Merchant
AP Value: 136 adventure points
Prerequisites: None
Special Abilities: Languages and Literacy totaling 10 AP; Skill Specialization Commerce
Combat Techniques: Polearms 8
Skills:
Physical: Perception 3
Social: Empathy 5, Etiquette 4, Fast-Talk 5, Streetwise 3, Willpower 4
Nature: —
Knowledge: Geography 2, Law 4, Math 6, Myths & Legends 3, Religions 3
Craft: Commerce 7, Driving 3
Suggested Advantages: Aptitude for Social Skills, Beautiful Voice, Inner Clock, Socially Adaptable
Suggested Disadvantages: Negative Trait (Stinginess, Avarice), Personality Flaw (Envy)
Unsuitable Advantages: None
Unsuitable Disadvantages: Blind, Frenzy, Personality Flaw (Unworldly), Ugly
Variants:
- Barterer (166 AP): Orienting 4 instead of 0, Survival 4 instead of 0, Tracking 4 instead of 0; Driving 1 instead of 3; Barterers must choose Fjarning, Mohas, or Nivese as their culture
- Hawker (162 AP): Polearms 6 instead of 8; Empathy 7 instead of 5, Fast-Talk 7 instead of 5, Orienting 4 instead of 0, Streetwise 7 instead of 3
- Long-Distance Trader (172 AP): Astronomy 2 instead of 0, Geography 7 instead of 2, Magical Lore 2 instead of 0, Orienting 3 instead of 0, Survival 4 instead of 0
- Moneychanger (153 AP): Skill Specialization Math instead of Commerce; Daggers 8, Impact Weapons 8, Polearms 6 instead of 8, Math 8 instead of 6, Streetwise 7 instead of 3
- Traveling Vendor (167 AP): Impact Weapons 8 instead of 6, Brawling 8 instead of 6; Orienting 4 instead of 0; Driving 7 instead of 3
Publication: Core Rules page 137