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 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. | |
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caret-right | Backstock | Refill resources anywhere. |
caret-right | Debtor | Borrow Dosh on demand. |
caret-right | Fat Wallet | Carry more Dosh. |
caret-right | Insurance | Pain makes payouts. |
caret-right | Investiture | Boost bases' Economy. |
Utility | plus-circleAppraisal: 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. | |
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Protection | plus-circleGreed: Nothing can get between you and your stuff. You are completely immune to the Deprived condition from any source. | |
Condition | Explanation | |
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broken-bottle | Deprived | minus-circle Cannot use/spend resources. minus-circle Cannot use any ability that requires unspent resources. |
Utility | plus-circleRefiller: 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. minus-circleFiller's Fee: Restoring a point to any resource costs 1 Dosh. |
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Utility | plus-circleCharge 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. minus-circleStrings 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. minus-circleDropping 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. minus-circleExit Fee: Adventurers with Debt items in their inventory cannot be retired until they get rid of them. |
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Utility | plus-circleSide 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”). minus-circleMerchant 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. minus-circleDeath 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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Utility | plus-circleGranny Hogg: You can store up to 10 Dosh in a single inventory slot instead of the normal limit of 5. | |
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Utility | plus-circleRecompense: 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. plus-circleFirst 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. plus-circleDismemberment Claims: If you get an injury, you immediately gain 1 Dosh automatically. plus-circleInsurance Fraud: The exact circumstances that caused you to get hurt are irrelevant. You get paid even if it wasn't really an accident. |
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caret-right | Alternative | plus-circleExtra Beneficiaries: You can also take out insurance policies on your teammates, resulting in Dosh payouts to yourself when they get hurt. minus-circleShort-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. minus-circleFee: 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. |
Utility | plus-circleSTONKS: 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. minus-circleLimits: 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. |
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caret-right | Alternative | plus-circleTo the MOOOOON: You can choose to increase an affected base's Economy rating even further. minus-circleSupplies: For every +1 you wish to add to a base's Economy rating beyond the standard +1, you must spend 5 Supplies. minus-circleShort-Term: Additional Economy created by spending Supplies disappears at the end of the current session. |