraduate/médium universitary worker: Cr 800/month
  • Full universitary career worker: Cr 1200/month

Add to this appropiate bonus (that may be as percentage or keeping using the CT:LBB table and adding one Rank per bonus).

I also disagree with Adam on daily wadges, as they use to be higher tan long term employement, so I'd divide the costs by 15 to have them (in fact, doubling them).

So, if you need a lawyer or doctor, the cost would become Cr 80/day or Cr 1200/month as base cost, with any appropiate bonus as the referee decides (of course, a famous laywer or Doctor can vcost quite more) and expenses (taxes, etc for the lawyer, meds for the doctor), While if you need a unskilled worker (let's say a cargo hand to fill your ship) the cost would be Cr 33/day (or Cr500/month, if you need it for so long, as might be if you are a starport master).

Just my suggestion...
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Old January 3rd, 2018, 06:08 PM
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Quote:
Originally Posted by McPerth View Post
Well, I used them as a basis for a comparative, and they paid better tan Adam's scale...

In any case, after thinking about it a little more, as the military are usually housed and feed (according Adam the subsistence level is about Cr 200/month), and the wadges given in CT:LBB are (I understand) the received money, using again Adam's own reasoning, all those wadges should be increased by Cr200/month if they are not so housed and fed.

So, the base wadges would become:
  • unskilled labour: Cr500/month
  • Skilled labour: Cr 650/month
  • Undergraduate/médium universitary worker: Cr 800/month
  • Full universitary career worker: Cr 1200/month

Add to this appropiate bonus (that may be as percentage or keeping using the CT:LBB table and adding one Rank per bonus).

I also disagree with Adam on daily wadges, as they use to be higher tan long term employement, so I'd divide the costs by 15 to have them (in fact, doubling them).

So, if you need a lawyer or doctor, the cost would become Cr 80/day or Cr 1200/month as base cost, with any appropiate bonus as the referee decides (of course, a famous laywer or Doctor can vcost quite more) and expenses (taxes, etc for the lawyer, meds for the doctor), While if you need a unskilled worker (let's say a cargo hand to fill your ship) the cost would be Cr 33/day (or Cr500/month, if you need it for so long, as might be if you are a starport master).

Just my suggestion...
Mercenaries during the early years of the Congo problem were getting $500 a month or so into Swiss Bank Accounts, with pilots of attack and transport aircraft getting about double that. Mercenaries hired by China during the years 1937 to 1941 were getting roughly $250 to $500 dollars a month in gold, while the American Volunteer Group (a.k.a. The Flying Tigers) received a bonus of $500 in gold for every confirmed kill.

You are not going to waste the money hiring mercenaries that have skill level "0". Assume that mercenaries are out of work Veterans who like the idea of fighting, and pay them on par with monthly pay of ship crewman. Medics for mercenaries should get a bit more than what is listed for ship's crew.

I would assume that your basic Private-level mercenary is going to run you a 1000 Credits a month and go up from there. Remember, unless hired for a long-term contract, the mercenary has to cover the cost of the times when not being hired. Remember as well that you are buying the loyalty, and it lasts only as long as paid. See the example of the Swiss Mercenaries during the 15th and 16th centuries, and also the Italian Condottieri.

Also remember that in the past, mercenaries have sold their services to the opponent if offered enough money to switch sides. Sir John Hawkwood was regarded as exceptionally honest for never switching sides when under contract to an employer. However, when the contract expired, he was open to the highest bidder, whoever that might be.
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Old January 3rd, 2018, 06:58 PM
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Quote:
Originally Posted by timerover51 View Post
You are not going to waste the money hiring mercenaries that have skill level "0". Assume that mercenaries are out of work Veterans who like the idea of fighting, and pay them on par with monthly pay of ship crewman. Medics for mercenaries should get a bit more than what is listed for ship's crew.
Many historical merc units have hired cannon fodder.

Especially the big "permanent contract" ones (AVG, Russian Civial War USEF, Legion Etrangier, Royal Gurkhas Regiment) funded by governments. But also the modern PMCs .

The cadre of a merc unit is likely to be almost all former regulars, but not all.
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