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merchant [2020/05/08 19:30]
kyle [Customer]
merchant [2021/04/02 10:42] (current)
kyle [Debtor]
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 //Whatever secrets you uncover in advanced laboratories, buried in ancient tombs or hidden away in arcane grimoires are as nothing next to the sheer potential of straight up cash money.// //Whatever secrets you uncover in advanced laboratories, buried in ancient tombs or hidden away in arcane grimoires are as nothing next to the sheer potential of straight up cash money.//
  
-The Merchant class handles Dosh, giving more options for both obtaining and using it than simply finding it in a dungeon and carting it home. Why fight harder when you can just be rich?+The Merchant archetype handles Dosh, giving more options for both obtaining and using it than simply finding it in a dungeon and carting it home. Why fight harder OR fight smarter when you can just be rich?
  
 ^[[#Merchant]] ^^Make money, spend money. | ^[[#Merchant]] ^^Make money, spend money. |
 |{{fa>caret-right?24}} |[[#Backstock]] |Refill resources anywhere. | |{{fa>caret-right?24}} |[[#Backstock]] |Refill resources anywhere. |
-|{{fa>caret-right?24}} |[[#Customer]] |Special privileges at certain establishments. | 
 |{{fa>caret-right?24}} |[[#Debtor]] |Borrow Dosh on demand. | |{{fa>caret-right?24}} |[[#Debtor]] |Borrow Dosh on demand. |
 |{{fa>caret-right?24}} |[[#Fat Wallet]] |Carry more Dosh. | |{{fa>caret-right?24}} |[[#Fat Wallet]] |Carry more Dosh. |
 |{{fa>caret-right?24}} |[[#Insurance]] |Pain makes payouts. | |{{fa>caret-right?24}} |[[#Insurance]] |Pain makes payouts. |
-^[[#Enterprises]] ||Curio Shop \\ Goblin Market \\ Keystone Bazaar \\ Merchant School |+|{{fa>caret-right?24}} |[[#Investiture]] |Boost bases' Economy. | 
 +^ ^^^
  
 ====== Merchant ====== ====== Merchant ======
  
 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Salesman:** You never fail to find a buyer and no longer need to roll to sell keystones so long as you're in civilization somewhere. \\ \\ {{fa>plus-circle?24&align=left}}**Broker:** You may freely sell things for your allies. If an ally tries and fails to sell something, you cannot sell it for them (sale attempts can be made only once per session as normal). +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Appraisal:** You know the value of your goods and may roll to determine the value of treasure items when you acquire them instead of when you sell them. This allows you to prioritize the more valuable ones if you need to drop any weight. |
-^ ^^^ +
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Appraisal:** You know the value of your goods and may roll to determine the value of treasure items (1-3 Dosh) when you acquire them instead of when you sell them. This allows you to prioritize the more valuable ones if you need to drop any weight. |+
 ^ ^^^ ^ ^^^
 ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Greed:** Nothing can get between you and your stuff. You are completely immune to the Deprived condition from any source. | ^{{ra>eye-shield?48|Protection}} ||{{fa>plus-circle?24&align=left}}**Greed:** Nothing can get between you and your stuff. You are completely immune to the Deprived condition from any source. |
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 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Refiller:** You can restore 1 point to any resource (Provisions, Supplies, Mojo) by spending a procedure picking through your stock, even if you're nowhere near civilization when you do so. \\ \\ {{fa>minus-circle?24&align=left}}**Filler's Fee:** Restoring a point to any resource costs 1 Dosh.  | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Refiller:** You can restore 1 point to any resource (Provisions, Supplies, Mojo) by spending a procedure picking through your stock, even if you're nowhere near civilization when you do so. \\ \\ {{fa>minus-circle?24&align=left}}**Filler's Fee:** Restoring a point to any resource costs 1 Dosh.  |
-^ ^^^ 
- 
-====== Customer ====== 
- 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**What You Got in the Back:** When you go to a Curio Shop establishment for the first time during a session, an additional two random keystones are rolled up and available for sale (for a total of five). \\ \\ {{fa>minus-circle?24&align=left}}**Only So Much Stock:** No matter how many visitors with this ability visit a Curio Shop, the maximum number of random keystones is 5. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Like Tears in Rain:** When you patronize a Goblin Market establishment, you get 4 Dosh per XP lost instead of the normal 3. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Bargain Hunter:** When you look for a specific keystone at a Keystone Bazaar, you may roll twice for availability and pick whichever result you prefer. | 
-^ ^^^ 
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Well-Connected:** As a procedure, you may gain the benefits of having retroactively visited a Curio Shop, Goblin Market, or Keystone Bazaar even if one is not present or even exists at all in the campaign world. \\ \\ {{fa>minus-circle?24&align=left}}**Limited Use:** When using this ability to retroactively visit a market, you cannot use any of your normal special privileges at that market (more options at a Curio Shop, more Dosh from a Goblin Market, advantaged rolls at a Keystone Bazaar). \\ \\ {{fa>minus-circle?24&align=left}}**Once Per Session:** You may only retroactively visit a market once per session. | 
 ^ ^^^ ^ ^^^
  
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Charge It:** At any time you choose, you can receive 5 Dosh. You don't need to be in or near civilization to do this and it doesn't require an action or anything other than simply declaring that you are doing it. When one is as deep into finance as you are, somehow debts can be retroactively enacted. \\ \\ {{fa>minus-circle?24&align=left}}**Strings Attached:** Nothing comes for free. When you use Debtor to get instant Dosh, you also get a special "Debt" item that occupies an inventory slot. Debt can be transferred to a willing ally up to once per session per Debt but cannot be discarded. \\ \\ {{fa>minus-circle?24&align=left}}**Dropping Debt:** The only way to normally get rid of a Debt item and free up the inventory slot it is currently occupying is to pay it off by spending 5 Dosh. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Charge It:** At any time you choose, you can receive 5 Dosh. You don't need to be in or near civilization to do this and it doesn't require an action or anything other than simply declaring that you are doing it. When one is as deep into finance as you are, somehow debts can be retroactively enacted. \\ \\ {{fa>minus-circle?24&align=left}}**Strings Attached:** Nothing comes for free. When you use Debtor to get instant Dosh, you also get a special "Debt" item that occupies an inventory slot. Debt can be transferred to a willing ally up to once per session per Debt but cannot be discarded, destroyed by the Ruination ability from the Mordant archetype, or otherwise disposed of by any physical means. \\ \\ {{fa>minus-circle?24&align=left}}**Dropping Debt:** The only way to normally get rid of a Debt item and free up the inventory slot it is currently occupying is to pay it off by spending 5 Dosh. \\ \\ {{fa>minus-circle?24&align=left}}**Exit Fee:** Adventurers with Debt items in their inventory cannot be retired until they get rid of them. |
 ^ ^^^ ^ ^^^
 ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Side Hustle:** At the end of each session, roll a die for every Debt item you have in your inventory. If the result is 9+, the Debt is removed without having to actually pay it back (you paid it off through a side hustle or maybe some "creative accounting"). \\ \\ {{fa>minus-circle?24&align=left}}**Merchant Tricks:** Only creatures that know the Debtor ability have a chance of removing debt in this manner. If you transferred a debt to a willing ally, they have to pay it off the old-fashioned way if they want to get rid of it. \\ \\ {{fa>minus-circle?24&align=left}}**Death And Taxes:** The roll to rid yourself of a Debt item is not a trigger die and thus cannot be altered by effects that modify trigger dice. | ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Side Hustle:** At the end of each session, roll a die for every Debt item you have in your inventory. If the result is 9+, the Debt is removed without having to actually pay it back (you paid it off through a side hustle or maybe some "creative accounting"). \\ \\ {{fa>minus-circle?24&align=left}}**Merchant Tricks:** Only creatures that know the Debtor ability have a chance of removing debt in this manner. If you transferred a debt to a willing ally, they have to pay it off the old-fashioned way if they want to get rid of it. \\ \\ {{fa>minus-circle?24&align=left}}**Death And Taxes:** The roll to rid yourself of a Debt item is not a trigger die and thus cannot be altered by effects that modify trigger dice. |
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 ^ ^^^ ^ ^^^
-^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Recompense:** Adventuring is a dangerous business, so you've done the responsible thing and taken out a health insurance policy. When bad things happen to you during the course of an adventure, you have a chance to get an immediate payout in Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**First Aid Bills:** When you lose Flesh for any reason, roll a trigger die. If the result is 9+, you immediately gain 1 Dosh. If you lose multiple points of Flesh at once, roll the trigger die once for each. \\ \\ {{fa>plus-circle?24&align=left}}**Dismemberment Claims:** If you get an injury, you immediately gain 1-3 Dosh (roll randomly as if determining the value of a treasure). \\ \\ {{fa>plus-circle?24&align=left}}**Insurance Fraud:** The exact circumstances that caused you to get hurt are irrelevant. You get paid even if it wasn't really an accident. |+^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Recompense:** Adventuring is a dangerous business, so you've done the responsible thing and taken out a health insurance policy. When bad things happen to you during the course of an adventure, you have a chance to get an immediate payout in Dosh. \\ \\ {{fa>plus-circle?24&align=left}}**First Aid Bills:** When you lose Flesh for any reason, roll a trigger die. If the result is 9+, you immediately gain 1 Dosh. If you lose multiple points of Flesh at once, roll the trigger die once for each. \\ \\ {{fa>plus-circle?24&align=left}}**Dismemberment Claims:** If you get an injury, you immediately gain 1 Dosh automatically. \\ \\ {{fa>plus-circle?24&align=left}}**Insurance Fraud:** The exact circumstances that caused you to get hurt are irrelevant. You get paid even if it wasn't really an accident. |
 |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Extra Beneficiaries:** You can also take out insurance policies on your teammates, resulting in Dosh payouts to yourself when they get hurt. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Insurance policies created for other creatures only last for the duration of the current session. You must declare you are setting up these policies at the beginning of each session, and who for. You don't necessarily need to do this in-character if you'd rather that others not know about the profits you're making off their misery. \\ \\ {{fa>minus-circle?24&align=left}}**Fee:** You must pay a fee of 1 Dosh to create a temporary insurance policy for another player-controlled adventurer, and 3 Dosh to create one for a follower, hireling or other NPC. Somehow the claims adjusters just know that they're a higher-risk group. | |{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**Extra Beneficiaries:** You can also take out insurance policies on your teammates, resulting in Dosh payouts to yourself when they get hurt. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Insurance policies created for other creatures only last for the duration of the current session. You must declare you are setting up these policies at the beginning of each session, and who for. You don't necessarily need to do this in-character if you'd rather that others not know about the profits you're making off their misery. \\ \\ {{fa>minus-circle?24&align=left}}**Fee:** You must pay a fee of 1 Dosh to create a temporary insurance policy for another player-controlled adventurer, and 3 Dosh to create one for a follower, hireling or other NPC. Somehow the claims adjusters just know that they're a higher-risk group. |
 ^ ^^^ ^ ^^^
  
-====== Enterprises ======+====== Investiture ====== 
 + 
 +^ ^^^ 
 +^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**STONKS:** Any base you are in has its Economy rating increased by +1, allowing you and your teammates to make use of all of its Economy-related establishments with greater efficiency. \\ \\ {{fa>minus-circle?24&align=left}}**Limits:** This bonus only applies to bases whose level is equal to or lower than your own. The bonus does not stack with multiple creatures present that know this ability. | 
 +|{{fa>caret-right?24}} ^{{fa>star?24|Alternative}} |{{fa>plus-circle?24&align=left}}**To the MOOOOON:** You can choose to increase an affected base's Economy rating even further. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** For every +1 you wish to add to a base's Economy rating beyond the standard +1, you must spend 5 Supplies. \\ \\ {{fa>minus-circle?24&align=left}}**Short-Term:** Additional Economy created by spending Supplies disappears at the end of the current session. | 
 +^ ^^^
  
-^Curio Shop |The settlement hosts a shop that stocks many unusual things. Every session, the curio shop stocks 3 keystones from completely random classes, available for purchase for 1 Dosh each. Unbought keystones disappear and are replaced with new ones at the beginning of the next session. | 
-^Goblin Market |The merchants in a Goblin Market will trade cash and valuable trinkets for your memories (such as the smell of your childhood home or the color of your departed spouse's hair). Adventurers can chose to exchange 1 XP for 3 Dosh here. This can reduce XP to 0 but not below 0 (or in other words, you cannot actually lose a level from it). | 
-^Keystone Bazaar |All manner of keystones are for sale in the Keystone Bazaar, but finding them can be tricky. Name a class you wish to find a keystone for and roll a die to find out its price: 1-3 means that keystone is currently not available for any price, 4-6 means it is available for 5 Dosh, 7-9 means it is available for 2 Dosh, and 10+ means it is available for 1 Dosh. You are not obligated to buy a keystone if the price is too high, but the price is what it is for right now. If you purchase a keystone, purchasing another of the same type requires you to pay the next-lowest availability price (1->2->5->n/a). Availability is completely reset and re-rolled during each new session, as the flow of goods refreshes the marketplace. The die rolled to determine keystone availability is not a trigger die and cannot be manipulated via effects that change trigger dice. | 
-^Merchant School |The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Dosh each. | 
merchant.1588987832.txt.gz · Last modified: 2020/05/08 19:30 by kyle