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
Detect Weapon
* Fence

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
Graceful Exit
*Disguise Item

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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