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Angaros
05-22-2005, 06:15 PM
Concept: Ruined merchant desperately trying to rebuild his empire

Character Name: Tyros Odger

Game concept: Character is made for my own Hârn campaign. It is, at heart, a StW plot involving barbarian tribes, evil cultists, dwarves and lost keys. This character is tied through his past to the tribes and through his goals with the dwarves.

Lifepaths: Village born, Shopkeeper, Merchant, Criminal, Fence

Age: 35

Stats: Pe: B4 Wi:B4 Ag:B4 Sp:B4 Po:B4 Fo:B4

Attributes: Re:B4 Ste:B4 He:B4 MW:B10 Hesitation:6

Skills:
Haggling B5
Accounting B4
Inconspicious B3
Appraisal B3
Observation B3
Merchant-wise B2
Supplier-wise B2
Lord-wise B2
Peasant-wise B3
Streetwise B4
Guard-wise B3
Intimidation B3
Knives B4
Read B2
Write B2
Riding B2

Traits:
Shrewd (LPT)
Cynical (LPT)
Iron Stomach (2pts)
Street Smart (3pts)

Gear:
Clothes
Shoes
Travelling Gear
Paper, ink & pens
Riding horse
Cart

Property:
Small house near the city of Tashal (cottage in the outskirts of a village)

Affiliations:
Thieves Guild in Tashal - 1D
Tashal City Guard - 1D
Mercantylers Guild - 2D

Reputations:
-

Resources: B3

Circles: B2

Beliefs:
* The Pagaelin tribes destroyed my life. I will take from them what they took from me
* Profits can be made everywhere -- I will buy, sell and trade ANYTHING to improve on my current situation
* Dwarven silver and Lythian luxuries; this is how my fortune will be made. These are the goods I must seek to control in order to become the most powerful merchant east of the Chelna Gap.

Instincts:
* Check your exits when making deals
* Always hide your money purse when walking the streets
* Make sure to always have a legitimate excuse for being where you are

- - -

Not sure how the last instinct would work -- maybe allow the player a short time-out to come up with an excuse if cornered. Seemed like a reasonable instinct for a fence though.

cawshis
05-23-2005, 02:28 PM
Really cool character! I love his beliefs!

Kublai
05-23-2005, 02:42 PM
Great character, however his third instinct is not a usable one. What you've got is a roleplaying situation that relies on the player. Try making it into an action usable by the character.

"If questioned, I use my Falsehood."

cawshis
05-23-2005, 04:21 PM
Hmm. He doesn't have falsehood or persuasion. Perhaps the ability would be better served in that he could use an appropriate -wise depending on what he's sulking around - instead of his falsehood?

So if he's sulking around the Merchant's Guild, then I'd let him use his merchant-wise to think up a good excuse (or pass one off). Perhaps, if a Duel of Wits occurs, he'd be allowed to kick in an extra die or something for this instinct?

To even simplify it further, maybe it increases his inconspicuous roll in the case of sulking (not sneaking) around? Like if he's standing by a table trying to overhear when the latest shipment of dwarven silver will arrive...when a merchant asks him what he's doing, he's got an instant excuse that's very believable (I'm waiting on my order of food, you dolt!).

I don't know. I like the instinct...Always be ready to give an excuse using my knowledge of the area. Maybe? He's quick on his feet and can talk out of a bad situation!

Kublai
05-23-2005, 04:38 PM
Without the skills Falsehood or Persuasion, he can't talk his way out of those situations. Unfortunate, but true according to the character's numbers. If talking his way out of things was truly important to the concept, the character should have one or both of those skills even at Root level.

Angaros
05-23-2005, 04:53 PM
I thought about buying Falsehood and/or Persuasion for the general points, but I wanted Read, Write and Riding more. I might ditch Riding though and have him just drive a cart instead or remove the riding/draft animal and cart and buy a few mules instead. I agree that there is no good mechanical solution for that instinct using my current numbers.

luke
05-23-2005, 05:53 PM
i like the instinct, personally. I always hit players with unexpected questions that this instinct could account for. I'd let the player have time to consult with the other players and get his story straight before answering my grilling.

and it's a great vehicle for learning the Falsehood skill.

-L