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#1 |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Greetings, all!
Thinking about eventually using Ritual Path Magic in a fantasy game, I've wondered what would the life of a Charm-maker be like? (One of my players had an Enchanter PC back in the day, so please don't say PCs don't do that sort of thing.) Here's some stuff I understand so far: Being a charm craftsman requires a serious investment. A Basic Workspace Kit takes up a hue 70% of Starting Wealth at TL3, and a non-insignificant 13% at TL8. And then there's the requirement of having at least Magery 0+ [5+] and skill 12+ in Thaumatology and the relevant Path (varies). Ritual Adept (Connection) and (Consecrated Space) aren't necessary, while (Time) is very nice but not essential. An Alchemist has a slightly easier time due to having Alchemy as the default skill, not lower of the two. (But the 12+Magery limit still applies.) A skill-12 enchanter is expected to make charms of up to 34 energy, which is about 0.58 monthly pay ($406 at TL3, $1,508 at TL8). Even assuming that the broker takes 50% of the income (or that the less energetic variants are made most of the time), this seems like a nice job with short working hours, whether at TL3 or TL8. The one big question, however, is how often are charms bought and used? Given that a Charm can usually be crafted on demand within a day, I think encharmters are likely to be selling them quite often. Anyone tried using RPM in fantasy in the same context as I'm describing? Any experience or observations to share? Thanks in advance! |
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#2 |
Join Date: Nov 2012
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I am working on a witch character right now, who will do a lot of charm and potion selling. I can't offer any gameplay experience so far, but i have some thoughts on the matter.
One thing to keep in mind, would be the limit on condtional spells. If you craft to many charm to fast, your oldest ones will stop working. Some customers might get angry with you when the charms stop working to soon. Quirky charms or potions will probably make them "pitchfork" angry. Some good grimoires will help with the quirk problem. You should keep a few conditional spells around for yourself, just to be prepared when things get ugly. |
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#3 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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True. But remember that someone needn't be primarily a mage as an adventurer in order to be a mage/enchanter on one's day job. The investment is non-negligible, but being able to earn by making Charms and occasionally cast a spell of one's own is nice for the investment, compared to having another skill-demanding job. |
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#4 |
Join Date: May 2013
Location: Ellicott City, MD
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#5 |
Join Date: Nov 2012
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I don't think it practical to have a premium section in the shop for wealthy customers.
The oldest charm always expires when you go over the alowed limit. An expensive premium charm, waiting for a wealthy customer, will expire just like the quirky stuff. But it should be possible to detect quirks with Sense Magic. A Transform Magick would allow to fix quirky charms. It would be tricky to get a good economic model on the charm selling trade. The rules on buying charms (p.27) at first suggest that charms last for weeks. But the second part about the costs of a charm, suggest otherwise. A typical charm seller at skill 12, would need to sell a charm every 3 days, to earn a living. This is much less of a headache, if you use Alchemy with Expiration Date as per p.30. |
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#6 |
Join Date: Nov 2012
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I noticed one more thing.
34 energy at skill 12 is over 5 times save treshold. This is very unlikely to be quirkfree and will crit fail 50% of the time. The Lesser Controll Magic (5) in each charm alone is just a little bit under the safe treshold. Even something realy cheap like Cure Disease(7) would push you to double safe treshold. If you don't get a bonus from somewhere, skill 12 wouldn't work to earn a living. A Good Workshop +1, a Grimoire +2 and Ritual Mastery +2, would bring safe treshold to 29 wich is much more manageable. |
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Tags |
alchemy, charms, crafting, economics, ritual path magic, rpm, sacrifice |
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