Example Adept, from an OCR so expect typos:

The Merchant (or Salesman, in a mo~ modem
imerprttation) fucilir.ucs lhe Iransfc:r of goods bcN.·ttn
[hose who hnC' lhnn and wan! them-while
raking link c;ut be positive llgurc, when he brings IOgether two people with
complemt:ntary nttds, borh. Mercham can also be a chC'al or d('C("iver, selling worthless
goods., acting as a needless middIC1T13n, or managing to rob
both parries.
~vC'r gelS a deal. Any avatar who gets fooled or taken advantage of
10 archerype.
type. Nole thern lillie TO them for a ful1Jre sale is nOt selfless.) You C:ln be as selfless as you
wam caring. ,:Ill'r goods, sh:Jme abom Chrisnnas.
Symbols: Merchant s,1rchel wares-mendicanfs a case, A perperual insincere grin is typical, as are broad geslUres
spcuh. gi~'esom Oxun·Man: Candomblc),
Mephistopheles (European), Aison (Voudun)
Suspcoed A\'atars CSOI'enc economistS
(okay, aboul four CSOI'Cfic economists) see the COntestS of
-barons- cenrury :as oocult
contesl Strongest If they'n: righi,
J.P. Andw.v Carnegie's resulled m:Jgicbl
Ihe COntest.
Channel:
I°k_50%: At this b'e!. )'011 can coovince others to see
there's little (kC'mon m:Jn, it's Pimo!
scn:ams power!~) Alternately, ignore thaI's ("I'll you this huge, round nickel for thaI riny lillie dime!~) With
an ordinary, successful roll you can get a deal that's good, bur
com'emional; buy din some·
one to pay full price for a display model, maybe fool someone
kcollectibles. ~ If thai's Ih3n target's into tt3des. ("How
jXIy rh31 i[-2oo be Sllre shOO( )'ou ha~ Ir's profitn fi()( to obey, it just m:Jkes it seem like a good idea, Resisting such
it's not lrigger 1e\~1.
nor creatures.. fine 00 adepls., Ihough,
51 %-70%: empowe'red 10 trade' C'Xchange in\'olved successful roll) )·ou can facilitare exchanges of immaterial
Wam someone', As lhey
to il. il. to scll
years off his person Bhas lhe money ro If )'ou BfiVe" YC31'$ youngCL (A
doesn'l he JUSt fi~~ )~ars sooner,) en:n fi\'t momhs ...j.
to [his Ihal bolh muSt flttly
Ihe doesn'l if you\'e I%-50% physi,
cal coercion to gel them ro S:lY )'CS, If:lll [he involved panics
frecly agree (and you make your roll) you can make the
poilUS, stats---cven faelors Meter. [0 ro characler, (-Ihat
rubber chicken!")
71 %-90%: Wilh ~tercham 3nd \\ilh ir. cannor )'OU that's jXIrt can'r
agrttlIlCll. )'our
memori(s, skills., you','e gonen b'd han
lhe ro gi\'e rhem inexrricably 10 it particulars.
91 %+: Every time someone wants 10 harm you with
ha~'e you It doesn't ha~'e be lot money---a
penn), bucks., doesn't maner. ha\'e
to negoliable
correnc)'. 'em, simpl)'
shool. much [hey
roo Trade' don't work-it be currency
nation's mint,) to t3ke quarrer a[ [hey nexi aelion.
anack be sep;lra[e!y. can', jusl tOSS at fl.'t't
twent)' tinles ollee those pa)'ment olle he again. evro iI's jusl srrange Ihis lhal anyo~wanrs to )"ou insrinctively rhl.')· musl rhe pri"ilege,
••
00'
THE MERCHANT
Auributes: Merchant more modern
interpretation) facilitates the transfer berween
those have them those who want them—taking a little cut for himself. The Merchant can a
figure, together two complementary needs, helping both. On the other hand, the
Merchant cheat deceiver, goods, middleman, parties.
Taboos: The Merchant archetype never gets the worse of
weakens his connection to the archetype,
The Merchant never gives anything away; any purely
selfless giving is contrary to type, (Note that giving someone
an incentive or doing them a little favor to soften thern up
future not can want with your time and caring, but you can't give away
physical goods. Damn shame aboue Christmas.
Symbols; The Merchamt always has a satchel for his
wares—from a mendscant’s sack to briefcase or sample
case. perpetual gestures
and rapid, eloquent speech, The Merchant frequently
imbibes or gives out alcohol, and is known for giving away
free gifts of little value.
Masks: Yankee Jonathan (American), Oxun-Mare (Candomble),
Voudun)
Suspected Avatars in History: Many esoteric economists
about esoteric cconomists) contests the “robber barons” in 19th-century America as an occult
contest to become the strongest Merchant. they're right,
J.P. Morgan probably won. Andrew Carnegic’s sudden burst
of charitable giving probably resulted from the magickal
backlash of losing the contest.
Channel;
1%-S0%: Ar level, you convince to value where there’s littl or none. (“C'mon man, it’s a Pirto!
The very name screams manly pewwer!”) Altermarely, you can
convince someone to agNOre value that’s apparent. (“I'll give
that tiny litth dime!”) that’s but
conventional; you can bay a car dirt cheap, convince someone
moxlel, into paying inflated prices on worthless “collectibles.” [f you
get a successful roll chat’s higher than your target’s Mind
score, you can talk them mto abysmally stupid trades. (“How
much did you pay for the bullets in that gun? I'll triple
ir—and you can sure I won't shoot you because I don't
have a gun. It’s pure profit!) This does not compel people
makes idea. a reasonable request (or realizing it’s not so reasonable) may
trigger a Self or Unnatural check of some level.
ELEVEN: This ability does not work on supernatural creatures. It
works just on human adepts, though.
$1%-You are now empowered to make Faustian
bargains: as long as trade and exchange is involved (and a
you facilitate commodities. Want to buy someone's soul? long as they
agree ro sell it, you can do it. Is person A willing to sell
five yeaofrf hsis life, and B has the monctyo pay?
both sides agree, you can make B five years younger. A
doesn’t get any older; be just dies five years sooner.) You can
even negotiate a cut from both sides for yourself (say, $5000
and five months... .).
The key co this power is thar both sides must freely
agree to the bargain; the power doesn't work you've used
supernatural power (like your |%-channel) or physical
get to say yes. If all the parties
freely deal happen. Using this power you can buy and sell wound
points, transfer skills and stats—even broker psychological
factors like failed notches on the Madness Meter, You do
need to find a way to express this in character, however.
(“I'll trade you my sense of life's meaninglessness for that
chicken!™)
71%-M%: With a successful Avatar: Merchane check
you can summon up a demon and make deals with it. The
demon cannot harm you (unless that’s part of the deal)
and you can safely get rid of it if the two of you can’t
reach an agreement. If you offer it immaterial things in your
possession (like your memories, your skills, or something
you've gotten with the previous level of channel) you have
the power to give them up to it. Once the deal is agreed
upon, both sides are inextricably bound to obey i in all
91%4: ro magick or with a conventional weapon, they have to pay
some money. doesn’t have to a Jot of money—a
penny or a million bucks, doesn’t matter. They just have
to give you (or throw at you) some kind of negotiable
currency. If they don't have any cash on “em, they simply
cannot shoot, kick, or stab you, no matter how mach they
want to, (Trade goods don’t work—it has to valid curreney
presently circulated by a nation’s mint.) Even if they're
well supplied with money, they have to take an action to
toss a quarter at you; then they can shoot you on their
next action.
Each attack has to paid for separately. Your assassin
can’t just toss a billfold with twenty bills in it ar your feet
and shoot you rwenry times (once for each bill); these bills
are considered payment for one attack. If he wants to attack
you again, be has to pay again, even if it’s just a nickel.
A strange thing about this ability is that anyone who
wants fo injure you instinctively knows they must pay for
the privilege.