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What's It Like As a Wagemage?

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Mirikon

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« Reply #15 on: <12-02-15/2310:01> »
There is some talk about how corp life is for mages in Street Magic, as I recall. You'd probably find more info in the older magic sourcebooks, too.
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Senko

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« Reply #16 on: <12-04-15/1828:13> »
So moving away from the actual jobs and being aware there'd be a top/bottom end what do people think the conditions for an average wage mage would be?

Would they work a 6 hour day, a 8, a 10, a 12, 24 hours with 8 hour sleep section and then a 24 hour break before the next shift? Would they have a 20 hour week, a 40 a 60+? Do they get a corporate car, games and other entertainment to unwind on?

If they're involved in a ritual going over 8 hours do they get a mandated 24 hour break before returning to work and a 48 hour one for rituals going over 12 hours.

Is there a hard limit of 2 hours continuous astral projection then 40 minutes break?

Do they get a 30 minute lunch or an hour?

Do they get overtime for excess hours worked or time in lieu/flexible hours?

Do they get 9% superannuation and 4% pay raise each year for cost of living increases?

Do they get an indexed pension and retirement at 60?

Are they on call 24/7, do they get 4 weeks leave a year or 8?

MijRai

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« Reply #17 on: <12-04-15/1857:15> »
Magicians are valuable; you can't just train a new one, or go out and hire them easily (partially due to rarity and also Tradition meshing).  As a results, they should be getting it better than the average wageslave. 

They probably work 9 to 11 hour days on their regular schedule, 4-6 days a week, depending on their preference and what is needed (of course, the more hours you work a day, the more likely you get another day off). 

Any magicians on 24-hour duty are probably only there for a limited duration due to projects, time constraints or security concerns.  I doubt they would be getting a corporate car, but magicians likely get paid about around 80,000 nuyen for entry-level, with definite increases as experience is accrued. 

Recuperation times after long rituals are likely as well; probably not for any less than 12 hours, though. 

I doubt there is a set 'this much break after this much exertion' when it comes to the usual workday.  The megacorporations treat their wagemages well, but they're still dystopic assholes. 

An hour is likely given.  That said, working lunches are probably encouraged. 

Overtime is probable; they need them to work more to make up for their rarity, so compensating them is a must.  Flexible hours are probably a thing as well in most places. 

Pay increases might be like that; I don't have exact numbers, but of course the higher they get and the longer they're there, the more they earn. 

Retirement is very iffy.  Orks and trolls live shorter lifespans than metahumans; elves and dwarfs live significantly longer.  Who knows when they start to dip out of the workforce? 

I would say yes, mages are likely on call (even non-combat ones), and probably 4 weeks of leave with some other options thrown in there. 

Keep in mind, any of this can be taken away by their Corporation as punishment.  Maybe not blatantly, but 'sorry, we need you to pull all the late shifts' and 'your leave was denied again, sorry' are definitely possible.  'Oops, we forgot to file your overtime, we'll have accounting fix that eventually.'

The biggest thing about wagemages is their value; you need to keep them happy or they can and will go elsewhere.  There needs to be incentives to keep them around for sure.  That said, it IS a megacorporation we're talking about.  While they might have relaxed requirements, of course they'll be encouraged to do extra.  They'll use any means in the book to milk more out of them without being overtly oppressive, and one of the best ways is to make the workplace competitive.  Give the wagemage with the best production rate or newest innovations or what-have-you (maybe they geeked a 'runner who messed up their workplace) a nice bonus, a free vacation or something.  The better you perform, the more you're given.  That will push the others to want that, thus making them think it is their idea to work 12 hour shifts for 6 days a week over the course of a year just for that 7 day cruise. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Senko

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« Reply #18 on: <12-05-15/0156:00> »
I was just putting out ideas to get the ball rolling and see what people thought.

For me personally this is my standard entry level position (modified with your 80k starting value) or at least as close as I can remember when I'm away for work, there are also apprenticeships and higher level positions but this one assumes your applying for a job not training.

Required
1) Magic Licence.
2) Valid SIN (if they found you and you don't have a criminal one they may provide a limited one).
3) Proficient at one of the following summoning, enchanting, spellcasting, ritual spellcasting or assensing (Rank 4 in game terms)

Magic Licence and any other tickets required for your role must be kept current e.g. first aid, induction to a high security area etc.

Basic Conditions
Standard Hours: Flexitime between 6am and 6pm monday to Friday so long as you work a 40 hour week actual hours within this range are at your own discretion.

Lunch: 30 minute paid break.

Breaks: May be taken at own discretion within job requirements (more detailed legallese in contract but basically as long as you are there when your meant to be and get all your work done to the standards required you can watch TV, read a book, go catch a movie etc just be aware of your relaxing too much your manager will give you more work).

Pay: Base Wage of 80k with a bonus of 1% per additional field of proficiency and a bonus of 10% if you are suitably skilled in all roles e.g. if you have spellcastig and ritual spellcasting you get 80,000 + 800 = 80,800 a year, if you have all 5 categories you get a base wage of 88,000 a year (of course more experienced mages know 8,000 bonus is not worth the extra work you get assigned). In addition you receive a %4 pay rise each year to represent cost of living increases and 9% superanuation. Overtime above the 40 hour work week is paid at usual rates (double time if you can get it but most offices have an unspoken expectation you'll be putting in unpaid overtime to "look good"), shift work 6pm to 6am and weekends is paid at usual rates but compensated with extra leave time and can be used to replace the usual flexitime hours. Overtime and shift work require manegerial approval.

Leave: 4 weeks per year annual leave, 15 day's sick leave of which 6 can be taken without certification and 6 can be accrued for future illnesses, additional leave for each quarter that shift work is undertaken accures at a rate of 1.5 days' per quarter. After 10 years working for the company you receive an additional 4 weeks long service leave per year. After 30 years working for the company this increases to 8 weeks long service leave each year. A total of 1 month worth of annual and long service leave may be kept above the years accrual unless a long holiday is being planned for and managerial approval is given. Or to put it another way if your getting 2 months long service and 1 month annual leave a year you need to plan out holidays in advance for that year to use up 2 of those months then the next year you have 1 month accrued, 2 months long service and 1 month annual your holiday plans have to use up 3 of those months.

Medical: You receive full medical, dental and optical coverage but are required to maintain a certain basic level of healthiness (spelled out in more detail in the contract) as no one wants a mage keeling over of a heart attack mid ritual with checkups every 5 years, 2 years if over 40, 1 year if over 60 or have previously failed a check.

Extras:
1) You receive a company car for work purposes or annual travel pass to local transit system depending on area.
2) You are guaranteed 3 star accomodation or better if required to stay away for work + 170 nuyen a night for expenses. Accomodation must be approved and booked by management, receipt must be supplied after stay.
3) You are granted access to the common corporate spells for your duties (need to sign various non-disclosure agreements for this).
4) You agree to a full security background, physiological and pyschological examanination to determine fitness for work.
5) Standard corporate requirements e.g. no browsing porn at work, dressing respectibly, not commiting fraud or accepting bribes etc.
6) Any advances or discoveries made with corporate property (such a nice vague term considering you technically are company property as an employee) belong to the company.
7) You are guranteed 1 hour of time per normal working day (5 per week) to use the computer.
8) You get all common public holidays off or if required to work are paid at double time and a half for that day (can also take 2 and a half day's off as leave instead).
9) 1 years probationary period to determine if you are suitable extended by any holidays taken in that time frame.

MijRai

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« Reply #19 on: <12-05-15/1220:30> »
I'd honestly go with less requirements if the Megacorporation can nab them early, Senko.  They're likely to put anyone they can find into school just to get them on their side. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Senko

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« Reply #20 on: <12-05-15/1317:37> »
Keep in mind this is aimed at already qualified people so they should have rank 4 in something, will have a magical license anyway and the SIN is usually granted as long as the background checks out. There are also appreciate positions which while not as good don't require a license or proficiency. 60k base pay, no car, work to your mentors schedule, guaranteed time to study/attend training, 6 years to gain proficiency in one area and acquire your license and a guaranteed position when you do so long as you are the right tradition, aren't caught embezzling or other criminal act and so on (even if you are the wrong tradition they'll probably do a swap with someone else who had someone awaken as the wrong one e.g a Japanocorp pointing a Christian tradition mage to the Vatican in exchange for them directing Shinto makes to them).

It's more for enticing a person who's got their qualifications and is looking for work than to provide those qualifications and entice them to see how good the company is but there's plenty of the other sort too starting with young kids if they can identify potential in them.

If this were an add on a job board the very first line would read "If you have magical potential and don't think you meet the requirements for this position then click this link and apply for our apprenticeship program great pay, similar conditions and we will give you all the training, licensing and opportunities you need to qualify for a permanent position on graduation."
« Last Edit: <12-05-15/1359:12> by Senko »

psycho835

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« Reply #21 on: <12-06-15/2037:20> »
I don't believe that license would be an issue. I'm sure that a megacorp would happily supply you with all necessary permits, a SIN, and any other paperwork in order to get their hands on a new magician. Hell, they would probably make any legal issues with unlicensed magic use go away, unless it's something really nasty - we wouldn't want anyone who could tarnish the good name of the company, right?

Senko

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« Reply #22 on: <12-06-15/2242:31> »
Maybe eligible for a license then for your world. For me if your applying for this the only reason I can see for not having a license is not having a SIN or having done something bad enough to have it revoked. If you just couldn't qualify you're looking at the apprenticeship. As I said not having a SIN they're more concerned about what crimes you may have committed and if you seem legitimate they'll 9 times in 10 provide you with a limited Corp one. However in that case there's a good chance you'll be recruited in a different way since your not likely to be browsing the Corp job postings and may not even be able to read or access the net.
« Last Edit: <12-06-15/2245:27> by Senko »

Strill

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« Reply #23 on: <12-06-15/2245:16> »
What might a corp require that could piss off a wagemage? What might make them become a shadowrunner?

MijRai

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« Reply #24 on: <12-07-15/0001:54> »
That's easy; something that offends their morals.  Discovering cybermantic rituals, abusing the environment, killing their family...  The list is as long as bad things Megacorporations do. 
Would you want to go into a place where the resident had a drum-fed shotgun and can see in the dark?

Senko

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« Reply #25 on: <12-07-15/0117:09> »
Which doesn't even consider the personal double crosses, scapegoating, other people taking credit for ideas, discrimination based on sex/metatype, better offers, Being in the wrong place at the wrong time.

Anyone else want to offer up job conditions for a mage?

Marcus

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« Reply #26 on: <12-07-15/2100:13> »
What might a corp require that could piss off a wagemage? What might make them become a shadowrunner?

Too the first all the normal thing that drives peeps away from companies now in real life, spanning from petty personal shit, to serious legal violations. Too the second, deciding to run the shadows is more complicated, Mages have an easier time of it then some, as they just need learn some spells, and some new skill, attune a focus or two and can skip all the surgeries. But that's gotta be the more interest part of the equation. Why doesn't the mage just swap corporate masters? Blacklisted? Fed up with corporate life? Out for Revenge? Trying to help <insert person, place or thing>? Got Religion? Saw something (Shadiem, Bug Spirits, other supernatural threat?)
 
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