Merchant (In Development!)
5 Exp
Required Props: Vial of red sand, vial of grey sand, vial of blue fluid, writing implement, decorum paper, locked trunk
You are a well-connected merchant, able to locate good deals and business opportunities!
Select Deals
You have an expansive network of contacts and a sense for prospective deals. At check in, one or more deals may be present in the form of containers displayed nearby detailing the buy or sell price and containing either funds to purchase the item or an item to collect. A player may purchase an item by leaving the listed price of denar within the container and removing the item cards (as well as any associated phys rep) OR by placing the requested item card within the container and taking the denar inside. In either case, any such transaction must be recorded in their ledger. These deals are first come first serve. If there are more than one identical deals, a player may only ever engage in one instance of an identical deal.
Rummage
You may rummage through your backstock to salvage items no longer suitable for sale. Once per event, you may produce a coagulant, fusing iron, or fiendish herring. This item is self-evidently towards the end of its shelf life, and will expire at the end of the event. It does not include a corresponding item card, and if it is given or exchanged to another player, you MUST inform them of its imminent expiration.
Coagulant: Halts a bleed out timer.
Fusing Iron: A grey powder applied to armor to repair a single point.
Fiendish Herring: Restores two points of mana.
Insider Knowledge
Your contacts may give you advance warning of upcoming trade opportunities, allowing you to potentially take the initiative or potentially even manipulate the market!
Fire Sale
Between events a merchant may initiate a “Fire Sale,” purging their inventory of any and all trade goods at a flat rate of one denar per good - regardless of their current value. No good is spared this sale, though items such as potions, reagents, and utility items are not spent.