Silver

A burgher, born to new wealth and new ideas. I (or my family) owned my practice, or owned the practices of others and were independently wealthy.

I hail from a lineage of wealth, my kin having flourished in the trade of

# Profession I still have  
1 Necro-Soliciters a book of laws (incomplete), Grimjelly (speak with dead), donation pale  
2 Mycodoctors a bag of suspicious mushrooms, bandages, a poisoners kit  
3 Dreambankers A dreamcatcher, a ledgerbook, soporiphic incense  
4 Star Chart Magnates an outdated star chart, a debt to a fae, an immortal moonlily  
5 Astropoliticians a policy platform, a book on the Fae language, a spyglass  
6 Mutagenicists a random mutation (petty) Grimjelly (mutate spell)
7 Anti-Mutant Activists club membership card, d4 phenology stabilzer (enhanced against mutants)  
8 Matchmakers a rotary of calling cards, a box of chocolates, wilted flowers  
9 Warp-Entrepreneurs a lawsuit from the Cult of the Far Wanderer (10,000), A broken warpwagon (bulky, slow, +4 slots), a pistol (d4, loud)  
10 Rifflemen Military Boots (+1 armor), a uniform, a d8 rifle w/ d6 bayonet (loud, bulky)  
11 Manticore Breeders a book of manticore theology, a manticore kitten (3 HP, d6 poison tail, considered sacred to some)
12 Magic Item Speculator A book of market trends, a Anchor ring (2 charges), a Detect Magic ring (3 charges)  
13 Cryptid Publishers a book of creatures that don’t exist (I hope), book binding glue (the good stuff)  
14 Restaurant Critics a hidden pen, the ire of all baristas (petty), a cocktail (d6, blast, continuous for all creatures in area)  
15 Artificers 2 magical arrays, woodcarving kit a d8 buzzsaw (loud)
16 Mechgineers mechanoid legs (gives Haste, bulky, very fast, 1hr 3x/day), a d6 mechanoid arm  
17 Cemetary Rentseekers a gravedigger’s shovel (d6), a waggon (+4 slots, bulky), an eviction notice  
18 Ghostwood Luthiers a d6 violin, ghost of a nosy ancestor (4 hp)  
19 Fairy Dust Merchants a vial of fairy dust, cold iron net  
20 Frog Cartographers a swarm of poisonous frogs (4hp detachment, d4 poison lick), a lot of flies, a map of suitable ponds  

The volatile energies of a fractured artifact have suffused me with an extraordinary trait:

# Mutation Effect
1 Payday I always know the location of nearby jewels and gold
2 Speculation When rolling for loot, I can reroll of a single dice. I must use the new result
3 Karmic Contract Contracts I make seem supernaturally binding. Karma seems to come for those who renege on my deals
4 Good Bookkeeping When I avoid critical damage, I may choose to replenish a mundane consumable good
5 Money talks I ignore negative modifiers to reaction rolls when discussing money
6 Bailout I can permanently break an item to avoid critical damage. The item must occupy at least one slot