The Capitalist
by Gilmere

Class: Any
Tag: CAP

Introduction

The Capitalist has been sent to Tristram by a powerful merchant conglomerate from the far east. The trade with Tristram was always a very lucrative part of their business, but in light of the recent problems, that market seems to be drying up. Ever protective of their investments, the conglomerate has decided to send adventurers to Tristram. Their orders are to ensure that the trade route remains open and the market remains a viable source of income. The Capitalist character therefore wants to both protect the town and its inhabitants, and ensure it has a stable economy.

Rules

Upon starting a game, and on each and every visit up to town, the Capitalist must make at least one purchase from all three of the legitimate business persons in Tristram (Griswold, Adria, Pepin). If the Capitalist does not have sufficient funds to purchase an item from all three, then he/she should at least spend as much as possible and make an effort to make it up to the skipped merchant your next trip up. It is permissible to buy an item and then immediately sell it back. (The merchant will still have made his profit, and has the item to sell again.)

The Capitalist may not use any item found in the dungeon that can be purchased in town. This includes books, potions, elixirs¹, scrolls, weapons, staves, armor and helms. Items you can keep from the dungeon can only be base items that you can not buy in town. Therefore, only rings and amulets can be used (since none of the merchants in town sell these). All items can, of course, be sold to the businesses in town.

¹: Vit elixirs are be usable, since no one sells them. Must not be a market for them. (After all, who needs vit? ::hehe:: )

Wirt is not to be visited. He is a black market extortionist and his goods often cut into Griswold’s business.

Upon receiving each dot, the Capitalist will immediately start a new game in which he must sell any and all items on his person (except equipped jewelry and 1 extra set of jewelry). He may then re-equip himself from the fine wares available from Griswold and Adria.

Trading is acceptable, with the only caveat being that the CAP will not give an item away... there must be an exchange of either an item or gold. If an item is received in the trade, the CAP will sell it to Griswold/Adria. This way the economy will not be upset by the loss of the item traded away. The CAP, therefore, can trade useful items to others, but will not keep anything he receives.

As long as business is being brought to the merchants, it suits the Capitalist just fine.

Quests

1) Stimulate the Economy
Every 5th clvl, one of the Capitalist’s purchases must be the most expensive magical item that they can afford that Griswold or Adria has for sale. Regardless of whether or not it is an appropriate item for their class, they must use this item for at least one trip into the dungeon and must carry or use it until the Capitalist levels up, kills a unique monster with it, clears an entire dungeon level with it, dies (item must be recovered). If the item in question is unusable because of a statistic requirement, then it need only be carried.

Having fulfilled one of these, the CAP can either continue to use or backpack the item until the next level up. Note that if the Capitalist levels up it must hold onto the item until the following level up. (I.e. a CAP hits clvl 5 and purchases the most expensive item; while in the dungeon using it, he levels up to 6. He may keep using it or store it in his pack, but either way, he must hold onto it until level 7 now.)

2) Uniques
I was toying with the idea of making any unique with a unique picture usable, but would rather not. Also, one of the quests I am considering would involve gathering a full set (armor, hat, weapon/shield set) for Griz... a 'custom order' so to speak... possible reward might be the opportunity to keep one of the uniques. Still mulling it over.