Overview: While other Professions dabble in creation, the Trader dabbles in that abstract symbol of power, the legal tender: money. The Trader is usually associated with a Guild of sorts that provides them with a stipend and on occasion, even products for sale. The Trader’s skills at haggling does not work on everyone, but those it works on can find no fault in the method, in the clever wheeling and dealing that the Trader engages. “In trade and exchange, everyone leaves happy”, say the Traders, “but we leave happier than most”
BASIC TRADER: A first level character that chooses Trader as his first Profession receives the following:
-Learn the Guild Contract skill
-Learn the Bank Note Skill
Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.
10 Guild Contract
5 Bank Note
3 Conceal Item
7 Skillful Scrounger
Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.
5 Expert Guilder
Erudite Skills: can only be learned from select Non-player Characters.
10 Master Guilder
10 Poker Face
5 Black Marketeer
5 Information Peddler
5 Industrial Contacts
Description: You are closely associated with a Guild of merchants, allowing you leverage beyond that possessed by the average independent trader. When you are not adventuring, you tend to the Guild’s interests. This devotion is rewarded by a monthly stipend, which can be affected by world events. Being cut off from your Guild prevents you from gaining this stipend.
Usage: At the beginning of every Event, you can approach logistics to receive your stipend. Worldly events can affect the amount of this stipend but it starts at 5 GP. If you are part of a Major Guild (usually attached to a Power Group), then this stipend is increased to 10 GP — however, you must abide by the orders and restrictions of that Guild or lose your association with them.
You are considered to have the haggle skill and therefore can receive a 10% discount when buying from NPC merchants. Likewise, you can mark up your price by 10% when selling to merchants.It should be noted that merchants have the ability to deny a Trader their services if they suspect that a Trader has been abusing his Guild Contract skill.
Lastly, you can accrue Merchantile Points (“MP” or “Merch”) by performing economic transactions with other characters and recording them in your trading ledger or by performing special missions for your Guild. You may gain 1 Merch per individual character you deal with. You will be awarded Merch at the beginning of next event as your Guild tallies your transactions and awards you their favor, which can be retracted if your illicit or dishonorable activities are discovered (and if they are frowned upon). Cheating your Guild may result in all Merch being suspended and future use of this skill becoming severely limited until you are forgiven or you change Guilds.
At this current level, you may trade Merch for the following:
- 10 Merch = Gain 5 GP
- 10 Merch and 10 GP = Order a non-illicit Basic Component
- 10 Merch and X GP = Have a Basic non-illicit Item crafted and delivered to you (X = Creation Cost x3 or x2 if it is your Major Guild’s specialty). You will receive an Item Tag, you must provide any other necessary props.
To trade merch for a service, leave a note to Staff with regards to the action you wish to perform. If you have enough Merch, you will receive your due within the Moon.
Physical Representation Requirements: A merchant ledger in the form of a piece of paper with three columns –> Name (CSN); Buy/Sell plus gold amount; Service or Product exchanged. At the top left of the ledger is the Name of your Trader. At the top right is the name of their Guild. This Ledger must remain with your character card so that Logistics may record it.
Requires: Guild Contract skill
Description: Expert Guilders are adept at plying the waters of guild politics and professional ability. These competences are rewarded with a greater trust by their Guild, allowing them access to more of the Guild’s resources and a greater stipend. Unlike their lessers, they may even call upon a fellow Guilder to assist them in their endeavors and to deliver messages for them.
Usage: When you use the Haggle skill, you increase or decrease the price by 20% instead of 10%.
At this current level, you may trade Merch for the following:
- 20 Merch and 100 GP = Order a non-illicit Rare Component
- 20 Merch and X GP = Have a non-illicit Complex Item crafted and delivered to you (X = Creation Cost x3 or x2 if it is your Major Guild’s specialty). Items with intangible or rare materials cannot be ordered. You will receive an Item Tag, you must provide any other necessary props.
- 20 Merch = Have a Trader from your Major Guild arrive in Freehold to speak to you or perhaps buy some of your stock.
Furthermore, the Gather Information Feat, Suggestion Feat and the Befriend Feat only require 1 minute of conversation before they can be used. If you are under the effects of a spell that allows the use of similar effects to these feats, this skill similarly augments the usage of that spell.
Requires: Expert Guilder skill
Description: Master Guilders are the lords of their craft, granted high rank within a Guild and given their greatest trust. Not only are they well-paid by their Guild, but they also have access to the greatest resources and components — in addition to information.
Master Guilders are considered to be expensive assets although some Guild-heads will sell a Master Guilder’s contract to a different Guild or even sunder the contract altogether if a Trader is too much trouble for their organization.
Usage: Your stipend becomes 10 GP. If you are a part of a Major Guild, your stipend becomes 15 GP instead.
When you use the Haggle skill, you increase or decrease the price by 30% instead of 20%.
At this current level, you gain 1 additional Merch per person if you engage them in a large (100+ GP) transaction. Also, you may trade Merch for the following:
- 30 Merch and 750 GP= Order a non-illicit Pure Component
- 30 Merch and X GP = Have a non-illicit Erudite Item crafted and delivered to you (X = Creation Cost x3 or x2 if it is your Major Guild’s specialty). Items with intangible or rare materials cannot be ordered. You will receive an Item Tag, you must provide any other necessary props.
- 30 Merch and X GP = Order an illicit Component. It costs three times the normal amount or two times if it is your Major Guild’s specialty.
- 30 Merch = Request research from your Guild, querying contacts for their knowledge (this works similar to the Researcher skill)
Furthermore, you are only required to engage in 10 seconds of conversation before using the Gather Information Feat, Suggestion Feat and the Befriend Feat. If you are under the effects of a spell that allows the use of similar effects to these feats, this skill similarly augments the usage of that spell. Also, when you use the Gather Information skill, you may ask three questions instead of just one.
Description: With this skill, a Trader has achieved enough influence with the Iron Bank that they can now carry a Bank Note, a special writ designed by the Iron Bank and given only to worthy clients. These writs are intended to signify credit and can be used in place of coin when dealing with certain merchants. While most Traders should continue carrying coin, the greatest advantage of the Bank Note is that if you should ever be robbed, the criminals will find the Bank Note useless.
Usage: You can use a Bank Note with NPC transactions in lieu of coin. Any transaction with the Bank Note must be signed by a Staff member.
Physical Representation Requirements: Bank Note card.
Description: You have dwelt with criminals and outlaws long enough to reap the rewards. Among fences and smugglers, you have found allies that are willing to brave the laws of the land to get you the illicit goods that you desire.
The level of this skill represents the fact that it requires close association and familiarity with the underworld of Midworld, requiring special training and special exposure before it can be learned.
Usage: You can spend Merch in the following ways:
- 20 Merch and X GP = Order an illicit Component. It costs two times the normal amount.
- 20 Merch and X GP = Order a Poison or an Elementalism. It costs two times the Creation Cost.
Description: The Conceal Item skill allows you to hide the presence of an item or a small bag upon your person. Only dedicated and skilled searchers can find this concealed item or container; pickpockets and cutpurses are out of luck in that regard. Therefore, skill favored by all kinds of characters. Merchants and adventurers use it to secure their goods while smugglers and assassins use it to transport restricted or dangerous objects across checkpoints.
Usage: To use this skill, you must say “Concealing 1, Concealing 2, Concealing 3…Concealing 10″ while holding a pouch no bigger than your head or an item no bigger than a dagger, making it the target of this skill. You can only have one such item on your person as a target at a time and an item loses the protection of this skill if it ever leaves your person in any way.
While the target of this skill is on your person, all uses of the Cut Purse skill are countered; when a Game Marshall or Staff member approaches you on the behalf of a would-be thief, they cannot take the target of this skill or its contents.
Similarly, when a character attempts to loot your body with the Search action, he or she cannot find the target of this skill or its contents. The “Thorough Search” function of the Skillful Scrounger skill defeats Conceal item.
Description: Used by spies and other deceivers across Midworld, this skill can not only mask one’s true physical identity but also one’s
true mental identity. A character with this skill can actually fall into their designated role, viewing themselves as the persona that they are using to hide from others.
Usage: While wearing accessories or make-up that partially or completely conceals your facial features (i.e. tattoos, a mask, etc), you gain the benefits of this skill:
– With this skill, you may put on a cosmetic disguise, masking yourself as a member of your own Race and Sub-Race, not a different race. Sense Deception can penetrate this disguise.
– When another character is using a Feat or Spell to directly determine your true identity (e.g. Gather Information), your current guise is considered to be your true identity and your current guise’s name is considered to be your true name.
– If someone attempts to use Sense Deception or a similar effect that can specifically determine whether someone is disguised or not, you may say “Disguise” and spend 2 SP in order to negate the attempt altogether. You must clarify to the enquirer that they are unable find out whether this is your true form or not… furthermore, they cannot try again until the current Period has passed.
– If someone attempts the above and you spend 0 SP, they know that you are Disguised but they do not know your true guise.
Special Note: If a character wears a disguise without using this skill, he or she has no protection against Feats and Spells that can determine his or her true identity.
Physical Representation Requirements: Make-up and costuming attire for the disguise.
Description: You have palavered with the artisans and craftsmen of Freehold for days and weeks. This familiarity and good reputation pays off for you when you commission the creation of various items for yourself or your clients.
Usage: You can spend Merch in the following ways:
- 20 Merch and X GP = Order the creation and delivery of a Weapon, Armor, Talisman, Remedy or a Device. It costs two times the Creation Cost.
Description: Knowledge and gossip are more than mere words and ideas, you have recognized the power they contain. Thus, you have spent wealth and time in forming a web of contacts among scholars and rumormongers. This skill represents the fruition of your efforts and the start of your career as a merchant of secrets.
Usage: You can spend Merch in the following ways:
- 20 Merch = Request research from your Guild, querying contacts for their knowledge (this works similar to the Researcher skill)
- 20 Merch and X GP = Order the creation and delivery of a Wyrdic Cipher. This costs three times the amount of gold it would normally take to create it.
Description: You are proficient in the ways of gossip and rumor. Not only do you have the necessary contacts and talents to find out about the latest hearsay, but you can make rumors of your own. Some rumors may reveal the presence of buried treasure in the woods while others might be the rumblings of a future conflict.
Usage: Once per period, you may use Rumormonger to pick, read and then return a rumor from the Rumor Box. Alternatively, you may plant a rumor instead, writing it down on parchment paper and then placing it in the Rumor Box.
You need the presence and guidance of a Staff member to perform this skill.
Description: You are fluent in many tongues, a useful talent in trade and in lore-seeking. Because you understand the root of tongues, language is only a scant barrier to you, a difficulty easily hurdled.
Usage: With this skill, you are able to understand and speak in all common and uncommon languages except for the Forbidden and the Forgotten tongues. You can read the following tongues (as well as any other languages after GM clarification):
- Wyrd-Spiel—the world-tongue and all of its variants
- Ark-tongue – the language of the heavens
- Rune-speak – the language of Dwarves and Giants
- Aetherese – the language of Gnomes and the Aether
- Shensai – the language of isolated Kenrei
With this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking this skill. There do exist spells and abilities that breach the defenses of this skill, but so far, they are not known.
Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke this skill to avoid answering the question.
Usage: Whenever someone uses Sense Deception or a similar Feat or Spell, you can respond to it by saying “Poker Face! Clarify: you cannot tell if I am lying”. There are spells and abilities that breach the defenses of this skill, but they are rare and difficult to find and learn.
Similarly, when someone attempts to use the Gather Information feat on you (or similar effects), you may block their attempt to collect your secrets by saying “Poker Face”.
Description: One of the primary acquisition skills of any character, this skill represents training and experience in searching a body or container for any item of value. Survivalists, scavengers and criminal types are common users of this skill although it can be found among the forces of law and order and among adventurers.
Usage: With this skill, you can perform the following actions on a fallen enemy, a container or a place where you think a trap is located (a doorway or a tree).
– After 60 seconds of searching (“Searching 1, Searching 2…Searching 60”), you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
– After 10 seconds of searching(“Searching 1, Searching 2…Searching 10”), you can invoke a “Quick Search” which will yield one item from the target’s person, chosen at random.
– After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an Object or a Door is trapped or not.
Special Note: Without this skill, performing a search always requires 60 seconds and never reveals Concealed items.
Description: Many Traders find it useful to have a place to set shop, whether temporary or permanent. Having a shop or a store allows a Trader visibility, so that customers and clients can find them and engage in business. A shop also allows a Trader a place to set their wares down not merely for the perusal of their clientele but also for purpose of security — theft and distrust are a Trader’s greatest enemies after all.
Usage: Items that are beneath the table and shop sign and covered by white cloth are considered to be out of game, put away within a safe storage space. They cannot be stolen from nor broken except by exceptional circumstances.
Furthermore, having a Store-front for an entire month credits you 5 Merch (this should be noted in your Ledger).
Physical Representation Requirements: A table, a shop sign and a square of white cloth (maximum of 3 feet x 3 feet) tagged with clarifying information.
Description: Through long hours of training or perhaps through a penchant for stubbornness, your mind can break free of outside influences. With this skill, you have an easier time than others when seeing through the manipulation of others.
Usage: Charm effects with a duration such as (Pacify, Taunt or, Befriend) only affect you for half the duration, rounding up. When the effect would end, say “Willpower”. However, Willpower will not reduce a Charm effect that has already been reduced.
Like most skills, Willpower does not cost SP to use. You may use this skill as many times as you need.
TRADER FEAT LIST:
Build Cost: Each feat costs 5 build to learn.
Description: The staple of the charming rake and the charismatic scoundrel, the Befriend feat allows a character to
temporarily get into the good graces of another character. This feat mixes charm, grace, wit and charisma to befuddle another character into good-will and friendliness. The effect is as mystifying as it is useful, allowing an otherwise untrustworthy individual into the trust of those who don’t have the sense or the training to know better.
Usage: After 5 minutes of conversing with a target that is not engaging you in combat, spend 1 SP and then say “Befriend 100”. Your target must be within a one-handed weapon’s reach of you or closer. Clarify the effects of being Befriended, if necessary.
— Cannot Attack You: A Befriended character will not attack you unless attacked or injured by you or your allies first (this prematurely breaks the effect).
— Not Mind-Controlled: A Befriended character is not mind-controlled; they retain their free will and personality, they will not attack their friends or risk personal danger for you.
— Answer Questions: If you question a character you’ve befriended, they will answer to the best of their ability although they may lie if they feel the need to do so.
— After-effect: After Befriend’s duration runs out and is not prematurely broken, your target will still be friendly to you. However, they are no longer restricted in their actions toward you.
Description: Even the most bloodied, vicious killer understands the need for peace and the need for peace. Through willpower and spiritual energy, a Trader can instill a tranquility unto a nearby target. This is best used by a Trader to prevent a target from assaulting his friends or to tactically remove someone from retaliation in order to prepare for his destruction.
Usage: To use this feat, spend 1 SP and say “Diplomacy! Pacify 30!” to a Mortal (i.e. a Human, Dwarf, Elf, Troll, Gnome, Nightkin or Beastling) character within a one-handed weapon’s reach of you. You need not strike them for this effect to occur – in fact, if they are attacked the Pacify effect breaks prematurely. Pacified characters may draw their weapons but they may not attack anyone until they are attacked – they may however, defend themselves and their allies.
Description: This feat represents a subtle but effective collection of a target’s secrets through questioning and deduction. A character trained in Gather Information is skilled in navigating the currents of conversation around the topics of their interest and gleaning what they need from their subject’s answers. While the scope of Gather Information is limited, a clever questioner can get a great deal of information with even the ignorance of their target.
Usage: After 5 minutes of conversing with a target that is not engaging you in combat, spend 1 SP, say “Gather Information” and then ask a question whose answer must be “yes”, “no” or “I don’t know”. You must clarify the following to your target:
– The target must answer truthfully (I don’t know is also a valid answer) and in a whisper, however he or she can negate a Gather Information attempt using anything that defends against Charm effects (such as the Resist Charm feat) or by using the Poker Face skill.
– The target realizes that they are giving away information, but is unable to help themselves without the proper defenses. Most targets may choose to disengage after they realize this.
Description: This feat represents immense expertise in the art of the insult, the jape and the mockery. To be the target of the Mocking Words feat is to know reckless rage and brazen foolishness. Despite the simplicity and the crudeness of this feat, its power should not be underestimated; it can break defensive formations, open up vulnerable targets and even kill its user through sheer recklessness.
Usage: To use this Feat, spend 1 SP and then perform a melee attack upon an enemy while saying “Taunt 30” in mid-swing. If you hit, you have successfully taunted your enemy and he will engage you in combat exclusively unless others get in the way or you retreat into a dangerous situation. This lasts for 30 seconds.
Alternatively, you can use this Feat upon a distant target. To do this, simply say “Mocking Words” and then throw a spell-packet at a target. In mid-throw, say “Taunt 30” and to bestow a Taunt effect upon him or her for 30 seconds if you hit.
Description: There are many monsters and people in the world that can bend the minds of others through words or spell. This feat exists to combat such creatures, calling upon one’s inner reserves of energy to tear away fabrications and manipulations – to unveil the truth of things. This is especially useful for characters who dislike being fooled or being deceived.
Usage: To use this feat, you must spend 1 SP and say “Resist Charm” in response to a Charm attack (such as a Suggestion, a Befriend, a Pacify or a Taunt effect). You cannot use this Feat to defend against an attack that comes from behind you and strikes your back torso.
Description: This feat allows a character to discern truth from lie and to pierce the disguises of the untrained. Those who are able to Sense Deception have learned to read the vocal tone and non-verbal cues to determine the falsity or the veracity of others. This feat is prized by many who expect to enter and compete in the arenas of diplomacy and subterfuge – although any creature with an iota of wisdom would do well to be trained in this area of expertise or gain the camaraderie of someone who does.
Usage: This feat has three main functions, all usable only upon a character within a one-handed weapon’s reach of you:
– While conversing with a target, you can spend 1 SP, say “Sense Deception” and then clarify to your target the effects of this feat. They must tell you if the statement they just said is true or a lie – furthermore, they must whisper this information to you.
– When a creature attempts to use the Suggestion effect upon you, you may negate it completely by spending 1 SP and saying “Sense Deception”.
– Lastly, after 5 minutes in conversation with another character, you may spend 1 SP and then say “Sense Deception! Who are you?”. A character without
the Disguise skill or any other ability to defend against this must reveal to you (in a whisper) their true guise if they have an alternate or true identity that is familiar to you. If you are not familiar with any of the character’s alternate identities, you gain no information from this use of the feat.
Special: The Poker Face skill will make a character immune to lie detection effects such as this feat.
Description: The ability to lie is nothing more than the ability to utilize the trust of other people and to inflict your beliefs upon them. The Suggestion feat allows a character to directly influence another, making them believe a statement through sheer charismatic force and wit. Only careful training and/or innate resistances can shield a person from such manipulations.
Usage: After 5 minutes of conversation with your intended target (who must be within a one-handed weapon’s reach), spend 1 SP and say “Suggestion!”, followed by a believable statement. The statement has to be a believable one because your fabrication will easily crumble when faced with any kind of evidence because the target is acting on your “say-so”.
This is a Charm effect and can be negated by Feats or Spells that defend against Charm effects; similarly the Sense Deception Feat and similar effects can defend against a Suggestion.
You cannot use Suggestion to give commands to others nor is it dominating their will. The targets of this feat are free to act as they wish; you simply change their beliefs to accommodate your words.