Enchanting
I am assuming that most enchanters would start with IQ 12 (in Gurps higher than average), Thaumatology and path of Magic at IQ and at least one other path at IQ level. Enchanters would also need to have magery zero or an enchanted item that would grant magery zero. An enchanter who was not a Ritual Adept would need to work in a consecrated space but does not need Ritual Adept (time or connection). Unlike the Rite masters who need teams of people and lots of tools to generate magic, a lone enchanter needs very little gear or props to work his craft.
All enchanted items are considered advantages with gadget limitations (characters book 116) and mana dependent. For every two hundred hours an enchanter works on an item the enchanter makes a roll. A success means that time counts as a point of enchantment, a failure means the time is wasted, a critical failure quirks or curses the item somehow, while a critical success has a good effect decided by the storyteller. When the enchanter gains enough points on the item, it is finished. Each point of enchantment costs four thousand tokens as noted before under exchange rates section. Special materials can also be used to reduce the enchantment time by up to eighty percent. This costs twice as much as eighty percent of the enchantment time would have cost (6400 tokens per point of enchantment) but reduces the time it takes to enchant a point to forty hours instead of two hundred. Multiple enchanters can also work together to create an item (RPM p 25). For each enchanter after the first the lead enchanter is at minus one to skill (and the lead enchanter will probably charge ten percent more for himself per assistant as well as the cost per assistant to account for the risks involved). These two rules can be combined to make an enchanted item very quickly. An enchanted item can be bound to a character for money unless it is signature gear. Five weeks typical pay (1,875 tokens) equals one point of enchanted item that can be bound (yes it’s cheaper to bind an enchanted item than to create one). An enchanter is considered bonded to any item he makes unless he intentionally made it for someone else (in other words the time he spends building the item counts toward earning the character points for that item). Unless an adventurer builds his own gear he must also bind the item in question. An enchanter can only work on one enchanted item at a time. |
Common enchanted items
Common enchanted items:
Ceremonial Hedge items: Any enchanted item that only grants magery zero is a ceremonial hedge item. These cost a number of character points (or loads of money) to bond permanently but allow the caster to overcome the penalty for not being a mage. Food pot: Universal digestion, limits bound spell (body) (-10%), Breakable DR 4 (-15%), SM -6 (-10%), can be taken by stealth (-20%) unprotected, Unique (-25%) total cost 1 point. Mouth wand: The ultimate dental hygiene device. Resistant to oral diseases/conditions (5) limits as an unprotected wand RPM p 34. Total cost 2 points. Time piece: A bracelet or amulet enchantment that grants absolute timing for one point. A ring would cost two points. Hearth: Temperature control (for house) 1 point/3 degrees, area of effect enhancement +100% for 8 yard radius, DR 5 (-15%), SM 0 (-25%), Bound spell (-10%), Unique (-25%) This enchantment is often added to a globe in the center of a house to regulate temperature. In places of typical seasonal variation it may take fifteen levels to keep the house comfortable. Fire place: This enchantment is just a very limited range, fixed location, innate attack that does 1d burning damage. As its name suggests it is usually enchanted into a fire place in the house and left to burn. This enchantment is usually not bound but can be turned on or off at will by anyone within one yard that commands it. Cost 1 point. Refrigerated space: This enchantment covers a room up to twelve feet on a side making a good refrigerator for food or some alchemy ingredients. Such a room is usually in the basement and well insulated to prevent the rest of the house from getting cold. This enchantment costs one point per twenty degrees of cold in the enchanted space. Household servant: This is a permanent version of the Hidden Housekeeper spell, RPM p 44. It is considered an ally worth twenty five percent of the house owner’s value that is around all the time, with minion and summonable. This minion is bound to the house -80% limit for a total of 3 points. Household lights: Each room in a house can have glass or crystal objects in the walls or ceiling to give a soft light in the room. This can be dimmed by any occupant of the room. This is basically a permanent version of a Light spell RPM p 46. This is a one point enchantment per room. Gate: This is Warp or Jumper with Tunnel +100%, Extra Carrying capacity (extra heavy) +50%, and usually anchored for a single fixed site -80% for 170 points. Cities will often build portals to other cities for all the usual reasons. Artisan’s vest: Uses the same modifiers as a bound spell, unprotected cloak (-80%). The vest and all tools bound to it are self-cleaning and repairing (2), the vest has payload for the tools bound to it (1 point per basic lift divided by two), the vest can be enchanted with talent (artificer) (2/level) maximum of four levels. For each type of vest add the payload needed to carry the toolkit to the money cost of the kit itself. Travelers cloths: Limits - Damaged resistance 1 (flexible), Size modifier 0, Can be stolen (by force), Magic item (bound spell, unprotected) Total limit -80%. These cloths provide Damage resistance one (flexible) to the wearer. Five points of burning or cutting damage will destroy them until repaired but the cloths regenerate one hit point every twelve hours and are self-cleaning. The cloths (including shoes or boots) can be folded together into a handful of fabric and leather for storage. The cloths can be enchanted with the temperature tolerance feature as well as terrain adaptation. One set of cloths can hold any number of these enchantments. The cloths will morph themselves to be heavier or lighter depending on the need. Enchantment cost is four points plus one per terrain type plus one per five levels of temperature tolerance. An enchantment can also be added to the garments for one point allowing the cloths to shift form according to the desires of the character. This allows a character with fashion sense to get his or her bonus much more often. Sleeping bag: This lightweight travelers sleeping bag is self-repairing and self-cleaning (2 points). Like the cloths it folds into a very small pouch for easy carrying (1 point). A person sleeping in this bag only has to sleep four hours instead of the usual eight (2 points). The travelers bag can have temperature tolerance as well. Point cost is five plus one per five levels of temperature tolerance added. |
Education
In a world with this kind of magic education is going to be a high priority with literacy and basic math skills being normal education. I’m assuming that a magic teacher should have teaching skill at twelve or higher as well as the skills he wants to teach at twelve or higher. So the teacher “package” would be IQ 12+, Teaching (IQ average), Thaumatology (IQ VH), Any other path skill (IQ VH), or Alchemy or Herb Lore (IQ VH) for a total of thirty eight points. No magery or Ritual Adept is required to be a teacher. Teachers could competently handle skill level times two students in a class and teaching would be an average job. Students (or parents) pay for school in tokens to support teachers and educational facilities. On a very quick perusal of the internet it looks like total spending per pupil accounts for just under half of the total spending on education. Dividing twice the average wealth by the average number of students per class gives one hundred twenty five tokens per student per month. If we assume one hundred and sixty hours of class time per month plus forty hours of homework per month (ten per week) this gives one character point per month in a skill. This puts basic education within reach of the poor (and sleep deprived).
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Re: Summary of RPM economy
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There are ways to reduce the risks such as using spells to examine charms for flaws, but these things do add extra costs. |
Wealth and status
Cost of living: As has been mentioned food is stupidly cheap costing a token per day. Repairing a house costs nineteen tokens per year for normal maintenance (for a charm). Since buying a house (not including land) can be about a thousand tokens, renting a basic apartment shouldn’t go much more than one hundred tokens per month. Lamp oil and wood for heat and light should be cheaper than food, costing maybe a token every week. Any item of ten pounds or less is going to cost it’s fabricate cost (for a charm) with one token thrown in for materials (36+) for soft items and (19+) for hard items. The additional cost is paying for the skill of the craftsman which is usually one or two tokens.
Taxes: Taxes vary by city or empire and would reduce the income figures given below. In medieval societies taxes could total 50% of a peasant’s income. In the modern world it’s usually closer to 30% for the lower to middle classes. If rent and taxes take up two hundred tokens a month for the willing sacrifice class a family will have a problem just surviving unless both parents work. Dead broke: No money or income (trash pickers, people with mundane background) (status -2) Poor: 300 tokens per month (willing sacrifices) (status -1) Struggling: 750 tokens per month (apprentices, students) (status 0) Average: 1,500 tokens per month (teachers, craftsmen or professionals, many Rite masters) (status 0) Comfortable: 3,000 tokens per month (enchanters, Grand Rite masters) (status 1) Wealthy: 7,500 tokens per month (High level Hub executives, high priests in certain faiths) (status 2) Very wealthy: 30,000 tokens per month (High guild masters, Mayor of a large city, University president) (status 3) Filthy Rich: 150,000 tokens per month (Regional administrator, Arch Mage) (status 4) Wealth adds to status as well up to +3 from wealth. |
Re: To Andreas
I didn't crunch the numbers much for critical failures within the system. But you're right that would affect the cost of things. I'm designing a campaign based on the idea of this kind of magic system in a world and wanted to work out the basics first. Many eyes will help me find the bugs in the system.
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The workaround
Ok I've got a work around for critical failures. Basically craft an enchanted item with Ridiculous Luck with the game time enhancement (+0%) from the powers book. Yes it will dramatically increase the cost of being a Rite Master but will almost eliminate the critical failures. An enchanter would benefit from such an item as well but would only need the basic level of Luck.
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Re: RPM economy
I personally am okay with just handling those things with job rolls or whatever and that boring mundane uses of magic just are boring mundane uses of magic, and only fully rolling out actual adventure relevant sorts
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Re: The workaround
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Re: The workaround
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This restriction only applies to spells; permanent magic, such as that found in places of power (pp. 32-33) and enchanted items (pp. 33-35), can make a caster better at using magic! |
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