Merchant
The dwarf blacksmith wiped the sweat from his brow and motioned the next warrior over. His thick arms glistened, and his mop of hair and thick beard were sodden. Before the defenders could repel the next wave, each sword, axe and hammer needed to be repaired. It was going to be a long shift.
Wearing his best smile, the tall man accepted the 'valuables' from the villagers and placed them in a compartment of his huge chest. It would be safe there he told them, with a careful expression of sincerity on his face. Taking their coins, he motioned to the next customer and bowed politely.
Unrolling his wares on a rug, the young elf surveyed the tavern. He had his tradesman's waiver in his pocket. No one had caught his eye as being particularly light-fingered so far. He began to hawk his goods. Fine, hand-crafted jewellery, enchantments for arms and armour. Potions to restore health, vigour and vitality. Roll up, roll up! A crowd began to form...
The merchant is an anomaly. Without him, the other classes soon run out of valuable commodities. Around him, they find themselves curiously bereft of coin... All players can learn trades and professions, but it is the Merchant that truly excels at them all. A travelling peddler, a blacksmith around which a community is formed and flourishes, a tavern cook who knows the business of every face that travels through, and the alchemist that brews the right potion for the right circumstance- all provide a service and all rely upon the other classes for their livelihood.
Role: Provider of professions- more quickly and in greater numbers than from any other class or background. Merchants are not fighters- they hire guards for that- nor are they magical in their training. What they are is deeply rooted in the everyday- concerned with profit, output, making connections and maintaining a reputation. Even more so then the Bard, the Merchant is a people person, by necessity and by professional inclination.
Professions:
Lvl 0: First Profession
Lvl 2: Second Profession
Lvl 4: Third Profession
Lvl 8: Fourth Profession
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 8: Small Polearm
Lvl 13: Dart / Shot Specialization
Lvl 15: Bastard
Armour:
Lvl 5: Padded Armour = LVL 5
Lvl 10: Light = LVL10
Lvl 20: Medium = LVL 20
Shields: None
Magic: None
Suggested Races: All
Abilities:
Lvl 2: Fair Exchange: Allows Merchant to exchange 3 materials (in any combination) that they are given for 2 materials (of the same kind) of the player’s choice, with a ‘cut’ for their services.
Lvl 4: Productive Burst: Once per day, for 1 hour, a Merchant can evoke this ability. Anything that they produce or repair from any of their known professions (potions, rations, meals, poisons and antidotes, armour or weapon repair, etc) takes half the normal time to produce, thus doubling their productivity. No reduction in materials is awarded by this ability (although other abilities may allow certain professions to reduce material expenditure- ‘Expert Leather making’, ‘Improved Forging’, etc.)
Lvl 6: Strong Box: Allows a Merchant to purchase a large communal Loot Chest with a lock already attached. It is static and cannot be moved during play. Players can put items into the Strong Box in exchange for a chitty (and a fee, naturally), or even put their own loot chests in there for added security! All rules that apply to loot chests apply to the Strong Box (trapping, enchanting, poisons, picking, etc...) Can only be opened by the Merchant.
Lvl 8: Mix & Match: allows a resourceful Merchant to use materials from a different profession to make goods, at a pinch. No more than half the mats needed to make/ repair something can be substituted for different mats. Useable once a day.
Lvl 10: Cottage Industry: Merchant can now use their Productive Burst ability 2 / day.
The dwarf blacksmith wiped the sweat from his brow and motioned the next warrior over. His thick arms glistened, and his mop of hair and thick beard were sodden. Before the defenders could repel the next wave, each sword, axe and hammer needed to be repaired. It was going to be a long shift.
Wearing his best smile, the tall man accepted the 'valuables' from the villagers and placed them in a compartment of his huge chest. It would be safe there he told them, with a careful expression of sincerity on his face. Taking their coins, he motioned to the next customer and bowed politely.
Unrolling his wares on a rug, the young elf surveyed the tavern. He had his tradesman's waiver in his pocket. No one had caught his eye as being particularly light-fingered so far. He began to hawk his goods. Fine, hand-crafted jewellery, enchantments for arms and armour. Potions to restore health, vigour and vitality. Roll up, roll up! A crowd began to form...
The merchant is an anomaly. Without him, the other classes soon run out of valuable commodities. Around him, they find themselves curiously bereft of coin... All players can learn trades and professions, but it is the Merchant that truly excels at them all. A travelling peddler, a blacksmith around which a community is formed and flourishes, a tavern cook who knows the business of every face that travels through, and the alchemist that brews the right potion for the right circumstance- all provide a service and all rely upon the other classes for their livelihood.
Role: Provider of professions- more quickly and in greater numbers than from any other class or background. Merchants are not fighters- they hire guards for that- nor are they magical in their training. What they are is deeply rooted in the everyday- concerned with profit, output, making connections and maintaining a reputation. Even more so then the Bard, the Merchant is a people person, by necessity and by professional inclination.
Professions:
Lvl 0: First Profession
Lvl 2: Second Profession
Lvl 4: Third Profession
Lvl 8: Fourth Profession
Weapons:
Free: One-Handed Short
Lvl 1: Long One-Handed
Lvl 8: Small Polearm
Lvl 13: Dart / Shot Specialization
Lvl 15: Bastard
Armour:
Lvl 5: Padded Armour = LVL 5
Lvl 10: Light = LVL10
Lvl 20: Medium = LVL 20
Shields: None
Magic: None
Suggested Races: All
Abilities:
Lvl 2: Fair Exchange: Allows Merchant to exchange 3 materials (in any combination) that they are given for 2 materials (of the same kind) of the player’s choice, with a ‘cut’ for their services.
Lvl 4: Productive Burst: Once per day, for 1 hour, a Merchant can evoke this ability. Anything that they produce or repair from any of their known professions (potions, rations, meals, poisons and antidotes, armour or weapon repair, etc) takes half the normal time to produce, thus doubling their productivity. No reduction in materials is awarded by this ability (although other abilities may allow certain professions to reduce material expenditure- ‘Expert Leather making’, ‘Improved Forging’, etc.)
Lvl 6: Strong Box: Allows a Merchant to purchase a large communal Loot Chest with a lock already attached. It is static and cannot be moved during play. Players can put items into the Strong Box in exchange for a chitty (and a fee, naturally), or even put their own loot chests in there for added security! All rules that apply to loot chests apply to the Strong Box (trapping, enchanting, poisons, picking, etc...) Can only be opened by the Merchant.
Lvl 8: Mix & Match: allows a resourceful Merchant to use materials from a different profession to make goods, at a pinch. No more than half the mats needed to make/ repair something can be substituted for different mats. Useable once a day.
Lvl 10: Cottage Industry: Merchant can now use their Productive Burst ability 2 / day.