Merchant Tables

 

How the system works

Go to the table directed by your previous rolls , and toss the dice. Take the appropriate Skill, Power, Perk or whatever and deduct the cost from the points you had left over after generating your Stat.s. Repeat until you run out of points! If you roll something you already have, then simply increase the value by one step. That's all there is to it!

 

Crafts

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-2
1
3

Concealment

1-2
2-3
3

Inventor

1-2
4-6
3

KS (CHA based)

  • 1. Painting and sculpture
  • 2. Buildings
  • 3. Magical devices
  • 4. Mechanical devices
  • 5. Tricks and traps
  • 6. Weapons and armour
3-4
1
3

Lockpicking

3-4
2
3

Mechanics

3-4
3-5
3

PS (CHA based)

  • 1. Architect
  • 2. Artificer (Mechanic)
  • 3. Artist
  • 4. Stonemason
  • 5. Engineer
  • 6. Woodworker
3-4
6
3

Security systems

5-6
1-2
10

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)
5-6
3
1

Weapon FAM: (roll d6)

  • 1-2. Knife
  • 3-4. Swords
  • 5-6. Club
5-6
4
2

Weaponsmith

  • 1-4. Muscle powered weapons
  • 5-6. Siege engines.
5-6
5-6
15

Gadgeteering (CHA based) plus 10 point gadget pool. Control cost takes: OAF (Gadgets, -1), requires skill roll (-1/2), only change in workshop (-1/2).

Merchant

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-2
1
3

Bribery

1-2
2
3

Bureaucratics

1-2
3
3

Conversation

1-2
4
3

Forgery

1-2
5-6
3

KS (CHA based)

  • 1. Currencies and Taxes
  • 2. Estimate value
  • 3. Laws and law enforcement
  • 4. Markets and ports
  • 5. Wealthy merchants
  • 6. Trade routes
3-4
1-2
2

Language - choose another at the basic conversation level. If rolled again, either increase the level to fluency or choose another

3-4
3-4
3

Persuasion

3-4
5-6
3

PS (CHA based)

  • 1-2. Merchant
  • 3-4. Sailor
  • 5-6. Caravan Master
5-6
1-2
var.

Skill Levels

  • 1-3. +1 with 3 related skills (3 points)
  • 4-5. +1 with all skill based on one attribute (5 points)
  • 6. +1 with all skills (10 points)
5-6
3
3

Sleight of Hand

5-6
4-5
3

Trading

5-6
6
1

Weapon FAM: (roll d6)

  • 1-2. Knife
  • 3-4. Swords
  • 5-6. Staff

 

Merchant Perks

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2

Cost

Benefit

1-3
1-2
2

Contact (on an 11-, roll d6)

  • 1. Senior member of the city guard
  • 2. Senior member of a criminal fraternity
  • 3. Senior member of a temple
  • 4. Senior member of a Merchant house
  • 5. Powerful character-type
  • 6. Member of the nobility
1-3
3-4
1

Favour (on an 11-, roll d6)

  • 1. Senior member of the city guard
  • 2. Senior member of a criminal fraternity
  • 3. Senior member of a temple
  • 4. Senior member of a Merchant house
  • 5. Powerful character-type
  • 6. Member of the nobility
1-3
5
1

Perk: Member of a Merchant's guild

1-3
6
2

Perk: Member of the lower nobility

4-6
1
5

Money: Well off.

4-6
2-6

Roll on the: (roll d6)

 

Merchant Disadvantages

Roll 2d6. Find the first roll in the first column, and the second roll in the second. If you have two dice of different colours, specify one as the red column and one as the white and then you can roll both at once.

Roll 1
Roll 2
Points
Notes
1-2
1-2
5 or 10

Age.
You have become elderly in the course of your adventures. You may have to go back and decrease some CHA to meet the extra cost if you exceed the required maximums

1-2
3
10

Enraged.
You have a hair-trigger temper. You can be set off by (roll d6):

  • 1-2. being insulted (11-/14-)
  • 3-4. being thwarted (11-/14-)
  • 5. being pestered by the authorities (11-/11-)
  • 6. Your religion is insulted (14-/11-)
    If you roll this disadvantage again, change it to Berserk.
1-2
4
5

Dependance.
You are an addict. You suffer 2d6 damage if you go (roll d6):

  • 1-4. More than an hour without a drink. (Sot!)
  • 5-6. More than 5 hours without a drug.

If you roll this disadvantage again, increase effect by 1d6.

1-2
5-6
10

Dependant NPC
You have someone else in your life! Roll d6:

  • 1-3. A servant (Normal, 8-)
  • 4-5. A fellow merchant (Slightly less powerful, 11-)
  • 6. A bodyguard (As powerful, 14-)

If you roll this disadvantage again, increase frequency of appearance, by one step, or decrease power of DNPC one step.

3-4
1
5

Distinctive features.
An eyepatch. Distinctive dress. An enormous pot belly. In any case, something easily concealed, that causes no great reaction. If you roll this disadvantage again, increase the reaction or noticability one step.

3-4
2-3
15

Hunted.
You have attracted the attention of (roll d6)

  • 1-2. The city guard (NCI, less powerful, limited geographical area, 11-)
  • 3-5. A powerful magus (time to generate another random character! More powerful, 8-)
  • 6. The local lord (More powerful, NCI, limited geographical area, 8-)
3-4
4
10

Physical Limitation
A limp. A missing eye. A hunchback. Something that afflicts you constantly, but impairs you only slightly. If you roll this disadvantage again, increase the level of impairment one step. (A hook hand, for example). You may - if you need the points, take a distinctive feature based on this, or combine them if you already have one (A wooden leg, for example).

3-4
5-6
15

Reputation
Ha! People recognise you for what you are.

  • 1. A hard person to make a deal with (11-)
  • 2. Would sell your mother for two coppers (8-, extreme)
  • 3. Honest, if not decent (11-)
  • 4. Coward (11-)
  • 5. Stands by a deal (11-)
  • 6. Untrustworthy (8-, extreme)
5-6
1-4
10

Psychological limitation

  • Money hungry
  • Wanderlust
  • Scrupulous - keep your word (the letter of it, anyway!)
  • Hates (choose a neighbouring country)
  • etc

If you roll this disadvantage again, just take another one. If you are pressed for information you can always visit the Master List of Psychological Limitations,

5-6
5
5

Rivalry
You'll show that scheming, two-bit, no-good... Roll d6.

  • 1-2. Romantic Rival
  • 3-6. Professional Rival (time to roll up another random character!)
5-6
6
5

Unluck
Somehow, things never seem to go your way. 1d6 of unluck. If you roll this disadvantage again, just take another d6.

The use of this table is fairly self-explanatory. However, there are a couple of points to note. First, since characters in my Fantasy level games are usually built on a 50 or 75 point base, they have a limit of 25 points from any one category. However, for random NPCs you may or may not want to enforce this. Second, to make life easier, I don't insist that random NPC's points totals balance totally. If they get lucky on the Disadvantages, then they just get handed a bunch of experience. However, if something is rolled, and points are lacking, I will often just add an extra disadvantage if it seems appropriate. For instance, a character rolls up the reputation "coward", and since he's only got the one disadvantage, I decide the reputation is true and add in the Psychological limitation "coward". Of course, a reputation might not be true! Either way, I tend to do this adjustment at the end of the process, and only if it seems obvious.

As always, change this approach to suit yourself!

 


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