The Marketplace

The Marketplace

Show me your blade... yes, I thought so. This will crack the moment an evermine weapon hits it right there. You should tell your captain to give this one to his kids and demand that he invest in some real equipment for his soldiers. - Unknown spy sowing discord among the ranks.

This domain will be used for items and services that can be found in medieval or campfollower marketplaces. It also includes conditions detailing how your character manages its money, household and investments during the optional downtime system.

Anonymous (not verified) Tue, 02-10-2012 15:51

Home management and monthly salary

Home management and monthly salary

The "home" condition is used to define where your character lives. We advice that everybody chooses a home location because it adds to the flavour of your character and we give you a free rumour as a reward.

=Condition Homeowner in ...
=Unique Rule At the beginning of every event you receive one free rumour and a list of items that are expensive or cheap in your location.
=Unique Rule You can gain this condition by spending 60 or for free during character creation. If you gain this condition choose a location for your home.
=Details You are bound to a single location that you return to in downtime.

When you are specialized in a specific job you might want to get a higher salary condition. It will give you additional copper when you work on your job but your character will also demand a higher standard of living; increasing the money you lose every month. If you actually go out to do something dangerous some of that extra cash flow will be used by your character to invest in this endeavour. In addition to all the rules named in the higher salary condition a higher standard of living also shortens the time it takes for you to recover from diseases and infections somewhat due to having a more hygienic lifestyle.

=Condition Higher Salary 1
=Unique Rule You get 5¢ per spent on your profession.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 30¢ at the beginning of an event.
=Unique Rule If you have 12 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
=Condition Higher Salary 2
=Unique Rule You get 6¢ per spent on your profession.
=Unique Rule You now spend 600¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 60¢ at the beginning of an event.
=Unique Rule If you have 16 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Condition Higher Salary 3
=Unique Rule You get 7¢ per spent on your profession.
=Unique Rule You now spend 700¢ per month on your standard of living.
=Unique Rule If you had this condition for an entire downtime period you receive an extra 90¢ at the beginning of an event.
=Unique Rule If you have 22 points worth of non-dormant skills or conditions in a single domain this condition is free.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.

The "lower cost of living" condition will lower the copper you lose every month to keep up your standard of living.

=Condition Lower Cost of Living
=Unique Rule You spend 1% less ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 20.
=Unique Rule You can gain this condition multiple times. You pay 1 extra per time you already have this condition.
=Details For whatever reason (good investment skills, bargain hunting, less regard for luxury goods, self repair, etc.) you spend less on your standard of living than others.

The "higher cost of living" condition will give your character a higher standard of living than his salary would suggest. This makes your character very happy, motivated and healthy but it is usually hard to keep up this level of luxury for long.

=Condition Higher Cost of Living 1
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 5% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 10.
=Shared Rule You are free to lose this condition at any time: If you do; you will have 1 less maximum WP for a full year.
=Details You are living a bit more luxurious than your peers. You are probably burning the wealth gained from a lucky investment or a shady one time income.
=Condition Higher Cost of Living 2
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 10% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 30.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Details You are living the good live; maybe above your means. Have you secured a steady income next to or even instead of a good salary?
=Condition Higher Cost of Living 3
=Unique Rule You have 1 more maximum WP.
=Unique Rule You spend 35% more ¢ per month on your standard of living.
=Unique Rule You can gain this condition by spending 100.
=Shared Rule You are free to lower the level of this condition by 1 at any time: If you do; you will have 1 less maximum WP for a full year.
=Details The world is divided in the rich and the poor; and the rich will get richer and the poor will keep getting poorer. This is the tipping point; either you will burn up really fast or you will soar ever higher.
Anonymous (not verified) Thu, 14-11-2013 16:53

Craft and repair skills

Craft and repair skills

People with the crafters skill take raw material and time and turn them into usable items.

=Skill Crafter 1
=Points 5
=Unique Rule Spend 1 to craft items worth up to 40¢.
=Unique Rule You can sell items you craft for 61% of the market price during downtime.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are a journeyman level craftsman.
=Level Upgrade to Level 2 by training 5 points.
=Skill Crafter 2
=Points 10
=Unique Rule Spend 1 to craft items worth up to 50¢.
=Unique Rule You can sell items you craft for 62% of the market price during downtime.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are an Expert level craftsman.
=Level Upgrade to Level 3 by training 6 points.
=Skill Crafter 3
=Points 16
=Unique Rule Spend 1 to craft items worth up to 60¢.
=Unique Rule You can sell items you craft for 63% of the market price during downtime.
=Unique Rule You now spend 600¢ per month on your standard of living.
=Shared Rule When crafting items spend half the items' worth in material cost.
=Shared Rule You require a pattern for any item you craft.
=Details You are a Master level craftsman.

The Artesian crafter skill is used get extra profit by making the items you create more aesthetically pleasing and marketing them to rich clients.

=Skill Artesian Crafter
=Points 5
=Unique Rule The price that you can sell items that you craft for is heightened by 1%.
=Details The items that you craft are especially innovative or aesthetically pleasing. This makes them highly valued by certain buyers.

People with the repairman skill are crafters specialized in making broken items whole again. Some items are so valuable that you don't want to buy a new one every time it breaks. These items should be repaired or reforged instead. This takes time and money and there is a chance it might fail.

=Skill Repairman
=Points 1
=Unique Rule To repair an item, spend half the restore price and 1 per 20¢ of the amount you spend. There is a 80% chance the item is restored. If not, you can try again.
=Shared Rule You can buy this skill up to 5 times. Every time you buy it again the chance of success is increased by 5%.
=Shared Rule You require the pattern of the item you are repairing.
=Details You can attempt to repair broken items.

Jury rigging is the art of taking a broken item and patching it up in the field in such a manner that it will probably survive the next encounter.

=Skill Jury rigging
=Points 4
=Unique Rule Spend 5 minutes and 5% of the market price of the item worth of jury rigging material.
=Unique Rule After this a weapon or shield can be used again until its owners next short rest. The first time its toughness is lowered by 1 until it is repaired.
=Unique Rule After this an armour can be used again until its owners next short rest. Every time it provides 1 less HP until it is repaired.
=Shared Rule You require the pattern of the item you are jury rigging
=Details You can take most broken items and make them work for at least one more fight.
=Skill Salvaging
=Points 1
=Unique Rule Spend 5 minutes on a single broken item. The broken item is removed from the game and you gain 25% of it's market price worth of jury rigging material.
=Shared Rule You require the pattern of the item you are salvaging
=Details Repairing them and selling them might net you more money, but you need the materials now.
=Item Jury rigging material
=Market price Var
=Unique Rule This item can be used to temporarily repair broken items with the Jury rigging skill.
=Shared Rule Write the worth of the material you currently have on you on this card in ¢.
=Physrep Scraps of leather, small pieces of wood or metal, rope, etc.
Anonymous (not verified) Thu, 13-02-2014 20:10

Crafting custom made items

Crafting custom made items

With the custom crafter skill you can sit down with another character to design and craft an item specifically for them during the event.

=Skill Custom Crafter
=Points 2
=WP 1
=Unique Rule Spend 1 WP and at least 20 minutes designing the custom item with the client.
=Unique Rule In the next downtime you can craft an item with the custom modifier(s) if you pay the extra material cost specified. This modifier only has effect if the item is used by the specific client.
=Shared Rule You require a pattern for any item you customize.
=Details You are gifted at making items designed for a specific person. Based on his or her measurements, wishes and tastes.

Example custom modifiers

The following custom modifiers can be added to items for the mentioned price if you have the Custom Crafter skill. These are examples, but feel free to involve a DM in the design process of custom items. You can come up with your own modifiers and a DM will give you an estimate of the price. In downtime you will receive the correct price. Also feel free to come up with modifiers for items that are not on this list.

Weapons

  • 25: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill once without paying its willpower cost this day.
  • 50*x where x is the level of the skill: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill once without having learned it this day.
  • 100*x where x is the level of the skill: If you had this weapon at the beginning of the day you can perform a throw/strike/shot skill as if you had learned it.
  • 25: Replace "Skills cost 1 WP extra to perform with this weapon." with "The first skill you perform with this weapon each day costs 1 WP extra"
  • 100: +1 toughness (can't be used to create toughness 4 weapons)
  • 10*x: +x amount of throwing weapon fysreps

Shield

  • 5*x where x is the amount of cm: The shield is allowed to be x more maximum diameter
  • 25: If you had this shield at the beginning of the day you can perform a bash skill once without paying its willpower cost this day.
  • 50*x where x is the level of the skill: If you had this shield at the beginning of the day you can perform a bash skill once without having learned it this day.

Armour

  • 200: Once per day call resist against a stumble effect.
  • 500: Once after each short rest call resist against a stumble effect.
  • 300: Once per day call resist against a daze effect.
  • 600: Once after each short rest call resist against a daze effect.
  • 300: Once per day call resist 1 against a hit 2 (or higher) effect.
  • 600: Once after each short rest call resist 1 against a hit 2 (or higher) effect.
  • 200: Locked gauntlet: Immune to drop weapon effect after securing your weapon (takes 10 seconds). Also takes 10 seconds to take the weapon from your hand. Can't perform strike skills.

Wooden leg

  • 100: stumble no longer causes you to fall.
  • 100: you can run.
  • 100: +1 toughness

Wooden arm

  • 100: You can combine this replacement hand with another item. If you do you can "hold" this item normally. (Which might grant access to more skills that might be otherwise impossible. Check with the DM)
  • 200: You can combine this replacement hand with a weapon. Locking the weapon in place or taking it of takes 10 seconds. You can't perform strike skills with this weapon but are immune to drop weapon effects.
  • 100: +1 toughness
Anonymous (not verified) Wed, 14-10-2015 23:32

Crafting equipment and patterns

Crafting equipment and patterns

If you gain a level in the crafter skill you get 500c worth of patterns and crafting equipment from 1 category for free. (copper that is left after this process is banked and can be used to buy patterns from this category in the future.)

Unless otherwise mentioned below every item has a pattern variation. This pattern is as expensive as the item itself and gives one character the ability to craft the item with the crafter skill.

You cannot sell patterns.

Weaponsmithing

=Item Membership (Weaponsmithing guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Crude Light weapon
  • Light weapon
  • Superior Light weapon
  • Crude Medium weapon
  • Medium weapon
  • Superior Medium weapon
  • Great weapon
  • Superior Great weapon
  • Pole Weapon
  • Superior Pole Weapon
  • Stabbing weapon
  • Superior Stabbing weapon

Carpentry

=Item Membership (Carpentry guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Cart (100¢)
  • Buckler (200¢)
  • Shield (400¢)
  • Great shield (600¢)
  • Bow (60¢)
  • Superior Bow (120¢)
  • Crossbow (120¢)
  • Superior Crossbow (240¢)
  • Wooden leg (40¢)
  • Replacement Hand (40¢)

leathercrafting

=Item Membership (Leathercrafters guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Light armour (200¢)
  • Medium armour (500¢)

armoursmithing

=Item Membership (Armoursmith guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Heavy/medium armour (700¢)
  • Heavy armour (1100¢)
  • Massive/heavy armour (1600¢)
  • Massive armour (2100¢)
  • Reinforced Buckler (300¢)
  • Reinforced Shield (800¢)
  • Superior Shield (1600¢)
  • Reinforced Great Shield (1200¢)
  • Superior Great Shield (2400¢)

Brewery

=Item Membership (Brewery guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.

Items in this category are:

  • Barrel of Ale (200¢) => 100x mug of ale (2¢)
  • Barrel of Liquor (600¢) => 100x glass of liquor (6¢)

Chocolatery

=Item Membership (Chocolatery guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • Box of Sweets (300¢) => 50x sweets(6¢)
  • Bottle of drinkable chocolate (180¢) => 10 servings of drinkable chocolate (18¢)

Cultivation

=Item Membership (Cultivation guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • Barrel of Tabacco (600c) => 100x a portion of tabacco (6¢)
  • Box of cigars (500¢) => 25x cigar (20¢)
  • A bundle of primordial touched Yarrow (1000¢) => 10x primordial touched Yarrow (100¢)
  • A bottle of Opiate (100¢) => 10x Opiate (10¢)
  • Box of hallucinogen (150¢) => 10x Hallucinogen (15¢)

Anointing

=Item Membership (Anointing guild)
=Market price 200¢
=Unique Rule You can buy all patterns from this category at half price.
=Shared Rule You need a home condition to use this item. If your home location chances you lose this item.
  • "Worship" ceremony components (Free)
  • "Sacrifice" ceremony components (Free)
  • "Soul sacrifice" ceremony components (Free)
  • "Vow" ceremony components (Free)
  • "Signal to the divine realms" ceremony components (20¢)
  • "Divine being summoning" (200¢)
  • "Divination" ceremony components (20¢)
  • "Sanctify" ceremony components (20¢)
  • "Hallow" ceremony components (100¢)
  • "Welcome" ceremony components (5¢)
  • "Marriage" ceremony components (50¢)
  • "Initiation" ceremony components (5¢)
  • "Lay to rest" ceremony components (5¢)
  • "Convert" ceremony components (200¢)
  • "Absolve" ceremony components (30¢)
  • "Divine intervention" ceremony components (50¢)
  • "Self blessing" ceremony (10¢)
  • "Blighting" ceremony components (25¢)
  • "Flash nullify" ceremony components (25¢)
  • "Binding" ceremony components (25¢)
  • "Unweaving" ceremony components (400¢)
  • Bronze Emblem Of (250¢)
  • Silver Emblem Of (500¢)
  • Golden Emblem Of (1000¢)
  • Bundle of Incense (300¢) => 50x Incense(6¢)
  • Box of Sacred Ointments (200¢) => 10x Sacred Ointments (20¢)
  • Shrine Centrepiece of (100¢)
  • Altar of (2500¢)

Non craftable

The following items cannot be crafted and have no patterns:

  • Caravan guard
  • Share of a company
  • Relic
Anonymous (not verified) Thu, 02-04-2015 23:06

Temporary reinforcement

Temporary reinforcement

With temporary reinforcement skill you can apply modifications to items that temporarily improve the function of an item. An item can only have one of those temporary improvements at a time and most of these improvements disappear after one use. All of these improvements cost materials to apply which can be bought in downtime.

=Skill Temporary Reinforcement
=Points 2
=Unique Rule Spend at least 10 minutes modifying the item. After this time the item is temporarily improved. Explain the effect to the owner of the item.
=Unique Rule You require the appropriate reinforcement materials for this skill to work.
=Unique Rule If you have the pattern of the item you are improving it only costs 5 minutes to modify the item.
=Shared Rule An item can only carry one improvement at a time.
=Details You are gifted at making small in the field adjustments to items that temporarily improve their functionality.

Example temporary reinforcement materials

You can use one of the example temporary improvements below or you can come up with your own improvements and buy them in downtime. They need to be approved and priced by a DM.

=Consumable Reinforcement Materials (Sharpened Weapon)
=Market price 50¢
=Unique Rule The next time you call "hit" with this weapon you can add 1 to the effect.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Added Durability)
=Market price 100¢
=Unique Rule The next time a break call would destroy this item; you can call a "resist" instead.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Hooked Weapon)
=Market price 200¢
=Unique Rule The next time you call "break" with this weapon you can add 1 to the effect and your own weapon won't break.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
=Consumable Reinforcement Materials (Armour Durability)
=Market price 200¢
=Unique Rule The next time you have 0 HP this armour doesn't lose a counter.
=Shared Rule You can improve items with the temporary reinforcement skill and these materials.
Anonymous (not verified) Wed, 04-11-2015 21:57

Service Skills

Service Skills

The service skills can be used to make people feel better and to distract them from stressful situations. Getting paid fairly to do such thankless jobs might be the hardest challenge.

=Skill Street Performer
=Points 3
=WP 1
=Unique Rule Spend at least 15 minutes performing: For every 5 minutes of your performance, one member of your audience (you choose) regains 1 WP or the use of their "indulgence".
=Unique Rule Spend 1 WP for every 5 minutes of your performance, except for the first 15 minutes each day.
=Details Performance may include juggling, storytelling, playing an instrument, singing, theatre etc.
=Skill Prostitute
=Points 3
=WP 1
=Unique Rule Spend 15 minutes in private with another person, providing sexual favours and spend 1 WP. They regain 1WP or the use of their "indulgence".
=Unique Rule You can use this skill 3 times a day without spending willpower.
=Details The oldest profession. Normal sex doesn't give back willpower, but you are specially trained in the art of pleasing your clients.
=Skill Health Specialist
=Points 6
=WP 1
=Unique Rule Spend 15 minutes attending to a person's healthcare and spend 1 WP. They regain 1WP or the use of their "indulgence"
=Unique Rule You can use this skill 5 times a day without spending willpower.
=Details Healthcare may include massages, skin care, barbering, piss-propheting, make-up, etc.
=Skill Weeper
=Points 4
=WP 1
=Unique Rule Spend at least 10 minutes mourning. For every 5 minutes, one member of the funeral attendees (you choose) regains 1 WP or the use of their "indulgence".
=Unique Rule Spend 1 WP for every 5 minutes of mourning at somebodies funeral, except for the first 25 minutes each day.
=Details Professional weepers are skilled at making the dead person look more important than he or she was and are good at consoling random strangers about death.
Anonymous (not verified) Tue, 23-10-2012 10:03

Stimulants

Stimulants

Stimulants are used to increase the effects of your indulgence (see your racial condition). Some have nasty side effects or are expensive. But your character probably loves using one or several of these on a regular basis to take the edge of the stressful situations they tend to get themselves into.

Consumable A Mug of Ale
Market price
Unique Rule After consuming three of these items during your indulgence, you regain 2WP instead of 1WP.
Consumable A Glass of Liquor
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Consumable A Portion of Tobacco
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Item Hookah
Market price 100¢
Unique Rule If you spend your indulgence with this item and consume three portions of tobacco you regain 3WP instead of 2WP.
Unique Rule Indulging like this takes 15 minutes instead of 5.
Consumable Sweets
Market price
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Consumable Drinkable chocolate
Market price 18¢
Unique Rule After consuming this item during your indulgence, you regain 2WP instead of 1WP.
Unique Rule If you slowly warm the chocolate for 20 minutes before consuming it during an indulgence you regain 3WP instead of 1WP.
Consumable Cigar
Market price 20¢
Unique Rule After consuming this item during your indulgence, you regain 3WP instead of 1WP.
Consumable Hallucinogen
Market price 15¢
Unique Rule After consuming this item during your indulgence, you regain 3 WP instead of 1WP.
Unique Rule After consuming this item you are dazed and hallucinate for an hour.

Opiate works a bit different from other stimulants. Instead of increasing the effect from your indulgence, the opiate stops pain, making stitching less of a horrible experience.

Consumable Opiate
Market price 10¢
Unique Rule Drink this, then wait 2 minutes. For the next hour after this, you are Dazed but you do not lose WP from the stitching and bandaging skill being used on you.

Primordial touched Yarrow is a plant warped by the influence of an unstable primordial flow. It is most often used to keep soldiers fighting even when they are wounded or have fevers from infections. But because of its rareness and danger of harvesting it is relatively expensive.

Consumable Primordial touched Yarrow
Market price 100¢
Unique Rule If you consume this after 5 seconds you are no longer dazed or weakened by effects that you had at the moment of consuming this for a full hour.
Unique Rule After the hour has past you are dazed and weakened for a full hour.
Anonymous (not verified) Tue, 23-10-2012 10:01

Money Lending

Money Lending

You gain loan conditions automatically when you have too little money in downtime to pay for your expenses because you are wounded. You cannot gain loan conditions any other way.

=Condition Loan
=Unique Rule When you gain this condition you receive 50¢ for every level of this condition.
=Unique Rule You lose 1¢ per month for every level of this condition.
=Unique Rule You can lose this condition by paying 50¢ for every level of this condition.
=Unique Rule If you do not lose this condition in a year, people might pay you a visit to get their money in the form of items, labour or other things of value.
=Details You have a loan with a respectable person in your home community that trusts you to pay him back.

There are always people with ideas but without the funds to act on these ideas. If you have the funds you might be able to make a profit from other people their ideas. You can use investment conditions to represent the fact that you put money into a starting business. When you receive these conditions it is cool to discuss with the GM's what business plan exactly you have invested in.

=Condition Investment
=Unique Rule Every month there is a change of 10% that you will lose this condition.
=Unique Rule Every month there is a change of 20% that you will gain the share level x item and lose this condition. x is random and ranged from 15 to 25.
=Unique Rule You can gain this condition by spending 2000¢. You can only do this once per year.
=Details You have found a person with a good idea. The idea might work; or it might not. Your money is in their hands now. But if you have enough money to burn and an understanding of the law of large numbers...
=Condition Shady Investment
=Unique Rule Every month there is a change of 40% that you will lose this condition.
=Unique Rule Every month there is a change of 40% that you will gain the share level x item and lose this condition. x is random and ranged from 15 to 25.
=Unique Rule You can gain this condition by spending 2000¢.
=Details You have found a person with a get rich quick scheme, a business plan and he wants to cut you in... he just needs some money to get started.

After a company has been created through an investment, the player will hold 20% of the shares. In effect, the other party will hold 4 shareholder conditions of the same level (80% of the company); which can later be bought by players.)

Shares usually cost around 250 ¢ per level. But this obviously fluctuates a lot.

=Item Share
=Market price Var
=Unique Rule You gain 10¢ for every level this item has per month.
=Unique Rule Every month the level and price of this item can fluctuate.
=Shared Rule All the share items of a single company are all the same level.
=Shared Rule Depending on the amount of shareholders you might have a say in the company its policy.
=Details You are co-proprietor of a business. You receive a monthly dividend from this business depending on how well the business is doing.
Anonymous (not verified) Tue, 23-10-2012 16:49

Trade skills

Trade skills

People with the merchant skill are skilled at getting things cheap so they can sell them... not so cheap. Most merchants are crafters themselves and sell their own wares or at least have a deal with one or more crafter to supply them with items to sell.

=Skill Merchant
=Points 5
=Unique Rule Every month you can buy or sell up to 1000¢ worth of items with this skill.
=Unique Rule Buying items with this skill is at 85% of their market price.
=Unique Rule Selling items with this skill is at 65% of their market price.
=Unique Rule You now spend 500¢ per month on your standard of living.
=Downtime Rule You can buy this skill multiple times. Each time you do so either your buying or selling price shifts 1% (alternately, you choose which first), you can buy or sell 1000¢ worth of items extra and your standard of living is increased by 100¢ per month.
=Details You know your way around the markets, have a lot of trading contacts and know how to barter well.

The barter skill can be used to exchange things that you find lying about for things you might actually need.

=Skill Barter
=Points 1
=Unique Rule Every month you can exchange 100¢ worth of items for 90% worth of other items.
=Downtime Rule You can buy this skill multiple times.
=Details You often forgo with money altogether, getting exactly what you need.
Anonymous (not verified) Thu, 13-02-2014 20:07

Travel and transport

Travel and transport

The cart item can be used to transport more items to and from an event than the core rules allow. However, transporting a cart of goods attracts unwanted attention, so you will need other players or hire NPCs to protect your cart. The chance of losing your cart is reduced by one fifth for a person wearing Medium Armour and a Medium Weapon.

=Item Cart
=Market price 100¢
=Unique Rule You can take an extra 800 items from or to a location. One large item counts as 8 items.
=Unique Rule There is a chance of 30% during every trip that you will lose all carts and all they transport.
=Unique Rule Each person protecting the cart during its entire trip lowers the chance it is lost.
=Shared Rule This item does not require a physrep.
=Details Carts are useful for hauling large amounts of stuff. Sometimes, however, it is better to leave it behind.

The caravan guard "item" lets you hire NPCs to protect your caravan during its trip.

=Consumable Caravan Guard
=Market price 15¢
=Unique Rule You hire a guard to protect one cart.
=Unique Rule The guard is equipped with a medium armour and a medium weapon.
=Unique Rule This item can be used once.
=Shared Rule This item does not require a physrep.
=Details It is relatively easy to find people that travel in the same direction and are willing to earn a few extra coppers.
=Skill Professional Guardian 1
=Requires You need a heavy armour (or better) and a weapon for this skill to work.
=Points 2
=Unique Rule You count as three persons when determining how many persons protect something in downtime.
=Details You know how to organize your patrol patterns and look the part so enemies will try a softer target.
=Level Upgrade to Level 2 by training 2 points
=Skill Professional Guardian 2
=Requires You need a massive armour and a weapon for this skill to work.
=Points 4
=Unique Rule You count as five persons when determining how many persons protect something in downtime.
=Details The local scum knows not to mess with whatever you are protecting.

The caravan safety skill lowers the chance of your charts being attacked. It is probably only worth it if you have several charts.

=Skill Caravan Safety 1
=Points 5
=Unique Rule The chance a caravan you travel with is lost is 20% instead of 30%.
=Details You know how to travel safer across the land. Maybe you have some contacts with the locals or you might know a safer route.
=Level Upgrade to Level 2 by training 5 points.
=Skill Caravan Safety 2
=Points 10
=Unique Rule The chance a caravan you travel with is lost is 10% instead of 30%.
=Details You know how to travel safer across even the most dangerous areas. You might even have a positive relationships with the local bandits.
Anonymous (not verified) Sat, 22-02-2014 19:27