Friday, April 26, 2019

Chalice World Commonwealth Jobs

Base Pay $800/Month based on TL 4

  
Job Quality
Status Level
Monthly Income
Daily Average
Hourly Average
Poor
 -2
 $160
 $6
 $0.80
Struggling
 -1
 $400
 $16
$2
Average
 0
 $800
 $32
$4
Comfortable
 1
 $1,600
 $64
$8
Wealthy
 2
 $4,000
 $1650
$20


Craft and Mundane Trades

Basic Labor

Generally unskilled work, typically done by minors and those seeking apprenticeships.

Craftsman, Apprentice

The apprentice is working on a specific trade and is typically taken care of by the Master Craftsman training him. Apprenticeships typically last 3 to 5 years.

Craftsman, Journeyman

After learning a trade and passing an exam a tradesperson may become a journeyman. Journeyman are responsible for their own upkeep and tools, though they typically work in the shop or under the supervision of a Master Craftsman. A journeyman can test to become a master craftsman after serving as a journeyman for 3 to 4 years. Even especially adept students who could pass the test sooner are generally required to serve this time in order to pay off the expenses and time spent on them by their master. Also during this time they are working on their reputation for when they become a master.

Craftsman, Master

Master craftsman almost always have their own shop, though some may work as foreman in a larger shop or under a renowned master.

Craftsman, Renowned

These craftsman are famous for their skills and are generally only found in major cities.They typically have long waiting lines for their goods.

Agriculture

Agriculture is buttressed by magic and excellent transportation services. It offers less upward mobility compared to the skilled trades but pay is decent in an effort to offset the desirability of the more urban jobs. Most farms do not have their own mage, instead a town mage covers all the farms surrounding the town.
Landowners and Skilled Mages: Comfortable
Foreman, animal handlers, and apprentice mages: Average
Standard laborers and unskilled mages: Struggling

Transportation

Wagon Handlers

Average
Most wagon traffic is hauling product from farms to villages and small towns. The typical wagon handler owns and takes care of their own wagon.

Carriage Drivers and Guards

Average
Carriages are primarily for personal transportation in the larger towns and cities, and from some rail depots to nearby towns. In town there is typically just a driver, but between towns a guard who doubles as porter is usually added. They typically do not travel all night and will stop at Inns to rest the horses and passengers.

Railroad Jobs

Railroads are run by the dwarves, though they hire porters from other races. They run between cities and also stop at smaller towns along the route, though only for short times.
Engine Crew: $1,600/month (Average wealth, special skills typical of all dwarves)
Porters: Average
Depot Crew: Average
Depot Chief: Comfortable

Shipping

Most shipping is along the coast, though there are some river trips.
Ship Captain: Wealthy
Ships Officers: Comfortable
Ships Crew  Average
River Captain: Comfortable
River Boats Officers: Average
River Boats Crew: Struggling

Urban Management

Mayor, City: Wealthy
Mayor, Town: Comfortable
Mayor, Village: Average.
City Council: Comfortable
Town Council: Average


Monday, April 22, 2019

GURPS Bricks, Comparative Damage


 The ability to withstand damage is a staple of the classic brick class and, specially online I hear a lot of people saying its impossible to build an effective brick because its too hard to have good defenses.
Most of the time people are primarily looking at DR and what I consider one of the most effective defenses (other than avoid being hit) gets ignore or dismissed.  So here are some charts breakind down damage taken based on the defense chosen.

Here are some breakdowns of damage taken per hit for various weapons on an average damage roll.

Weapon
[50]
IT:DR/2
DR 10
[75]
IT:DR/3
DR 15
[100]
IT:DR/4
DR 20
[125]
IT:DR/5
DR 25
[150]
IT:DR/10
DR 30
[175]
IT:DR/15
DR 35
[200]
IT:DR/20
DR 40
[225]
IT:DR/30
DR 45
[250]
IT:DR/50
DR 50
Auto Pistol, .44M (3d p++) 10.5
6
0.5
3.5
0
2.5
0
2
0
1
0
1
0
1
0
1
0
1
0
Auto Pistol, 9mm (2d+pi) 7
4
0
 3
0
 2
0
 2
0
1
0
1
0

1
0
1
0
1
0
PDW, 4.6mm (4d(3) pi-) 14
7
11
5
9
4
7
3
5
2
4
1
2
1
1
1
0
1
0
Assault Carbine, 5.56mm (4d+2 pi) 16
8
6
6
1
4
0
4
0
2
0
1
0
1
0
1
0
1
0
Sniper Rifle, .338 (9d+1 pi) 32.5
17
22
11
17
8
12
7
7
 4
2
3
0
2
0
1
0
1
0
 10d
35
 18
25
 12
20
 9
15
 7
10
 4
5
 3
0
 2
0
 2
0
 1
0
 15d
52.5
 26
42
 18
37
 13
32
 11
27
 6
22
 4
17
 3
12
 2
7
 1
2

One thing not to overlook is straight DR is more swingy, the numbers above are based on average damage, A low roll is less likely to penetrate DR and a roll just a little above average can go from no damage to very serious damage in several cases.

 Matching Offense vs. Defense (Innate Attack of same points as defense).

Attack
[50]
IT:DR/2
DR 10
[75]
IT:DR/3
DR 15
[100]
IT:DR/4
DR 20
[125]
IT:DR/5
DR 25
[150]
IT:DR/10
DR 30
[175]
IT:DR/15
DR 35
[200]
IT:DR/20
DR 40
[225]
IT:DR/30
DR 45
[250]
IT:DR/50
DR 50
10d 
35
 18
25
12
20
 9
15
7
10
 4
5
 3
0
 2
0
 2
0
 1
0
15d 52.5
 26
42
 18
37
 13
32
 11
27
 6
22
 4
17

 3
12
 2
7
 1
2
20d
70
35
60
24
55
18
50
14
45
7
40
5
35
4
30
3
25
2
20
25d
87

43
77
29
72
22
67
18
62
9
57
6
52
5
47
3
42
2
37
30d
105

52
95
35
90
27
85
21
80
11
75
7
70
6
65
4
60
3
55
35d
122

61
112
 41
107
31
102
25
97
13
92
9
87

 7
82
4
77
3
72
 40d
140

 70
130
47
125
35
120
 28
115
14
110
10
105
7
100
5
95
3
90

Attack
[50]
IT:DR/2
DR 10
[75]
IT:DR/3
DR 15
[100]
IT:DR/4
DR 20
[125]
IT:DR/5
DR 25
[150]
IT:DR/10
DR 30
[175]
IT:DR/15
DR 35
[200]
IT:DR/20
DR 40
[225]
IT:DR/30
DR 45
[250]
IT:DR/50
DR 50
45d
157

79
147
53
142
40
137
32
132
16
127
11
122
8
117
6
112
4
107
50d
175
88
165
59
160
44
155
35
150
18
145
12
140
9
135
6
130
4
125


The above chart compares damage taken with a standard innate attack based on the same points. The green text indicates exact matches. Armor Piercing will lower the DR so be less effective overall but more effective vs. armor piercing attacks than DR that is not hardened. Once you can purchase IT:DR it is more effective against the same level of attack than DR, though DR may be more effective against weaker attacks. This is especially true as normal IT:DR rounds up and always has a minimum of 1 damage getting through unless its enhanced. Obviously no damage is better than 1 damage so with weaker attacks DR is generally preferable, however if your goal is to be impressive on defense IT:DR is more effective against higher damage.
Also, it looks more heroic when you fight through wounds than if you just casually ignore whats thrown at you!

Another comparison would be DR vs. IT:DR with the Cosmic no minimum damage enhancement. But that shall be another post!