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The second channel of the Merchant is vague enough to be seriously abused. This is my attempt to define it further and bring it into line with other avatar channels. (I'm going by the core rulebook here, if there have been any changes to the merchant please tell me)
Conservation of Value : This is the basic limitation on the power of the Merchant. Merchants can trade immaterial commodities but they can't create or alter those commodities (at least not with their avatar powers) . Merchants can make all sorts of weird trades, but they can't add any value to the equation that was not there beforehand. If you transfer something with a negative value (illness, madness) , it has to be paid for with an equal, positive value (health, sanity). Value is defined by the collective unconscious of the human race and you can't get around this with fancy wordplay.
"I'll trade you my lack of heat vision for your inability to walk through walls" is a nonstarter.
Memories, even unpleasant ones, have value.
You can buy them, you can sell them, but you can't create them out of whole cloth. You can only alter a memory by removing bits. You can remove the memory of someone's best man while leaving them the rest of the wedding, for instance.
Love has value, even if it makes you unhappy, (better to have loved and lost) .
You can't make someone fall in love with you just because they agree to it. That would be creating love, it's not within your power.
You can't make someone fall in love with you by buying the love they feel for someone else. That would be altering love, it doesn't fall within the scope your power. They would no longer love their significant other, but it won't make them any fonder of you.
You can transfer one person's love of you to another person. Just remember love doesn't take away someone's reason or free will. People can fall out of love, or have a love-hate relationship. Knowing that the love is artificial will also be a big issue. Your best bet is to remove all their memories of you, including their memories of the deal they made. After that, run into them "accidentally" and it's love-at-first-sight as far as they're concerned.
Fear has a negative value.
Nobody wants stage fright or acrophobia. If you want to transfer fears or other negative emotions, someone has to agree to take them on. (trading in their fearlessness, happiness, or whatever is appropriate)
If someone is dying of disease, injure, or old age it devalues their stats and skills. Specifically it puts a time limit on them. If you buy a skill or stat from someone who is going to die in a year, you only get one year of use out of that ability before it fades. (if someone can reasonably expect to live another 15 years, transferred abilities are permanent, in 15 years you could get hit by a bus, live to see a cure for cancer, or teach a horse to sing.)
If someone is horribly afflicted, it devalues their life span. If you buy life span from a quadruple amputee or the boy in the plastic bubble, you will suffer horribly when you have to use that life. You won't lose your limbs or die the first time you catch a cold - think more along the lines of an effective 20 speed and body (regardless of your actual stats) or constant flu-like symptoms. This only applies to situations where a reasonable person might consider life not-worth-living (value is decided by the collective unconscious remember).
If someone is dying (disease, injure, old age) or is seriously afflicted (similar to horribly afflicted but it covers a wider range of cases) it devalues their health. You can't cure someone by transferring an illness to someone else who is already dying or seriously afflicted. They don't have the health to pay for it.
If John Doe has a non-lethal disease like herpes, you can't cure someone else of herpes by giving John a double dose. You can give John arthritis and lactose intolerance, just keep in mind that after 4 or 5 unpleasant diseases, Mr. Doe starts edging over into the seriously afflicted category.
Madness or a mentally debilitating disease like Alzheimer's devalues all skills, mental stats, and mental health.
Outside forces can't devalue someone's abilities or life span. You might be scheduled to hang tomorrow morning or have a cult of insane adepts dedicated to making your life unlivable, but those are things someone is doing to you, not a part of who you are.
Each skill you buy is a separate item (be sure to keep track). Everyone who graduates from medical school with a skill of medicine 25% pretty much learns the same things, adding two 25% skills together doesn't give you a 50% skill. That's not to say the two skills completely overlap. If you acquire two instances of the same skill and they are within 10% of each other, you can choose to merge them together. The higher skill only goes up by one-fifth of the value of the lower skill (round down) so it's not exactly cost effective, but then again, one really good surgeon is worth any number of mediocre ones, especially if you are the person going under the knife. At least one of the skills you are merging together has to be a non-composite (you can't join together 2 skills that are both made up of more than 1 skill).
When raising a stat up to 50, stats are fungible (you can purchase it in bits and pieces), above 50 they're not. Why? Because 50 is average, once you pass 50 the number of people under the bell curve starts to shrink, past 60 it starts to shrink fast. Rarity adds value, that's why professional athletes get the big bucks.
Each above-average stat you buy is a separate item (keep track). Usually, when you buy someone's Body/Mind/Speed/Soul the donor's stat becomes 50 Joe Average. Anyone who acquires that purchased stat needs to be at least average (stat 50) to use it to it's full potential, otherwise they get a 1 point penalty for each point their stat was below 50. They can acquire 2 above-average stats, use the first raise themselves above 50 and then use the second without penalty, or they can pay off the penalty by buying the stat in bits and pieces. During the original purchase, if the person named to receive the stat starts below average, the donor automatically pays off difference, ending up with a lower than average stat. If you buy a stat secondhand, you will have to pay off the difference yourself.
Wound points are fungible.
Charges don't transfer between adept schools. A fleshworker charge (I stabbed myself in the face with a fork) and videomancer charge (I watched Blue's Clues this morning) have very different values and therefore aren't interchangeable.
If you want to help someone charge up, a merchant avatar can make you a temporary proxy for one day with a simple handshake deal. As long as someone is getting stabbed in the face with a fork, the universe is happy. Permanent proxies require significant magic that is beyond a merchant's power.
ashwood | profile | Dec 05, 08 | 7:23 am
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In the above text, I should have made it clearer that when you acquire 2 or more above-average stats, they don't stack (aside from paying off your penalty). Your effective stat = your highest purchased stat. ashwood | profile | Dec 05, 08 | 8:49 am |
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The damage transfer is psuedo-canonical, from "To Go." Not that it can't be otherwise in your house rules, but there is precedent. Topickiller | profile | Dec 05, 08 | 10:19 am |
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After a little further thought about the automatic transfer of future injury/diseases/magical attacks. I realized there was a simple rule that both made sense and limited possible abuse. ashwood | profile | Dec 05, 08 | 10:28 am |
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Concerning the rule about human stats/life span/health not being interchangeable with non-human stats/life span/health, I think I have to include magically boosted fleshworkers in the non-human category, too much potential abuse otherwise. ashwood | profile | Dec 05, 08 | 11:11 am |
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I don't know if fleshworkers belong in that category. On the one hand, temporary effects (shape-shifting to mirror someone else) are "standing magick" and can be messed with appropriately. But on the other hand, the book points out that the permanent effects of their magick - like boosted stats, for instance - are no longer magickal after they take effect. Spellbreaker can't touch them, for instance. The universe doesn't care how you got so buff, anymore. |
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Looking things over, I think that trading fleshworker stat boosts might be more like trading charges between adept schools than trading health with an automation or other non-human. ashwood | profile | Dec 06, 08 | 10:30 pm |
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Do fleshworkers still get charges if someone takes the pain for them? Unless there is a canon example of this happening, I think it's a pretty clear violation of the school - and UA's mantra of "You never, NEVER, get mojo for free." |
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Postmodern magic page 53, under proxy uses. It specifically states that an Epideromancer with a proxy can hurt his proxy for charges. The mojo isn't free, the proxy represents the fleshworker, the proxy pays for the mojo by getting hurt. ashwood | profile | Dec 06, 08 | 11:49 pm |
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Hmmm, under the the Proxy Uses section it says "...proxies can also take the place of the original for magical purposes. ... if your proxy gets in trouble, you just cast some magic on yourself and he can feel the effects" ashwood | profile | Dec 07, 08 | 12:00 am |
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PoMoMa is more than a little outdated (and unbalanced). The current (2nd Ed) core rulebook explicitly retracts that: |
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Ah, it seems I was working under the assumption that fleshworker charges were easier to get than they really are. In that case, I withdraw any objections to buying fleshworker stats. ashwood | profile | Dec 07, 08 | 1:02 am |
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Bsushi, your post surprised me so much that I forgot what I originally came online to write. After realizing (incorrectly) that you can do without a merchant if you had a fleshworker and proxy ritual. I realized (correct me if I'm wrong) that if you have a merchant and a fleshworker, you don't need a proxy ritual to increase the speed of charge generation. You just trade bodies for a day (or trade minds). The fleshworker now has an undamaged body to generate charges and work magic on. The fleshworker should be sure all his charges are spent before he makes the switch (which would break taboo). ashwood | profile | Dec 07, 08 | 1:19 am |
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Epideromantic charges are an intensely personal affair (unlike, say, videomancy or cliomancy) - the real punchline is that you have to hurt YOU to get them. |
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The 2nd edition book does say you can buy someone's soul. Of course, when someone talks about selling their soul, you tend to think of that only taking effect when they die. ashwood | profile | Dec 07, 08 | 3:15 am |
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Right. Again, I could see it going either way. |
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On the same general subject: ashwood | profile | Dec 07, 08 | 3:26 am |
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I've been thinking about Bsushi's comment "I don't know how possible it is to remove someone's soul from their body without putting it immediately into a new, permanent home" , it made a lot of sense, so I made a new rule. ashwood | profile | Dec 07, 08 | 6:37 am |
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Made a few additions and changes to the house rules. I posted them on the forum for feedback, since I don't want to spam the Mods section. ashwood | profile | Dec 11, 08 | 6:34 am |
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Can't seem to respond on the forums, this is the response I tried to post. Topickiller | profile | Dec 11, 08 | 4:38 pm |