Okay, finally managed to get this done before bed.
PHYSICAL APPEARANCE
It’s a tense situation. An isolated situation, fraught with danger, in uncharted lands. You enter the next room with dread, expecting the worst…
And are met by The Merchant, a hooded figure in a long, weathered black trench coat, with a purple cloth covering most of his face. That, along with the fingerless gloves, meaning that his fingers and the area just around his eyes are the only traces of his pale skin that remain visible. His eyes are blue, but sometimes they glow red, and he usually stands with a slouchy posture, possibly due to the large backpack he carries with him.
Despite his shady appearance he gives off a very amicable aura. Maybe it's the giddy look he gets in his eyes when he sees a potential customer, maybe it's his strangely endearing cockney-esque accent, or maybe it's the way he’ll open up that trench coat to reveal enough firepower to solve every problem you could ever even think of… provided you've got the cash.
PERSONALITY ASPECTS
BACKGROUND INFORMATION
Just exactly who or what The Merchant is always has and probably always will be a complete mystery, but it was quite clear that against all odds, he had hit the jackpot. Two customers had enough of a need for his inventory that they were willing to trade villages, castles, and mines full of treasure for it, and they had succeeded, destroying the Los Illuminados for good and filling his coffers full of pesetas in the process. The Merchant escaped the destruction of the island and left to clean out his other shops and head on to another venture…
Until The Event happened, and he lost it all. The guns, the shops, the shooting galleries, those blue torches, and perhaps worst of all, the bottlecap figurines. He was left with nothing, and had wandered the pastiche of worlds until he had found the town of 2Fort. It wasn’t all bad. He could definitely work with this. After all, with all these worlds coming together full of dangerous creatures and dangerous people, there oughta be some very profitable business opportunities just ripe for the picking.
~SKILLS~
Appraisal: As one who frequently trades weapons and treasures, The Merchant can quickly and accurately determine the identity and value of any firearm or treasure he comes across.
Weapon Maintenance: The Merchant has an encyclopedic knowledge of firearms, with a firm understanding of every part of anything that could be considered a gun, and as such can keep one running, provided the parts themselves aren’t broken.
Minor Crafting: The Merchant is surprisingly good with machinery, able to rig up a shooting gallery with moving targets in several different locations. It’s nothing extreme, but he could probably fix a broken gate or something. He also possesses a few more utilitarian skills like herb-mixing.
~SPECIAL ABILITIES~
Tune Up: By somehow expending treasure or raw cash, The Merchant can permanently raise a firearm beyond its normal capabilities, increasing either firepower, firing speed, reload speed, or magazine capacity. Upgrading the magazine capacity will (somehow) refill the magazine to full capacity.
Strong Back: Though The Merchant already looks like he’s packing enough heat and cash to fund a small militia, he can carry even more than he appears to be able to, to the point that one wonders whether it’s some sort of extra-dimensional storage… provided that it’s cash, treasure, or part of what he’s selling.
Weapon Hunter The Merchant can practically sniff out a new and interesting gun to add to his collection. He has an easier time finding firearms than most, regardless of the quality.
~Perks~
I’ve got a Selection of Good Things on Sale, Stranger! Though most of his inventory has been lost, The Merchant has retained a few basic weapons: A handgun, a shotgun, and a rifle, along with one First Aid Spray
~Faults~
Miser: The Merchant is ridiculously stingy about keeping his potential sales in perfect condition. He will only use the worst equipment he has on him, if that equipment is remotely worth holding on to, and save the rest as inventory. He also isn’t willing to part with his inventory out of goodwill.
~Weaknesses~
The Merchant can shoot a gun or swing a knife or club, but his skills with them are average at best. He’d prefer to let his customers wield his inventory rather than himself.
The Merchant is also quite frugal with his services. He’s rather affable, but don’t expect him to shell out weapons or upgrades out of the kindness of his heart.
~STARTING EQUIPMENT~
Clothes and Gear: The Merchant’s trusty outfit and backpack. Withstands the elements and can conceal a mindblowing amount of weaponry, though the heat it would suggest to provide doesn’t seem to bother him.
Shop Inventory: The Merchant’s remaining shop inventory. He won’t use these himself, but he's willing to part with them for the right price.
~CURRENTLY EQUIPPED GEAR~
Clothes and Gear
~INVENTORY~
*listed above*
”Got somethin’ that might interest ya!”
[30’s(?)| Human (?) | Resident Evil 4| Male]
APPEARANCE, PERSONALITY, & BACKGROUND
PHYSICAL APPEARANCE
It’s a tense situation. An isolated situation, fraught with danger, in uncharted lands. You enter the next room with dread, expecting the worst…
And are met by The Merchant, a hooded figure in a long, weathered black trench coat, with a purple cloth covering most of his face. That, along with the fingerless gloves, meaning that his fingers and the area just around his eyes are the only traces of his pale skin that remain visible. His eyes are blue, but sometimes they glow red, and he usually stands with a slouchy posture, possibly due to the large backpack he carries with him.
Despite his shady appearance he gives off a very amicable aura. Maybe it's the giddy look he gets in his eyes when he sees a potential customer, maybe it's his strangely endearing cockney-esque accent, or maybe it's the way he’ll open up that trench coat to reveal enough firepower to solve every problem you could ever even think of… provided you've got the cash.
PERSONALITY ASPECTS
- Jovial
- Opportunistic
- Miserly
- Polite
- Unassuming
BACKGROUND INFORMATION
Just exactly who or what The Merchant is always has and probably always will be a complete mystery, but it was quite clear that against all odds, he had hit the jackpot. Two customers had enough of a need for his inventory that they were willing to trade villages, castles, and mines full of treasure for it, and they had succeeded, destroying the Los Illuminados for good and filling his coffers full of pesetas in the process. The Merchant escaped the destruction of the island and left to clean out his other shops and head on to another venture…
Until The Event happened, and he lost it all. The guns, the shops, the shooting galleries, those blue torches, and perhaps worst of all, the bottlecap figurines. He was left with nothing, and had wandered the pastiche of worlds until he had found the town of 2Fort. It wasn’t all bad. He could definitely work with this. After all, with all these worlds coming together full of dangerous creatures and dangerous people, there oughta be some very profitable business opportunities just ripe for the picking.
CHARACTER CAPABILITIES
~SKILLS~
Appraisal: As one who frequently trades weapons and treasures, The Merchant can quickly and accurately determine the identity and value of any firearm or treasure he comes across.
Weapon Maintenance: The Merchant has an encyclopedic knowledge of firearms, with a firm understanding of every part of anything that could be considered a gun, and as such can keep one running, provided the parts themselves aren’t broken.
Minor Crafting: The Merchant is surprisingly good with machinery, able to rig up a shooting gallery with moving targets in several different locations. It’s nothing extreme, but he could probably fix a broken gate or something. He also possesses a few more utilitarian skills like herb-mixing.
~SPECIAL ABILITIES~
Tune Up: By somehow expending treasure or raw cash, The Merchant can permanently raise a firearm beyond its normal capabilities, increasing either firepower, firing speed, reload speed, or magazine capacity. Upgrading the magazine capacity will (somehow) refill the magazine to full capacity.
Strong Back: Though The Merchant already looks like he’s packing enough heat and cash to fund a small militia, he can carry even more than he appears to be able to, to the point that one wonders whether it’s some sort of extra-dimensional storage… provided that it’s cash, treasure, or part of what he’s selling.
Weapon Hunter The Merchant can practically sniff out a new and interesting gun to add to his collection. He has an easier time finding firearms than most, regardless of the quality.
~Perks~
I’ve got a Selection of Good Things on Sale, Stranger! Though most of his inventory has been lost, The Merchant has retained a few basic weapons: A handgun, a shotgun, and a rifle, along with one First Aid Spray
~Faults~
Miser: The Merchant is ridiculously stingy about keeping his potential sales in perfect condition. He will only use the worst equipment he has on him, if that equipment is remotely worth holding on to, and save the rest as inventory. He also isn’t willing to part with his inventory out of goodwill.
~Weaknesses~
The Merchant can shoot a gun or swing a knife or club, but his skills with them are average at best. He’d prefer to let his customers wield his inventory rather than himself.
The Merchant is also quite frugal with his services. He’s rather affable, but don’t expect him to shell out weapons or upgrades out of the kindness of his heart.
INVENTORY & EQUIPMENT
~STARTING EQUIPMENT~
Clothes and Gear: The Merchant’s trusty outfit and backpack. Withstands the elements and can conceal a mindblowing amount of weaponry, though the heat it would suggest to provide doesn’t seem to bother him.
Shop Inventory: The Merchant’s remaining shop inventory. He won’t use these himself, but he's willing to part with them for the right price.
- Handgun: A slightly used semi-automatic pistol that was sold to The Merchant by a certain stranger early on in his adventure, comes with a full ten-round magazine. Reliable, but nothing particularly special.
- Shotgun: An old-fashioned pump-action shotgun.
- Rifle: An old-fashioned bolt-action rifle. Doesn’t come with a scope.
- First Aid Spray: A spray can containing a bizarre substance that heals all injuries. Can only be used once.
~CURRENTLY EQUIPPED GEAR~
Clothes and Gear
~INVENTORY~
*listed above*
MEDALS AND ACCOLADES
EXTRA