Entrepreneur Profession in Novence Eternal | World Anvil

Entrepreneur

Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 200
Feat Slots: 5

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: Forgery Kit
Saving Throws: CHA, INT
Skills: Choose four from Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth

Requirements

  • (Class Bond) Gadabout: You must have fully unlocked every ability of the Gadabout class.
  • (Key Item) Business License: A license to do business, purchasable at most towns and cities.

Abilities

Ultimate Ability: Motivational Speech

REQ: CEO | UP: 60 | Rarity: Exotic | ZP: 3 | ZL: 0 | Cost: 3 TP
Use your skills as a businessperson to improve your party's combat efficiency. For 1 round, all allies' default movement action becomes an ability action, and all DEX rolls are at advantage.
Upgrading your company can potentially grant additional Ultimate Ability options.

CEO

Level 1 | CC: Entrepreneur | Rarity: Mythic | Cost: 0 TP
You are the CEO of a business; either founded from scratch or purchased. As such, you will be expected to partake in a series of sidequests and other side content relating to your business, in order to further its growth. Your business is measured by the following metrics, each with nine tiers– though due to the open-ended nature of a business, these are to be rough guidelines, not hard rules:

Presence (P): The geographic range in which your business does business.
-(I): Small town and surrounding area.
-(II): Multiple small towns and their surrounding areas.
-(III): At least one major city and its surrounding area.
-(IV): Multiple major cities and their surrounding areas.
-(V): At least one major city on each continent.
-(VI): Most major cities in the world.
-(VII): Nearly every region of the world.
-(VIII): The entire world, as well as some multiplanar/multidimensional presence.
-(IX): Omnipresent.

Revenue (R): The amount of money your business makes.
-(I): <1Kgp/quint
-(II): 10Kgp+/quint
-(III): 100Kgp+/quint
-(IV):1Mgp+/quint
-(V):10Mgp+/quint
-(VI):100Mgp+/quint
-(VII):1Bgp+/quint
-(VIII): 10Bgp+/quint
-(IX): 100Bgp+/quint

Influence (I): The amount of political/military power your business holds.
-(I): Nobody has heard of your business.
-(II): Your business has some sway over local politics.
-(III): Your business is well-known by most.
-(IV): Your business is a major player in the regions it does business.
-(V): Your company has the power of several cities.
-(VI): Your company is equivalent to an entire nation.
-(VII): Your company is a major superpower.
-(VIII): You pull the strings of entire nations.
-(IX): The Violet Masquerade bows to you.

Any abilities that involve these aspects of your business will include PRI: X/X/X, where each number represents the respective minimum Presence, Revenue, and Influence that your business needs in order to use the ability. These abilities can be unlocked and added to your class by upgrading your business.

When running your business, you must keep track of its daily expenditures, income, and liquid cash. You must decide how much of the company’s money to spend as your salary; that amount will be deposited in your personal account each day. Note that although embezzling is technically allowed, it may result in negative effects for your business. Over time, your business will grow, unlocking more abilities for your class (as well as gp). This can be expedited by undergoing sidequests related to your business, or by simply timeskipping.
As CEO, your job is to oversee and manage the broad-level strategic direction of your company. However, you will need others to manage the other, more detailed aspects of your company. As you increase the PRI of your company, you will be able to hire new C-Suite Executives to your company for this purpose. C-Suite Executives can also be called upon in combat– though you may only call on one C-Suite Executive per round, and only once per long rest for each individual executive [Note: C-Suite Executive actions are treated like Artifacts, and are not refreshed between phases of the same fight].
-COO (PRI 1/1/1): The Chief Operating Officer oversees the company’s day-to-day operations, and functions as your second in command. Your company starts with a COO who serves as your guide and partner in managing your company. Until you a CSRO, your COO will also handle Sentient Resources for your company, such as the hiring and firing of employees.
-CFO (PRI 1/3/1): The Chief Financial Officer oversees the company’s financial portfolio, investment strategy, and budgeting. CFOs also handle the pursuit and development of business opportunities, and analyzing the financial costs and benefits.
-CMO (PRI 1/1/3): The Chief Marketing Officer oversees the company’s customers and target audience, performing market research and analysis. They also manage marketing campaigns and brand augmentation.
-CSRO (PRI 4/1/1): The Chief Sentient Resources Officer oversees recruitment, onboarding, hiring, firing, and managing employee conduct. The CSRO also manages benefits packages and policies like healthcare, insurance, and paid time off.
-CIO (PRI 2/2/4): The Chief Information Officer is involved in various aspects of the company surrounding the gathering and collection of information. Such information is then used in research and development with the context of furthering the company’s business interests and strategy.
-CTO (2/4/2): The Chief Technology Officer is responsible for managing and maintaining the company’s use of technology and thaumaturgy with respect to the business model, as well as keeping on top of latest developments in technology and thaumaturgy.
-CSO (4/2/2): The Chief Security Officer is responsible for maintaining the security of business assets, both physically and memetically. Not only do they ensure the security of physical business locations, they also ensure the security of business secrets by obscuring and protecting them from divination, psionic theft, or other magical means.
-CCO (4/2/4): The Chief Compliance Officer ensures the company keeps in compliance with legal guidelines within the region(s) they operate. If the company operates illegally, then the CCO ensures that the company’s shady operations stay hidden from the eyes of the law.

Every Edesday ingame, a d100 is rolled to determine the major decisions you must make as CEO for the week. Based on the results of the roll, as well as a myriad of ingame factors, a number of options will be presented to you in the form of a briefing.

D100 Table:
100: T3 Business Opportunity Sidequest
99: T2 Business Opportunity Sidequest
98: T1 Business Opportunity Sidequest
97-90: Opportunity (Focused Department)
89-80: Opportunity (Random Department)
79-70: Choice (Focused Department)
69-50: Choice (Random Department)
49-21: No Opportunity/Choice/Threat
20-11: Threat (Random Department)
10-4: Threat (Unprotected Department)
3: T3 Threat Mitigation Sidequest
2: T2 Threat Mitigation Sidequest
1: T3 Threat Mitigation Sidequest

A briefing is composed of a number of reports and suggestions from your C-Suite Executives. The COO will report to you with the current status of the company at a broad level, as well as offer you their personal suggestion for the direction to take the company. Other C-Suite Executives will also present reports when applicable, though you may also deliberately seek them out for their opinions. Reports generally fall into one of the following types: opportunities, choices, and threats. Your choices and orders in response to the reports will affect the direction of your company, potential outcomes and future sidequest opportunities, as well as the overall success of your company. You can also choose to focus on one specific department within your company to increase the chance of a relevant opportunity to arise for that department, or to mitigate the chances of a threat from rising in that department.

Additionally, once every quint you will have an earnings report wherein you will earn your pay as CEO. Any players employed at your company will also receive their payment at this time.

Your company will start as a private company; however, you may choose to take it public. Doing so will greatly accelerate the increase of your PRI and grant you a large sum of capital, as well as listing your company on the stock exchange. However, you will be required to appease the demands of the board of directors during the bimonthly earnings report.

The nature of what your business is can be anything up to the imagination– though depending on where you base your business in, you may have to comply with the business laws, labor laws, and tax laws of the government that has jurisdiction over the region. You could always break the law and become a criminal or black market organization– though that comes with its own risks.

COO: Operational Synergy

Level 1 | REQ: CEO | Rarity: Exotic | Cost: 7 TP
Once per long rest, call in your COO to aid in coordinating battlefield tactics. Gives the party suggestions and advice on the optimal course of action for a given round.

CFO: Financial Analysis

Level 2 | REQ: CEO | Rarity: Exotic | Cost: 6 TP
Once per long rest, call in your CFO to aid in optimizing your resource management. Increases the UP gain of one ally of your choice for the next 3 rounds by an amount equivalent to your Revenue level (+1 at lvl 1, +2 at level 2 etc.). When your Revenue level is greater than or equal to 5, also grants +1 ZP.

CMO: Market Research

Level 3 | REQ: CEO | Rarity: Legendary | Cost: 4 TP
Once per long rest, call in your CMO to research effective marketing tactics against your opponent. Grants disadvantage for all enemies’ CHA rolls and lowers their Psychic RES by 30% for 1 round. Also grants advantage for Persuasion rolls for your party for 1 round.

Class Feat Slot VII

Level 4 | CC: Entrepreneur

Executive Oversight I

Level 5 | REQ: CEO | Rarity: Rare | Cost: 1 TP
Grants you an additional d100 roll for your weekly briefing.

Outsourced Talent

Level 6 | REQ: CEO | Rarity: Legendary | Cost: 3 TP
Allows you to call upon the business skills of any NPC you have met previously that you are on good terms with, allowing them to act in place of the next C-Suite Executive you call upon. Effects are dependent on the NPC and their skill at performing the tasks and duties of the given C-Suite position.

CSRO: Talent Poaching

Level 7 | Rarity: Exotic | Cost: 6 TP
Once per long rest, call in your CSRO to attempt to hire an opponent of your choice. If successful, your opponent will fight for you for the remainder of the battle, potentially joining your company. If unsuccessful, your CSRO will instead copy one of your opponent’s abilities, allowing you to execute it once on your next turn.

Class Feat Slot VIII

Level 8 | CC: Entrepreneur

Business Associate

Level 9 | Rarity: Legendary | Cost: 4 TP
At the 9th level, you may become business associates with a willing NPC, allowing you to call on their services from anywhere your business has service. This applies to NPCs that perform non-combat services, such as cooking and blacksmithing. Gain an additional business associate slot at the 11th, 13th, and 15th level.

Executive Oversight II

Level 10 | REQ: CEO | Rarity: Rare | Cost: 1 TP
Grants you an additional d100 roll for your weekly briefing. Furthermore, your first d100 roll will default to Choice (Random Department) if it rolls between 49-21.

CIO: Information Gathering

Level 11 | REQ: CEO | Rarity: Legendary | Cost: 4 TP
Once per long rest, call in your CIO to gather information about your opponents. Grants nat 20 Investigation rolls to all currently unknown mechanics on the field.

Class Feat Slot IX

Level 12 | CC: Entrepreneur

CTO: Innovative Optimization

Level 13 | Rarity: Exotic | Cost: 5 TP
Once per long rest, call in your CTO to optimize the efficiency of your party’s use of technology and thaumaturgy. For 1 round, halves resource costs for spellcasters, as well as classes that extend from Tinker and Gunner. For instance, you may use a level 5 spell slot to cast a level 9 spell, or only spend 1 ammo to fire 2 shots.

CSO: Risk Management

Level 14 | REQ: CEO | Rarity: Exotic | Cost: 3 TP
Once per long rest, call in your CSO to augment the security of your team. Grants 3 party members of your choice 1 charge each of Counterproof, which nullifies the effect of the first action taken by an enemy against them outside the enemy’s turn.

CCO: Legal Protection

Level 15 | REQ: CEO | Rarity: Mythic | Cost: 7 TP
Once per long rest, call in your CCO to protect the party against blunders. Forgives the effects of the first failed mechanic that would’ve otherwise incapacitated at least half the team, lasting until the end of the phase.

Class Feat Slot X

Level 16 | CC: Entrepreneur

Executive Oversight III

Level 17 | Rarity: Rare | Cost: 1 TP
Grants you a free reroll of one of your d100 briefing rolls.

Diamond Hands

Level 18 | Rarity: Exotic | Cost: 6 TP
Your knowledge of investment opportunities now extends to battlefield situations. Choose one resource on any party member whose maximum exceeds 10. On your turn, that resource increases by (2d10)% of its maximum.

Class Feat Slot XI

Level 19 | CC: Entrepreneur

Business Expenses

Level 20 | REQ: CEO | Rarity: Exotic | Cost: 5 TP
You may write off any adventuring expenses as business expenses, allowing you to draw from your company’s money.

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