Old Gods of Appalachia
This enigmatic figure looks like a moderately handsome human who isn't quite remarkable-looking enough to be easily described or overly noticed. They usually dress fancy, but not too fancy compared to those around them. A dirt-poor farmer or miner might see the Dealer wearing a well-mended outfit suitable for Easter Sunday. A shopkeeper might see them dressed like one of the mine bosses or a mine boss's wife, not a speck of dirt on them, like they'd never done a day of hard labor in their life. A company man might see them in a well-tailored suit and polished shoes, perhaps with a clever hat and a pocket square, something straight out of New York City.
Sometimes instead of footprints, their feet leave marks on the ground in the shape of goat's hooves. Other times, the sound of jangling chains accompany their movements. Often, they're described as having one pewter eye.
The Dealer makes deals with mortals, giving them not money or fame, but knowledge, power, or talent, with skill in music being a common ask. After a character trades their soul to the Dealer, a later dangerous event suddenly gets much worse—a task is hindered by four steps, an attack moves them an additional step down the damage track, or they must succeed at two defense rolls instead of one—with the sound of the Dealer's polite chuckle in their ears.
Although many religious folk think the Crossroads Dealer is actually the Devil, they seem to be more an entity of bad luck and mischief rather than sin and damnation. The Dealer is not without kindness or compassion, and has said that they just want to harden and strengthen the people of Appalachia to better withstand the temptations and darkness in the land. And yet, they trick people and bargain for their souls, so their motives are suspect. The Dealer sometimes claims to be the Devil, other times claims to be Death, and occasionally says they're just a mere mortal like any other.
Unless the players are very excited about a riddle challenge, it's best to handle riddles as a series of Intellect-based tasks of increasing difficulty.
Motive: Making bargains, temptation, and trickery
Environment: Anywhere, particularly at a crossroads
Health: 15
Damage Inflicted: Moderate wound (4 points)
Armor: 1
Movement: Short
Modifications: Perception, trickery, and granting magical gifts as level 6
Combat: The Dealer rarely sticks around more than a round or two in a fight, preferring to vanish in the blink of an eye.
The Dealer can grant a mortal a boon in exchange for a deal (usually the mortal's soul) or as a prize for a contest (such as a music or riddling competition). Typical boons include valuable information (such as the location of an ally or enemy), any effect that a level 6 cypher could perform, or any medium- or long-term benefit the character qualifies for (such as training in a skill, learning a language or a new character ability, or a character advancement).
As an action, the Dealer can transform themself into any animal other than a dove. In animal form, they keep all of their statistics and abilities, including speaking, and can do anything that sort of animal can do.
Interaction: The Dealer starts off as pleasant but mysterious, using wordplay and gentle lies to confuse people into thinking they've gotten the better of them.
Use: A witch warns against lingering at a nearby crossroads known to be a lurking place of the Dealer. The Dealer makes a sudden appearance and has a challenge for the characters.
Loot: The Dealer carries a couple of cyphers, such as crow baby and a charm of protection, and might have an interesting artifact like an accursed fiddle.
Connection: The character has heard stories of a trickster who waits at the crossroads to make a deal. The character's recent ancestor lived a very long time, supposedly the prize in a contest with the Dealer.
GM Intrusion: The Dealer glares at the character using their pewter eye, and the character must succeed at a hindered Intellect defense roll or move one step down the damage track.