I am programming a Mafia RPG where you can hire people with attributes. The attributes are the same for everyone, and are ranked from 1 to 10 (although this might change to 1 to 20)
I want to keep the attributes simple, no more than 6 skills.
The attributes could be anything, but lets say there are examples.
Driving: 1/10
Stealth: 1/10
Robbery: 1/10
Brains: 1/10
Toughness: 1/10
Greed: 1/10
Greed is meant to be a modifier, the higher the number the more greedier they are. I'd like to use this for wages
The problem I have is, I am not sure how I should calculate a goons wages.
I don't just want to randomly pick a number; its needs to be reflective of the person's attributes.
At first I thought if they all go up to 10 or 20, I could use an average, with greed being a multiplier. But this does not feel right.
The other idea I have is bands; so that if each attribute score is between X and Y the goon could get Z wages (which are then totalled up) with greed being a modifier; but this feels very dry.
Ideally, I would like the wages to be reflective of their attribute, and most importantly reflect how greedy they are but at the same time not make the wages unrealistic or spiral into very high figures.
I'm thinking the wages should be from $100 /wk up to $5,000 or $10,000 /wk but would welcome suggestions.
What would be the best way to calculate a RPG character's wages based off their attributes?
Many thanks