Profession: Money Lender - Is it possible?

One of the guys in the Calgary Chapyer is planning on something similar. He wants to open a bank or safety deposit's in the Earth Circle. A few people often leave important things with him since he manages the circle, and we run off to fight.

We've only just been discuccing how to pull it off, and we're trying not to make any issues for LOG to have to keep track of these debts. It would be totally PC run, so it would also need the backing of the Magister and Sherrif in game.
 
Ah one more thing. The closest character concept I cam up with was going to be a MWE fighter. Fighters got the most body and class was good for not much else if you're buying all craftsmen. Although I was actually going to go sword and board. You might be a non-combat character but you never know when a shield is going to come in handy.

If you plan to have mostly craftsmen, skills that let you throw money to get out of trouble could make sense: alchemy and read magic come to mind.

To me, craftsman: money lender, paw broker, etc. make the most sense. If you become a master potion brewer or whatever it has to dilute your character concept a bit because instead of being the money guy, you'd be the potion guy and the money guy.

Robb Graves said:
5) WORKING THE SYSTEM: I was originally planning on making the character an artisan but i don't know if i really want to create anything other than money. I could go MWE and get the discount on craftsman skills though. as far as class goes, assuming i don't want to be involved in combat, what class has the most potential to make money? looking at the numbers, it all depends on if i want to spend build on production or not.

Any thoughts? Is this a concept doomed to fail?

I think it would be cool, but you need some ideas to keep busy when you're not doing business since the character is not a traditional 'let's go find an adventure' concept.
 
My recommendation would be to choose rogue.

The craftsman skills would be the same no matter what, but the discounted costs for Waylay and Alchemy would come in handy.

I would be more interested in being able to spend some build on some backstabs for a dodge and some evades to help get out of the sticky situations than choosing fighter for the body.

2 stabs, 2 evades, Waylay, Archery (or OHE), Alchemy 10, then Craftsman skills onward to infinity.

Alchemy 10 and a lab would let you casually make alchemy that you could sell when needed or use to defend yourself from thieves. You could make a KILLING being that one guy with a stack of 20 Enslavement antidotes that you've been building up for a few years become necassary.

Limiting yourself to 10 would also make it more of a hobby than a true profession and would let you get down to the business of banking.

Of course, the combat skills and the alchemy are entirely optional. You could skip one, the other, or both (although I would probably pick up Waylay no matter what).

Stephen
 
One of the issues you may want to consider is whether or not this is going to be a 'fulfilling' character to play. I just mention this because I know that other players I've known who played characters who's whole point was just to 'make money' get very boring/old fairly quickly.

I'm not saying this necessarily would happen, but it's something to be aware of as a possible downside. The other piece to keep in mind is that our game is quite combat centric. Again probably not the end of the idea but its something worth factoring in.
 
Dreamingfurther said:
One of the issues you may want to consider is whether or not this is going to be a 'fulfilling' character to play. I just mention this because I know that other players I've known who played characters who's whole point was just to 'make money' get very boring/old fairly quickly.

I'm not saying this necessarily would happen, but it's something to be aware of as a possible downside. The other piece to keep in mind is that our game is quite combat centric. Again probably not the end of the idea but its something worth factoring in.

I agree. Definitely have to consider those two points.

I would play this character with a friend... that would definitely help make things more fulfilling for me.

The game is very combat heavy, but if they focused on taking a small number of skills to add at least some manner of combat effectiveness they could play. Waylay, Alchemy and Scrolls work wonders for that. If they end up being big time moneybanks, then they will have the coin to buy stacks of scrolls to carry around and light things up when they can.
 
I like the idea but just as in real life, a loan shark needs some muscle and there have to be concequences for not repaying your debt.
 
Dom said:
I like the idea but just as in real life, a loan shark needs some muscle and there have to be concequences for not repaying your debt.

Honestly, I only think that would be relevant until you reach a certain point. Once you get to the point where you are funding big ticket purchases (e.g. loans to help buyout permanence and regen cats) the risk of losing you as a funding source becomes pretty big. I dont know if people would want to take that risk.

Maybe I'm thinking too long term, but that is where I'm at.

Stephen
 
...are you suggesting that it is possible to become "too big to fail?"
 
Well I guess I will weigh in with this discussion as I have some experience.

I played a MWE templar with the following6 skills-

Two Handed Blunt (cheap 3's)
Read and Write
Read Magic- One first level celestial spell (so that way I can cast up to 5th level and BLOW stuff up with flame bolts, inconveinence with disarms, or control with pins. If given the choice I would celestial over earth just for the offense).
Legerdemain (I consider it now a waste, but I was happy I had it for the Brooklyn basement modules).
52 lvls of craftsman (Craftsman: Finds Loose Change in Couches was a favorite to roleplay).

Advice on this type of character- buy EVERYTHING, cause why not. If I saw someones neat hat I rented/bought it. I bought ALL in-game food and then re-sold it for a profit. I bought peoples times per day skills ("Slay that one for me." "Life that guy."). I bought off NPC's. If they let you work out a deal buy scrolls in bulk- I had standing orders with the Mages guild and having 50+ disarms/pins/and flamebolts (each) was lots of fun (hopefully for game balance they put a cap in place for how many scrolls the guild can make in one weekend). You will need to make special bracers to hold all of the scrolls. Hire people to find module hooks for you and then sell the hook. Hire someone to follow you around and record your deeds. Hire someone to throw a fight vs. you in a public place.

A few things I would do differently now is get Archery (instead of 2 Handed Blunt) and the ability to coat arrows/bolts with damage enhancers. Different quivers for different situations. I would NPC said chapter/use Dragon Stamps to purchase attractive magic items and then auction them off at the first PC event I play- get that monetary base going. I would hire a attractive lady to sell my food wares (it just works better).

The combat suggestions are so that you CAN play that part of the game when you want. Archery can be neat- neater still with a crossbow (as it is less "fighty" for lack of a better term). Mostly I just BS'd and then had 1 or 2 fights a day that I just went crazy on with scrolls. Gratifying and interesting- and would have been made better by the money lending aspect.

No matter what have fun!
 
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