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Merchant
These are the traders and merchants of Barsaive. The first Merchant adepts were created in Thera when Thera
began expanding its horizons. The Merchant's original aim was to expand trade for the Theran empire so it could
collect the Orichalcum it needed. As time went on though the merchants split up and formed guilds in large cities
and began competing with each other for a new goal, the personal expansion of wealth and power. Today merchant
adepts can be found everywhere. They keep their identity secret, as some people find their goals distastful, and
others would be on their guard if they knew who they were making a deal with.
The merchant sees the world as a collection of things that may be his. Everything has a price, and no price
is set. Merchants are convinced that everybody may be wanting to rip them off and are alway on their guard for
thieves and con men. A merchant is also always seeking to better himself in some way, or to better his guild (which
indirectly gives him more power). Merchant adepts very often quest for Chorolis in favor of all other Passions.
- Important Attributes:
- Charisma and Perception
- Racial Restrictions:
- None
- Artisan Skill:
- Robe Embroidery, Sculpting
- Karma Ritual:
- The Merchant takes a small bauble of some sort. He then meditates on the baubles worth and what its value to
others might be. The Merchant then uses one of his talents to sell it another name giver, usually for twice its
worth. The bauble can be worth no more than one silver.

*: denotes Discipline Talent

First Circle
Talents
* First Impression
Karma Ritual
Melee Weapon
Read Write Language
Taunt
Avoid Blow
Second Circle
Talents
Durability (6/5)
* Speak Language
* Haggle
Third Circle
Talents
Disguise Self
* Winning Smile
Fourth Circle
- Social Defense:
- +1 Social Defense
Talents
* Thread Weaving (Trade weaving)
Abate Curse
Fifth Circle
- Spell Defense:
- +1 Spell Defense
Talents
Sixth Circle
- Karma:
- Karma on Willpower
Talents
Resist Taunt
Engaging Banter
Seventh Circle
- Social Defense:
- +1 Social Defense
Talents
Conceal Weapon
* Lasting Impression
Eithth Circle
- Spell Defense:
- +1 Spell Defense
Talents
Ninth Circle
- Social Defense:
- +1 Social Defense
- Appraisal:
- By spending 2 strain, and rolling their half magic (perception) plus a point of karma. A Merchant adept can
gain information about an item or weapon. Target number the items spell defense. Average Success gives monetary
value, good: tells if the item is magic or not, excelent: Gives the first key knowledge of the item
Talents
Gold Sense
* True Sight
Fast Hand
Tenth Circle
- Spell Defense:
- +1 Spell Defense
- Karma:
- Karma on Charisma
Talents
Safe Thought
* Slough Blame

Merchant Talent
Return to Guild

Credits
The Merchant was created by Mike Boaz (mash@bev.net), NOT James Maschwattever.

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