So if you look at jobs for mages in the books you tend to get Researcher/Professor types, Security Mages, Enchanters, and Shadowrunners.
Let's see some creative juices flow! What could a mage do earn his keep outside those buckets? Most people don't choose professions with very high risk, and mages supposedly are rare and in-demand. Describe a job one of these talented folks could do and how they would do it. Do you think they would get rich? Just make do?
There are blurbs about niche industries like magic-created meals (Create food)
I personally like the Fashion spell, with Fashion professional skill. Since the spell says that only the appearance changes, that means that some cheap, but well-made jeans and tee-shirts could become a fabulously valuable couture ensemble. A big benefit is that they would be wash-and-wear. Most high-end designer dresses (according to my wife) cannot be washed without ruining them. They have a limited dry-cleaning life, then *pfft*, total loss.
This fashion mage could conceivably become very rich if he made a name for himself on the high-end. He could probably also make a decent living doing mid-cost knock-offs of major designers. "I can get you the very same thing, that will last a long time, for a tenth the cost!"
What else could a motivated mage do for a living?
Thorguild
Another promising job is Pathologist.
A mage with high Assensing could detect and identify diseases with about 4 success. Since all you have to do is sit and look at the patient, your costs would be very low.
Thorguild
A had a character from a corp background and a smart/wealthy independent family. His sister was a wagemage researcher for a corporation, brilliant and scientifically inclined, in part due to the influence of her mentor spirit(artificer, i think) who landed her childhood dream job.
She works as a low earth orbit mana researcher. In the sweet spot just low enough where mages don't go bonkers while busting out important projects, and high enough up to cut down on ambient mana levels contaminating precise lab results.
Another mage I played used their her as a mystic adept to be an absolutely stellar artist. One of her favorite pieces involved showing mundanes how beautfil the astral world is in watercolor, paintings, sketches and the like.
She was also surprisingly useful to the team due to various detection/mapping spells, and two kinds of adept-enabled literally perfect memory that were compatable with the spells. She was in the shadows for other reasons, but could probably have made decent money with those talents.
well you have the generic, Doctor, Researcher, and or artist, but the mage i played a few times was a Popstar, he used some indirect combat spells and illusion spells to stun audiences, (he was a HUGE HIT), .. also some Mob mood helped :3 bwahaha
oh yea, and with the new traditions comes new job, IE Christian theurgy could be priests, bishops, high priests, and the like.
1. A mage could make a decent mechanic with a talent to just "magically fix" anything. Maybe his employer doesn't even know about that.
2. A mage could also be a really versatile artist. With some indirect elemental spells he could work on his some materials to shape them or give them unique colors. Also he could use Shape [X] to form nice sculptures out of nowehre. Sculpting the asphalt in the middle of the street, a wall of a corporate building or whatever you can think of to something beautiful. With Petrify he could even create life-like sculptures
, a little bit controversial but so what? ![]()
There was a thread a while ago about construction materials in the sixth world. I wish I could find it again. Should have bookmarked it. If anyone has it handy, please let me know.
But basically, plasteel is a really common construction material in the sixth world, and is also a metal.
So, I've considered making an Urban Mage, with Shape Metal and Shape Plastic, just because of the utility in manipulating your environment. Maybe wood or glass also thrown in there.
This concept could pretty easily be repurposed to a Public Artist/Vandal type deal, though.
Engineering
as we all know, the big money is in energy. Oil, nowadays.
-Quickening an [Element] Wall spell of Fire will power a thermal heat engine forever.
-Quickening a Levitate spell, where the levitated object is an iron block moving around in a donut shaped magnet coil. If you need a boost, tell your spirit to use Movement on the block.
-Water based spells can provide unlimited fountains in Africa.
-Civil engineering: There's a structure enhancing spell, which can be quickened to about anything. Makes buildings super light. Until some evil terrorist mage dispells it.
Terrorist Mage!
Levitating things into buildings.
Regarding Fashion, I'd think Illusion spells would be a lot more useful than transmutation in that regard.
I mean, sure, fashion can alter clothes, but if you're in the business of tailoring.... being able to SHOW someone what the clothes they interested in getting made LOOK, fit and FEEL like is immeasurable. Especially since you can adjust the spell on the fly as they consider options.
Like, say, wedding dresses. Do you know how much planning goes into those? How much do you think people would pay for a 'try before you buy' program?
Bunch of good replies, folks. Keep it up!
Makki, you made some great ones. I wondered how an eternal spring would work too. I figured that most GM's would put the kibosh on it without even pausing, but I love the idea.
A post on another thread I also loved was about summoning a spirit and telling it to use its movement power on a commercial plane. A force 5 spirit turns a 400 MPH flight into a 2000 MPH flight. That's NY to Tokyo in 3.5 hours. My son and I both wonder at what rate you use fuel.
Thorguild
On Movement, any decent military would have that on every billion dollar ship. An aircraft carrier strike force cruises at 20-25 knots. How about making that 100?
Thorguild
Apropos of perpetual motion: it seems you can get infinite energy that way, but from the fluff standpoint, wouldn't it burn mana? Maybe giving the area a negative background count, or even lowering the global mana level if used excessively.
Magical Healer
Massage Therapist ![]()
Sex-worker (Orgasm without touching!)
Hairdresser
Courier, what with all the spirits that can help.
Special effects artist for sim and trid.
Spy, how do spells like read mind or whatever wori from the astral anyway?
Security for Urban Brawl, Combat Biker, the Olympics, etc.
Archaeologist, think Indiana Jones.
The world's best porn producer. Between Orgasm/Orgy, some manipulation magic, and a general focus on illusions, you can eliminate all manner of editing work and get more out of your talent than even the talent thought possible. Even better yet, your talent can be healthier thanks to in-depth astral scans and the use of various healing magics.
Create and sell awakened drugs.
Curing hangovers and the common cold.
Making people look good in an instant.
Instant Wardrobe. Searching for lost stuff.
Convenience Jobs that ain't too illegal and are highly sought after.
What about private detective?
Between clairvoyance, clariaudiance, Find, Catalog, and so forth, a mage could locate almost anything or anyone.
"I can't find my car keys"
"Try the potted plant by the front door."
"Thanks!"
"That'll be 500
"
One idea that I've been pondering is "metaplanar tour guide", using an invoked Guidance Spirit. Public safaris during the day, "private" ones for corp or runner teams needing quests at night.
The one part I wasn't sure about was how long mundanes can safely project, since they have a Magic attribute of 0. Do they need to be back to their bodies within an hour, or does exposure to an astral gateway effectively kill them immediately?
I once had a Nartaki mage who was a mechanic: Fix, Levitate, Analyze Device, Light, Magic Fingers. Add Fashion and Fling (I know, I know, suboptimal; choice was for RP reasons), and that, IIRC, was her starting spell list. Magic 6, Spellcasting 6 (+2 manipulation after the first run), and Mentor Spirit: Dragon. Surprisingly effective, especially after Glitter learned just why the other mage(s) in the team had Increase Reflexes and Heal.
Fun times, fun times.
All I can think of saying ins Harry Dresden (mainly because I'm re-re-reading the series)
In the NAN I think teaching would be one of the more common professions as shamans would have the best understanding of the cultural heritage of their tribes.
I think there's a big problem for mages jobs: most people fear and distrust magic. And I can see why the corps would prefer to keep the masses away from mages: mages services can't be mass-produced, and there are little to no barrier to entry (you have to be a mage, to know how to cast spells/summon and know the spells).
Sure there can be a few things corps can do, like patent spell formulas, but that's not enough. Making the population fear magic is a better option. This way, people will only trust mages with a certification from a corporation. Incidents involving an uncertified mage will make the news, and in the end magic services will be controlled by corporations.
Illusion spells are very useful for design prototyping.
Bye
Thanee
What about the Shapechange spell. Talk about something people would pay for.
"You dream of flying? Ok, close your eyes and hold your breath. There. Now fly mister eagle. You've got an hour. That'll be 500 nuyen please."
or
"You've got ebola? Guess what? There's no duck form of ebola. Poof. You're a duck. Relax for a few days til we're sure it's gone. That'll be 5000 nuyen please."
or
"Scuba lessons? You don't need no scuba lessons. Hop in the water. Poof. You're a shark. Have fun."
etc, etc, etc
http://harpers.org/archive/2008/06/0082063
I once had a character that was Baleful polymorphed into a small furry critter at the beginning of a fight. The rest of the group assumed I would just roll up another character, as in that fight they had gotten their asses handed to them and had to teleport away and leave me there, asumed dead. Adding insult to injury, they managed to take the time to grab my pack full of stuff rather than grab me, which wasn't surprising as my character was a bit obnoxious and had provoked the fight by insulting the NPC who I knew was much more powerful than we were.
But in the confusion as they left i was able to sneak away, and as I was a psion, the change in form wasn't as devastating to me as it could have been otherwise. The game took place before the spell was erratad to lose your special abilities including class features, so i couls still manifest powers. I had just enough xp to level up, and took a level in Thrallerd, which i had planned on doing anyway.
The next gaming session I brought my new wizard character into the group, and it took about two months before they figured out that my psion was the wizard's familiar, and the wizard was my Thrall. Aoiding people with True Seeing was the hardest thing.
Not sure if it was mentioned yet but there's a good bit in Vice about most of the horishi for the yakuza being mages w/ quickening. Seems like it would be a good fit for a non-gumi tattoo artist as well.
We once had a BBEG, who was a general of an extraplanar invading army and whose name we did not know, polymorphed into a chicken.
Well, his further fate had his name established as Tso.
Any Magician with a Heal, an Anti-Toxin or a Cure Disease spell will always have a better than decent living as a portable med center.
My current mage Martin Miggs has a shingle (an excellent forgery) that allows him to be a Magical Healer out of his home, also thanks to a recent Run involving insect spirits he's registered with the U.N. as a freelance magical investigator.
Another thing he has at his disposal is his talent with hydroponics, in addition to the 'Urban Farming' on his property he's working on growing Glowmoss for fun and profit.
This whole discussion is mentioning many of the ideas for magic in society and business covered in GURPS Technomancer. I consider it an invaluable resource (in some respects, not in others) for an urban fantasy campaign. It's out of print, if anyone's looking for it, but for sale at like $8 from Steve Jackson Games online (e23) in PDF format. I might also recommend Dreaming Cities (Tri-Stat), but GURPS Technomancer is far more comprehensive.
Well, I'm sure there's a market for mages with programming skill. Who would write the best programs and apps for mages but another awakened? Also, someone needs to digitally store all those spell formulae.
Firefighters would also benefit greatly from an awakened team member.
The cool thing about being a magician is you don't need a job. My favourite magician build was a Black Magician who ran away from the circus. He had a street lifestyle, a sweet highly modified Thundercloud Contrail with tricked out security and shielded smuggling compartments to keep his gear in. He specialised in illusion and busked for cash, skimming people's minds for what they wanted to see and providing those illusions. He could clean and fashion his clothes with magic (travel light), change his hair colour just by running his fingers through it. Enhance Aim made him a very good knife thrower and juggler. Improved invisibility and magic fingers allowed him to steal what he wanted. Spirit powers allowed him to be hidden while he slept and travel fast and safe on his bike.
Why be a wage mage when you can be a vagabond?
Powered by Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)