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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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| Tags |
| alchemy, charms, crafting, economics, ritual path magic, rpm, sacrifice |
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