Wednesday, July 6, 2011

Merchants - Worlds Apart

Next up in our list of careers for Worlds Apart is the merchant.

Merchants: Int 6+
–1 DM for every previous career.

Trade is the lifeblood of every society.

•              Broker: You work in a port, selling and buying goods, employed by the port authority, a merchant guild, or a noble family.
•              Tramp Trader: You serve on an independent voyager ship, tramp trading through the Forever Sea.
•              Operator: You are a special agent for a merchant family, noble family, or guild. You solve…  problems.

Career Progress:
Assignment
Survival
Advancement
Broker
Int 5+
Edu 5+
Tramp Trader
Edu 6+
Int 6+
Operator
End 7+
Edu 5+

Mustering-Out
Roll
Cash
Benefits
1
500 sp
Voyager Ship Share
2
1,000 sp
+1 Soc
3
1,500 sp
+1 Edu
4
2,000 sp
Magic Item (any)
5
3,000 sp
Two Voyager Ship Shares
6
4,000 sp
Tramp Trader Voyager Ship
7
6,000 sp
Tramp Trader Voyager Ship

Skills and Training
Roll
Personal Development
Service Skills
Advanced Education (Minimum Edu 8)
1
+1 Int
Admin
Advocate
2
+1 Edu
Broker
Recon
3
+1 End
Gambler
Navigation
4
+1 Dex
Language (any)
Language 0 (no specialty)
5
Carouse
Diplomat
Investigate
6
Investigate
Melee Combat (any)
Jack of all Trades

Roll
Assignment: Broker
Assignment: Tramp Trader
Assignment: Operator
1
Admin
Broker
Athletics (any)
2
Advocate
Deep Ocean Navigation
Deception
3
Deception
Jack of All Trades
Investigate
4
Diplomat
Elemental Engineer (any)
Melee Combat (any)
5
Investigate
Mechanic
Missile Combat (any)
6
Persuade
Pilot (any)
Stealth

Ranks and Skills
Rank
Title
Skill or Benefit
0
Merchant

1
Trader
Stealth 1 or Missile Combat 1
2
Trafficker

3
Master Merchant
Streetwise 1 or Recon 1
4


5


6



Mishaps
1d6
Mishap
1
Severely injured in action. (This is the same as a result of 2 on the Injury table.)
2
A crate of valuable ancient pottery falls on your head. Reduce your Intelligence by 1. You’re kicked out because it was your own damn fault.
3
You run afoul of smugglers and make a bad decision in a tight spot. Gain a +3 DM to join Rogues (pirate) for your next career, otherwise you must choose Drifter.
4
You go tits-up, lose all your money, and your Mustering-Out roll for this term.
5
You make a bargain with a mysterious being that proves all glitter and no gold. Lose your Mustering-Out roll and gain a dangerous and unusual creature as an Enemy.
6
Injured. Roll on the Injury table.

Events
2d6
Events
2
Disaster! Roll on the mishap table, but you are not ejected from this career.
3
Someone in your trading group is leaking information to other merchants. You know the source and can squeeze him for some baksheesh (+2 DM on one Mustering-Out roll) gaining a rival in the process or reveal him to your organization (+1 Soc) and gain an Enemy  
4
You spend a month experiencing terrible nightmares. Gain Magic 0.
5
It seems as if everything you touch turns golden. Gain a +1 DM to any one Mustering-Out  roll.
6
You trade extensively in livestock. Gain Animals 1 and an appreciation for bathing.
7
Life Event. Roll on the Life Events table.
8
You have several years of extensive trading contact with a non-human race. You draw the attention of one of their youths who takes an interest in you. Gain a contact and Language 1 (any).
9
You perform admirably and are offered some extra training. Gain one of Advocate 1, Pilot 1 (any), or Tactics (military) 1.
10
A normal day turns difficult in the blink of an eye. Roll Melee Combat 10+. If you succeed, gain a Magic Item (potion) and +2 DM to a Cash roll. If you fail, Roll End 8+ or roll 1d6+2 on the Injury table.
11
Your superior makes you a supervisor. Either gain Leadership 1 or a +4 DM to your next Advancement roll.
12
You discover a misplaced shipment that could have bankrupted your organization. You are automatically promoted.

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