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1

Karn the Merchant

Look if you wanna make a buck, start off by spending somebody else's.

By OSR+
  • Origin Strongmen
  • Class Daredevil
  • Kit Merchant
  • Culture Arcanese
  • Faction Dys
  • Ethos Esurient
1

Mighty +2

+2

Deft +6

+6

Smart +2

+2

Defense

+6

Armor Points

Unarmored
No soak

Hit Points

6 / 6

Wounds

Initiative

+0

Mana Points

0 / 8

Fate Points

Story Points

0 / 1

Abilities

Genetic Fortitude

Talent

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You start with +3 HP and recover 1 extra HP when you rest. You have disadvantage on Smart.

Defy Danger

Technique

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For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). When you switch stances, it does not cost you MP. You also start with 4 fate points instead of 3; the maximum amount of fate points you can accrue is 4.

Merchant

kit

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As a savvy business mogul, you start with 500 gold instead of 250 at character creation. At the start of each session, you receive profits from your mercantile interests equal to xd10 times your level in gold, where × is your level. You may either withdraw these profits, causing the gold to enter the fiction, or invest the entire sum in your mercantile account. Once per session, you may withdraw any amount from your mercantile account, causing that gold to enter the fiction. At the end of each session, roll 2d6. Your mercantile account increases by that percentage, rounded down. Finally, when you successfully negotiate any deal or transaction, you automatically improve the monetary benefit to you by 50%, and as long as you have MP. You are considered skilled in any checks involving business affairs.

Equipment

Weapons

Weapon Icon
M/2

Bare Fists or Feet +2

Hand-to-Hand

You have no weapons equipped.

Armor

You have no armor equipped.

Shield

You have no shield equipped.

Deeds

 Deed Die 0 / 0
 Deed Die 0 / 0
 Deed Die 0 / 0

Skills

Languages

Supply

Magic

Spells

Magic is not your forte.

Stances

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Known Stances

You have not learned any stances.

Focus

Focus Slot

Empty

You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.

Inventory (0/12)
250

Armament

Weapons

You have no weapons in your inventory.

Armors

You have no armors in your inventory.

Shields

You have no shields in your inventory.

Supply

Notes

Quest Log

This hero has not logged any notes.

Archetype

None Selected

Experience

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