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<blockquote data-quote="gamerprinter" data-source="post: 6041572" data-attributes="member: 50895"><p>The <strong><a href="http://www.d20pfsrd.com/gamemastering/variant-rules/variant-rules-3rd-party/rite-publishing/creating-a-yakuza-gang" target="_blank">Way of the Yakuza</a></strong> gang building rules can be found on d20pfsrd.com. Although the drug trade and prostititution are definitely part of the yakuza niche, there are no tables for the drug trade per se, nor the buying and selling of the crime trade items. It merely defines and gives limitations to various gang organizations, determining who their boss is, what the major crime activity is, how much profit can be earned, etc.</p><p> </p><p>Agreed, however, that running a business, nefarious or otherwise isn't really something D&D/PF does well, nor should it be.</p><p> </p><p>The yakuza book does include how most victims become prostitutes, the victims fathers, brothers and husbands tend to gain drug debts, gambling debts that aren't paid for, so the yakuza takes it in flesh (women for prostitution as payment, or a means to pay off the debt eventually.)</p><p> </p><p>Creating an addictive drug shouldn't be much of a problem. Name some drug substance, give it an effect (euphoria, etc.), create a high DC on initial use to avoid addiction, if failed have a daily Save rolled to see if the user can avoid using the drug that day, otherwise give them negative modifiers on specific stats (Wis, Con, whatever) until they use their drug, then include modifiers to normal stats, that equal under the influence. No matter what the cost of a 'dose', if an addiction warrants it, they obtain it and the gang turns a profit.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6041572, member: 50895"] The [B][URL="http://www.d20pfsrd.com/gamemastering/variant-rules/variant-rules-3rd-party/rite-publishing/creating-a-yakuza-gang"]Way of the Yakuza[/URL][/B] gang building rules can be found on d20pfsrd.com. Although the drug trade and prostititution are definitely part of the yakuza niche, there are no tables for the drug trade per se, nor the buying and selling of the crime trade items. It merely defines and gives limitations to various gang organizations, determining who their boss is, what the major crime activity is, how much profit can be earned, etc. Agreed, however, that running a business, nefarious or otherwise isn't really something D&D/PF does well, nor should it be. The yakuza book does include how most victims become prostitutes, the victims fathers, brothers and husbands tend to gain drug debts, gambling debts that aren't paid for, so the yakuza takes it in flesh (women for prostitution as payment, or a means to pay off the debt eventually.) Creating an addictive drug shouldn't be much of a problem. Name some drug substance, give it an effect (euphoria, etc.), create a high DC on initial use to avoid addiction, if failed have a daily Save rolled to see if the user can avoid using the drug that day, otherwise give them negative modifiers on specific stats (Wis, Con, whatever) until they use their drug, then include modifiers to normal stats, that equal under the influence. No matter what the cost of a 'dose', if an addiction warrants it, they obtain it and the gang turns a profit. [/QUOTE]
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