Generic Merchant
Role: Trader, broker, fixer, information conduit
Threat Layer: Intentional → Political
Design Goal: Socially resilient, economically dangerous, physically fragile
Merchants survive by remembering, leveraging, and redirecting risk.
They do not win fights. They win aftermaths.
Attributes¶
Attribute Sum: 9 (competent professional, non-physical)
| Attribute | Value | Justification |
|---|---|---|
| Vigor | 1 | Sedentary, avoids danger |
| Finesse | 1 | Not athletic |
| Will | 2 | Long-term planning, memory |
| Cunning | 2 | Quick thinking, reading situations |
| Presence | 2 | Social presence, credibility |
| Influence | 1 | Short-term persuasion |
| Sorcery | — | None (usually) |
This spread makes merchants hard to corner socially, easy to intimidate physically, and very good at surviving negotiations.
Skills¶
Merchants are specialists in people, value, and leverage.
Core Skills¶
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Negotiation (Influence): Apprentice (+4)
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Society (Presence): Apprentice (+4)
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Con (Cunning or Presence): Novice (+2)
-
Crafting (Cunning) or History (Will): Novice (+2)
Optional Skill (pick one):
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Skullduggery (+2)
-
Performance (+2)
-
Strategy (+2)
-
Discipline (+2)
Untrained skills: +0
Fixed Social Benchmarks¶
Merchants should almost always use fixed values unless a PC is actively pressing them.
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Routine negotiation over price or terms
12.5 + Influence 1 + Negotiation 4 ≈ 17.5
→ Treat as 16 -
Resisting manipulation or bad deals (Discipline untrained)
12.5 + Presence 2 + 0 ≈ 14.5
→ 14 -
Reading social context (Society)
12.5 + Presence 2 + Society 4 ≈ 18.5
→ 16–18, depending on familiarity -
Lying casually or omitting truth (Con)
12.5 + Cunning 2 + Con 2 ≈ 16.5
→ 16
Merchants lie the way guards intimidate: professionally.
Equipment¶
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Ledger(s), contracts, seals
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Coin, trade goods, samples
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Personal guards or good relationships with guards
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Letters of credit, favors, or debts
The ledger is more dangerous than any weapon.
Health¶
Uses standard PC wound rules.
Merchants:
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Avoid physical conflict
-
Yield early under threat
-
Retaliate later through influence
A wounded merchant creates ripples, not revenge swings.
Behavioral Doctrine¶
Default Posture¶
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Polite
-
Curious
-
Guarded
Merchants always ask why before asking how much.
Under Pressure¶
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Stall
-
Redirect
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Offer alternatives
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Promise future solutions
They buy time instinctively.
Disengage Triggers¶
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Direct violence
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Reputation damage
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Legal exposure
-
Loss of plausible deniability
They flee situations, not rooms.
What Merchants Punish¶
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Bad faith
-
Unreliable partners
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Public embarrassment
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Disruption of trade routes
Punishment is indirect:
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price changes
-
missing goods
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rumors
-
closed doors
What Merchants Reward¶
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Reliability
-
Discretion
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Repeat business
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Useful information
Merchants remember names longer than faces.
Scaling the Template¶
Small-Town Trader¶
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-1 Cunning
-
Negotiation fixed 14
-
Strong local ties, weak reach
Guild Merchant¶
-
+1 Will
-
Strategy (+2)
-
Access to institutional pressure
Black Market Broker¶
-
+1 Influence
-
Skullduggery (+4)
-
Violence nearby, never personal
Merchant vs Guard vs Militia¶
| Aspect | Guard | Militia | Merchant |
|---|---|---|---|
| Power | Legal | Violent | Economic |
| Memory | Long | Short | Very long |
| Escalation | Procedural | Emotional | Strategic |
| Violence | Controlled | Explosive | Avoided |
| Retaliation | Open | Chaotic | Invisible |
This triangle is extremely stable for world-building.
GM Guidance¶
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Merchants turn success into opportunity.
-
Merchants turn failure into cost.
-
Merchants make consequences linger.
If players solve a problem loudly, the merchant notices.
If they solve it quietly, the merchant remembers.
Design Summary¶
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Physically weak
-
Socially durable
-
Politically dangerous
Merchants are how small actions gain weight.