1.5 Merchants
Merchants have a background in the large, Imperially-chartered
merchant ships that tied the Empire together with trade. They are now on their
own, savvy businessmen, some of whom border on the criminal with shady deals,
fleecing the rubes and engaging in trade wars, but they’re excellent at
weighing risk against profit.
1.5.1 Merchant Captain
By the time you mustered out you had made it to your own
command of one of the mid-sized merchant vessels, and spent time on some of the
really big ones. While even those aren’t as big as the imperial warships they
are damn site larger than any free trader. Still, the work of moving things on
relatively routine hauls pales after a while, and on exiting from your megacorp
you have the chance to do something new – open up new trade routes, act as a
manager for mercenary companies, whatever.
Body 5, Mind 5, Reflexes 5, Meta 1
Divide 5 points amongst your stats, with no more than 4
points in any one.
Skills
Command* 10; Deceit 11; Drive 12; Gambling 11; Guns 8;
Info (Navigate) 10; Info (pick) 10; Martial Arts 10; Status 10; Trader 13
Shticks
Shtick 1- Smooth Operator: spend a Fortune Point to
temporarily bamboozle anyone with a line of patter. This won’t make them your
willing slaves but it will distract them and reduce the difficulty of any
social tests by 3.
Shtick 2- any Guns or Blade shtick.
1.5.2 Merchant Broker
Sure you spent time on the merchant vessels, but your
real skill lay in connecting the people who needed something in one place with
someone who had it in another, by way of someone who could actually move it.
Now that you’re out from the big merchant chains you can actually start putting
this web of connections to personal use. While you no longer have nigh
limitless resources behind you there are plenty of ways to make a killing.
Body 5, Mind 5, Reflexes 5, Meta 0
Divide 6 points amongst your stats, with no more than 4
points in any one.
Skills
Computers 10; Deceit 13; Drive 12; Gambling 10; Guns 9;
Investigation 12; Martial Arts 9; Repair 9; Trader 11
Shticks
Shtick 1- Knows a Guy: Unless entirely implausible
(mis-jumped to a planet no human has ever seen level implausible), spend a
Fortune Point to have a connection anywhere where there are enough people to
call a town. It might be a friend of a friend of a friend, but it’s enough to
get you some support, depending on what you ask.
Shtick 2- pick one guns or blade shtick
Merchant Quartermaster
The Quartermaster of a major trading ship is responsible
for getting the cargos in and out, and making sure the ship is fully supplied.
They also have to be a dab had at repairs and possible vacc suit certified to
get out of the ship and assist. When you scale that down to the Tramp Freighter
level, like many of your old friends from the company have, you suddenly become
chief mechanics, space based contact expert, primary programmer and heaven
knows what else. But it certainly keeps you busy!
Body 5, Mind 5, Reflexes 5, Meta 1
Divide 5 points amongst your stats, with no more than 4
points in any one.
Skills
Computers 10; Deceit 10; Drive 9; Gambling 13; Guns 11;
Info (Choose) 9; Martial Arts 10; Repair 11; Sabotage 9; Survival 9; Trader 12
Shticks
Pick 2 shticks from Guns, Blades or those listed below.
Shtick 1- Scraps and Remnants: you have all the stuff in
the corners of the hold that you couldn’t move, or the sample copies of things
that look interesting. You can always make a Trader roll to see if you have
something that might serve for your purposes, or spend a Fortune point to
guarantee it.
Shtick 2- Merchant Vacc Suit Training: you have logged a
thousand hours in both standard vacc suits and industrial cargo loaders that
are essentially mech suits with the serial numbers filed waaaaay off. You suffer
no penalties when wearing a Vacc suit or in zero gravity. You know just enough
to run a mech suit without penalty (Advanced Vacc Suit skill is a
prerequisite).
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