gdritter repos chalcedony-playbooks / 7ebb5f7
more merchant details + a brainstorming doc Rosencrantz 6 years ago
2 changed file(s) with 84 addition(s) and 12 deletion(s). Collapse all Expand all
1 * Farmer
2 * Merchant
3 * Fisherman
4 * Cartographer
5 ** Basic Moves
6 + Derive :: When you have time and safety, you can discern the answer
7 to one of the following questions:
8 + What direction is most likely to yield something
9 valuable to me?
10 + What direction is most likely to yield something
11 interesting to me?
12 + What direction is most likely to yield safety from harm?
13 + What direction is most likely to yield danger?
14 If you travel in the direction described, then take +1
15 forward.
16 ** Advanced Moves
17 * Noble
18 ** Basic Moves
19 *** Probably something like the hardholder in AW. For example:
20
21 *Retinue*: You have a retinue that travels with you: somewhere between
22 two and six people. Give them names and descriptions, and then treat
23 them collectively as a hireling with loyalty 3 and 5 skill points
24 between them. You of course don't need to pay their cost: what are
25 you, a commoner?
26
27 *Leadership*: When you /have to order your +gang+ retinue to advance,
28 regroup, hold position, hold discipline, or put their damn backs into
29 it/, roll +CON. /On a hit/, they do it. /On a 10+/, they snap to:
30 take +1 forward. /On a miss/, they do it, but you'll hear about it
31 later.
32
33 *Wealth*: If your /nobility is secure and your rule unchallenged/, at
34 the beginning of the session, roll +CHA. /On a 10+/, you have surplus
35 at hand and available for the needs of the session. /On a 7-9/, you
36 have surplus, but choose 1 want. /On a miss/, or if your nobility is
37 compromised or your rule contested, your steading is in want. The
38 precise values of your surplus and want depend on your steading, as
39 follows.
40
41 *** Maybe some Hocus moves, too:
42
43 *Frenzy* (or something more appropriate?): When you /command your
44 retinue/, roll +CHA. /On a 10+/, hold 3. On a 7-9, hold 1. Spend your
45 hold 1 for 1 to make the retinue:
46 + Bring people forward and deliver them.
47 + Bring forward all their precious things.
48 + Unite and fight for you as a gang (2-harm 0-armor size appropriate).
49 + Go quietly back to their lives.
50 On a miss, the retinue turns on you.
51
52 ** Advanced Moves
53
54 *** Noblesse Oblige
55 When you /go out of your way to help someone from your domain/, take
56 +1 forward, and give your retinue +1 loyalty. When you /allow harm to
57 come to someone from your domain due to your own inaction/, take -1
58 forward, and give your retinue -1 loyalty.
59
60 ****
61 * Herbalist
62 ** Basic Moves
63 *** Brewing potions
64 *** Something social?
65 ** Advanced Moves
66 *** steal that INT-instead-of-WIS one from Wizard
67
3434
3535 \leftbanner{Drive}
3636
37 \begin{amove}{???}
38 foo
39 \end{amove}
40
41 \begin{amove}{???}
42 bar
37 \begin{amove}{Always Be Closing}
38 Make a big or lucrative deal.
39 \end{amove}
40
41 \begin{amove}{Adventure Capitalist}
42 Travel to a new or far-away place.
4343 \end{amove}
4444
4545 \begin{amove}{???}
8282 in another settlement for five times the gold you put
8383 down. \onPartial, the GM will give you one of these complications:
8484 \begin{itemize}
85 \item The goods are fragile ???
86 \item The goods are dangerous in some way
87 \item The goods are intended for a specific market, and must be
88 transported there first
85 \item The goods are fragile, and may be destroyed if transported
86 carelessly or in difficult circumstances
87 \item The goods are dangerous in some way, and may open those
88 transporting them to harm under specific circumstances
89 \item The goods are intended for a specific market, and cannot be
90 sold elsewhere
8991 \item The goods are in high demand, and might make you the target of
9092 thieves, brigands, or unscrupulous types
93 \item The goods are critical for your contact, and if you fail to
94 sell them then your contact will
9195 \begin{itemize}
9296
9397 When you \condition{set up a stall or wagon to sell your goods at
196200 \moveRequires{Insurance}
197201
198202 The hold you get from \move{Insurance} can also be used to deal an
199 extra 1d6 to an enemy.
203 extra 1d6 damage to an enemy.
200204 \end{amove}
201205
202206 \begin{amove}{Friend of a Friend}
207211
208212
209213 \begin{amove}{Recettear}
210 You have a shop that
214 You have a shop in town that you maintain and supply. Day-to-day
215 operation is
211216 \end{amove}
212217
213218