Propiamongers have magical haggling powers. The more they haggle over the value of something, the more magic they generate and can draw from. To do this, they must be aware of the magic (something they usually gain via a contract with a mentor propiamonger) and capture it with magical pen and paper into a contact.
The contract of initiation is the tool by which someone becomes a propiamonger. To do this, they must find a propiamonger who will make a deal with them. This deal must exchange a quality or characteristic of the propiamonger for the ability to make propiamongerial contracts. This contract can run out of magic and must be restored with new contracts with other propiamongers, selling off qualities of the propiamonger or other qualities they have acquired. Usually, they engage in an act of mutual exchange in order to preserve themselves - strength for strength, for example.
Once a propiamonger is contracted and fulfills their contracts, they gain the power to engage in similar contracts. Propiamongers need a reader glass, a special writing utensil, and special paper for contracts. They also need special vials to hold unused qualities. A propiamonger travels the world, seeking people with qualities, characteristics, skills, powers, and other properties they might want to trade to others or use for themselves. They make a deal with those who agree to their terms and provide them with the qualities or skills, etc., that they seek in exchange.
The contractee will agree to terms, then sign the contract. The propiamonger will receive the quality as a metallic grey liquid, which will coalesce before them. They use their pen to guide it into a vial, which they then label and store, or drink for themselves. The person will be given a vial containing the essence of what they seek, which they must drink within the hour, or it will spoil now that it is out of the propiamonger's possession. The terms in the contract will specify when the exchange will happen - there is always a delay, usually until the next time the person sleeps and awakens. At that time, the stat change will take effect for them and, if the propiamonger has partaken of the vial, for them as well.
The rate of exchange between qualities varies. Base stats are worth more than common skills, but less than supernatural skills, for example. The ranking of value is as follows, from lowest to highest:
The rarity of something also affects it. They can be common, uncommon, rare, extremely rare, or unique. If something is vital to a person's existence or survival, it is more valuable than something that isn't (an appendix is worth less than a heartbeat). So a vital, rare mundane memory may be worth more than a common, non-vital amount of a base stat.
A propiamonger cannot take the life of someone via contract if they are unwilling or have not signed a contract.
A propiamonger cannot sell what they don't have, so they have to preserve what they buy and not use it in order to have qualities they do not themselves possess to sell. For instance, a propiamonger who cannot dance cannot sell that skill unless they have acquired its essence elsewhere and kept it in a vial.
A propiamonger PC will start with seven contracts.
PRO -1 ATH -1 STR / AWA +3 WIL +2 PRS +3 STH +1
| Roll | Result |
| 1 | +7 years of life |
| 2-3 | Elemental resistance |
| 4-5 | Flight |
| 6 | Good luck edge |
| 7 | 1 True Name |
| 8-9 | Memories of a noble |
| 10-11 | Waterbreathing |
| 12 | A night full of dreams in a box |
| 13 | A minor magical weapon or armor |
| 14-15 | Immunity to disease |
| 16-17 | 11 in a science of player's choice |
| 18-19 | +3 in a base stat of player's choice |
| 20-21 | Someone is on a quest for them |
| 22-23 | Memories of a merchant |
| 24-25 | Youth in a bottle |
| 26-27 | Resistance to one celestial power |
| 28-29 | Someone owes them their first born child |
| 30-31 | Someone's chance at true love |
| 32-33 | Empathy |
| 34-35 | Someone's nostalgia for a certain food of the player's choice |
| 36-37 | 11 in a language of player's choice |
| 38-39 | Someone's determination |
| 40-41 | +7 years of health |
| 42-43 | Telepathy |
| 44-45 | One random infernal power from an infernal species |
| 46-47 | Resistance to one infernal power |
| 48-49 | Vanish for 30 seconds 3/day |
| 50 | Someone must kill someone for you |
| 51 | 11 in an athletic ability or sport of the player's choice |
| 52 | 11 in a social skill of the player's choice |
| 53-54 | Memories of a scholar |
| 55-56 | Soulsight |
| 57 | 11 in a weapon skill of the player's choice |
| 58-59 | 11 in a different criminal skill of player's choice (not one of another PC) |
| 60-61 | Blood empowerment (bathing) |
| 62-63 | Someone else's gender |
| 64 | Random spirit power |
| 65-66 | Animal speech |
| 67-68 | Wisdom in a bottle |
| 69 | Random other fey power |
| 70 | 11 in a lore of the player's choice |
| 71 | Random fairy power |
| 72 | Someone's faith in a bottle |
| 73 | Random terata power |
| 74 | Someone's most cherished memory |
| 75 | Random spirit folk power |
| 76 | Someone's sexuality |
| 77 | One-time wish granted |
| 78-79 | 11 in an artistic skill of player's choice |
| 80-81 | Plant speech |
| 82-83 | Memories of a priest |
| 84 | Someone's best friend |
| 85-86 | Someone's courage |
| 87-89 | One random celestial power from a celestial species |
| 90-91 | Fungi speech |
| 92-93 | One random elemental power from an elemental species |
| 94-95 | One random unaligned power from an unaligned species |
| 96-97 | 11 in a crafting / making / artisan skill of player's choice |
| 98-99 | One-time question of the GM |
| 100 | One-time resurrection |
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