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The Merchant
  Merchantry
Level Special Expertise Die Knacks Skills
1 Venture 1d4 1 4
2 Mercantilism 1d6 1 6
3   1d6 2 7
4 Mercantilism 1d6 2 8
5   1d6 2 10
6 Mercantilism 1d8 2 11
7   1d8 3 12
8 Mercantilism 1d8 3 14
9   1d8 3 15
10 Merchant Talent 1d10 3 16
11   1d10 4 18
12 Merchant Talent 1d10 4 19
13   1d10 4 20
14 Merchant Talent 1d12 4 22
15   1d12 5 23
16 Merchant Talent 1d12 5 24
17   1d12 5 26
18 Merchant Talent 2d10 5 27
19   2d10 6 28
20 Merchant Talent 2d10 6 30

 

Merchant

Recette, iconic merchant
"Capitalism, ho!"

Yep... words.

So basically this class lives in a weird place. They are, essentially, a pet class - or at least that's how I'm envisioning it. The idea is that the merchant runs a business - be it an actual brick-and-mortar shop, or their "business" of being a traveling merchant wandering around selling shit - and that business has a mechanical chassis to it, which makes it effectively a character of its own.

I don't have a good handle on how this will all go down, though, so... bear with me.

Also kind of underlying this whole thing is going to be the notion of a "business turn." Basically we're going to take combat time and ramp up the concept so that we have a number of ways to slice time. If we run a game where a bunch of people are merchants and artisans, it makes sense to me that we would have a timekeeping framework that is sensible for that idea.

Game Rule Information

Merchants have the following game statistics.

Force Alignment: None.

Force Resistances: None.

Abilities: I honestly have no idea right now.

Defenses: Will +2, Determination +4.

Hit Points at 1st Level: 10 + Con score.

Hit Points at Each Additional Level: 7 + Con modifier.

Healing Surges: 8 + Con modifier.

Starting Age: Simple.

Class Features

All of the following are class features of the merchant.

Proficiencies

Weapons: Any three.

Armor: Clothing.

Implements: Kits.

Merchantry

Merchants engage in merchantry, with individual tasks or abilities referred to as skills which are grouped into knacks, specializations that exist under the umbrella of merchantry as a whole.

 

Merchantry Knacks
Knack Secondary Ability Description
???  ??? ???
???  ??? ???
???  ??? ???
???  ??? ???
???  ??? ???
???  ??? ???

 

The merchant can make use of any of his skills at any time; when he does, he usually makes a merchantry check, which is d20 + his trick's knack's secondary ability modifier (plus his level modifier, as appropriate). If the merchant has a kit implement, he can add his attunement bonus to the check, if any. Some skills are constantly active, provided you meet their conditions, while others have additional requirements you must meet in order to use them.

If the merchant is not stressed, he can take 10 on his merchantry checks, acting as though he had rolled a 10 on the d20 and adding his normal bonuses.


Venture

Regardless of their focus or wares they carry, all merchants engage in the venture, the means by which money is made from the art of the deal.

You automatically gain one venture. You can start up new ventures as your money and time allow.

These rules will be written up, honest.