Common Folk - Merchant (Grim Hollow) Image

Common Folk are, unsurprisingly, the most
common station in life. These are the masses of
people who are not distinguished by noble blood,
inherited wealth, or a special calling that sets
them apart.

Varying as much as the professions with which
they occupy themselves, common folk are
typically identified by the work they do.
Often finding themselves pawns in the
machinations of those who consider themselves
their betters, commoners generally look after
one another in tight circles of trust. Commoners
are a great background for most professions and
character concepts that do not fall within another
background.

 
Skill Proficiencies: Investigation

Choose one from Animal Handling, Athletics, Insight, Nature, Perception.

Appraisal

Upon spending an hour examining a subject,
and succeeding on a medium-DC Intelligence
(Investigation) check, you can accurately appraise
the value of a particular item or good such as
art, or a natural resource. If you do so within a
settlement, you can also find the most profitable
location to sell the item or goods.

Tool Proficiencies: One tool or instrument
proficiency.
Languages: Choose one standard language.

 

Equipment: Common clothes, a tool kit or instrument of your choice, a small drawstring pouch, and 10 gp.

Additional Equipment: An abacus, a quill and ink pot, an empty inventory record, fine clothes.

 

 
Profession Ranks

Merchants are the lifeblood of trade, and can
be found anywhere from hawking goods in
local marketplaces, to having established their
own stores selling artisan wares. Merchants
typically belong to a Merchant’s Guild, and pay
a yearly sum to register for protection by local
law enforcement, though this varies by province.
Merchants buy, sell, and trade wares of all sorts,
knowing not just the price of everything but how
to haggle that price up or down at will.

Rank 1 - Clerk

You work as a bookkeeper for a local merchant.
You keep records of sales and the purchase of new
inventory, balance the merchant’s ledger, and
make sure they are maintaining a modest profit
margin. You aspire to become the proprietor of
your own store selling rare and desirable items.

Holdings:

A small back room in a shop, which serves as an
office and doubles as your sleeping quarters.
A leather-bound ledger book containing the
accounting methods of your mentor and teacher.

Progression:

Acquire a loan, or save up funds, and find
a suitable shop or storefront to start your
own business.

Rank 2 - Merchant

You have struck out on your own to seek
your fortune, opening your own shop in the
marketplace. You begin to cultivate a reputation
as a keen appraiser, providing fair prices to
customers both buying and selling. You balance
the books yourself, taking care to ensure that you
do not fall into debt through risky investments.

Holdings:

A quaint store or shop front, in which you sell
your specialised goods.
A clerk who maintains your store and runs it
on a day-to-day basis in your absence.

Progression:

Own and maintain multiple
successful businesses
simultaneously.

Rank 3 - Magnate

You have become a business
mogul, opening a chain of
successful stores. You are
wise or exceptionally lucky
in your investments, and
your risks have proven
profitable, while maintaining
an amicable relationship with
both customers and fellow
Merchants. Your fortune is
more secure now that it comes
from several different kinds of
businesses.

Holdings:

A series of successful businesses spanning
multiple industries, and a network of suppliers.
A senior position in the regional Merchants Guild,
including networks and guild benefits.
Teams of skilled and unskilled hirelings who
work to keep the day-to-day operations of your
businesses running smoothly.

Progression:

Defeat your largest competitor by driving them
out of business, buying them out, or merging your
businesses.

Rank 4 - Guild Chancellor

You have been appointed Guild Chancellor of your
Merchant’s Guild. You oversee the membership
of new merchants, approve regulation prices
and supply, and provide protection for caravans,
goods, and stockpiles for guild members under
your chancellorship.

Holdings:

A Trade Certificate signed by your Monarch,
granting you an exclusive right to sell certain
specialist goods in your area.
No other business within may trade in this
commodity without your consent.
Complete control of the regional Merchant Guild
you originally joined.
A trade empire containing many businesses and
subsidiaries, each serving your interests.

 
Feature: Profession Talents

 

Applied Leverage 

When you make a Strength
(Athletics) check to force open a door or container,
you may add your profession die to the roll.

Beast Whisperer

Whenever you make a Wisdom (Animal Handling)
check to train or direct orders to a beast, you can
add your Profession Die to the roll.

Biologist

Whenever you make an Intelligence (Nature)
check to determine the properties of animals, you
can add your Profession Die to the roll.

Botanist

Whenever you make an Intelligence (Nature)
check to determine the properties of plants, you
can add your Profession Die to the roll.

Camper

When you make a Wisdom (Survival) check to
construct a temporary shelter, you may add your profession
die to the roll.

Calloused Hands

Whenever you make a Strength (Athletics) check
to lift, drag, or shove a heavy object, you can add
your Profession Die to the roll.

Charity Case

When you make a Charisma
(Performance) check to fake an illness, injury, or other
condition, you may add your profession die to the roll.

 

Disciplinarian

Whenever you make a Charisma (Intimidation)
check while issuing a command to an individual
of lower rank within your background, you can
add your Profession Die to the roll.

Drunkard

Whenever you make a Constitution check to
determine if you will throw up, pass out, or how
severe a hangover is, you can add your Profession
Die to the roll.

Elusive

Whenever you make a Dexterity (Stealth) check
to hide or blend into a crowd of humanoids
that share your background, you can add your
Profession Die to the roll.

Flamboyant Presentation

Whenever you make a Charisma (Performance)
check to entertain Aristocrats, Common Folk,
or Seafarers, you can add your Profession Die
to the roll.

Forecaster

Whenever you make a Wisdom (Survival) check to
determine the weather for the next 48 hours, you
can add your Profession Die to the roll.

Gambler

Whenever you make a Dexterity (Sleight of Hand)
or Wisdom (Perception) check to cheat at a game
or catch someone else cheating, you can add your
Profession Die to the roll.

Gut Feeling

Whenever you make a Wisdom (Insight) check to
detect if an Aristocrat or Criminal is lying, you
can add your Profession Die to the roll.

Hard-Working

Whenever you make a Constitution check for a
repetitive task such as marching or labouring for
hours without rest, you can add your Profession
Die to the roll.

Navigator

Whenever you make a vehicle check, you can add
your Profession Die to the roll.

Pitiable 

When you make a Charisma (Persuasion)
check to convince an Aristocrat, Criminal, Militarist, or
Clergy that you are not a threat or beneath their notice,
you may add your profession die to the roll.

Solidarity

When you make a Charisma (Persuasion)
check and you are interacting with members of your
background, you may add your profession die to the roll.

Vacant Expression

When you make a Charisma
(Deception) check to feign ignorance and you are
interacting with an Academic, Aristocrat, Clergy, or
Militarist, you may add your profession die to the roll.

Wayfarer

Whenever you make a Wisdom (Survival) check to
find a path or avoid getting lost, you can add your
Profession Die to the roll.

 

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Common Folk - Merchant (Grim Hollow) Image

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