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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