The Merchant

The Merchants of Otara are widespread. For things like new weapons, clothing and armor, as well as that hard-to-get equipment, Merchants are the people who'll sell them to you. "And I can get you that Plate Armour for only 800 gold"A lot of buying and selling in the world of Otara is actually done as bartering between the two people in question, rather then going down to the General Store and paying for what you need. This works great for cattle, furs, and used gear. But for some things, manufactered items are the only way to go. And for those, you'll have to go see a Merchant. Some are regular dealers who are up-front and over-the-counter, guys who'll sell you all of the nice, useful toys that sit on theshelves. Others will be slightly more roguish in their dealings, hunting down contraband and illegal equipment to sell in places wherethe laws aren't quite as strict (or at least where the law can be bribed to look the other way.) Still others are travelling Merchants,people who load their wares into the back of their wagon and move from town to town, selling much needed supplies to the rubes... er... townsfolk., these guys being a little more rough-and-tumble than their shop bound counterparts, mostly because looting, pillaging, and armed robbery are far more common in the wilds. As such, they need to be able to defend themselves andtheir product, but without making it a major part of their lives.

The Merchant O.C.C.

Attribute Requirements: M.A.: 12, A high I.Q. is also preferred but not nessessary.
Alignment: Any, but usually Selfish.
Gender: Male or Female
Race: Any
O.C.C. Skills:

    Language: Native - 98%
    Langauge: Choose two (+20%)
    Literacy: Native
    Math Basic (+20%)
    Appraisal (+20%)
    Bartering/Haggling (+20%)
    Streetwise (+10%)
    Find Contraband (+10%)
    Detect Concealment (+5%)
    Horsemanship: General or Teamster/Wagoner
    WP: Choose one
    Hand to Hand Combat can be selected as an O.C.C. Related or Secondary skill. Basic counts as one skill and Martial Arts as three. Expert and Assassin are not available.

O.C.C. Related Skills:Choose 7 other skills at level 1 , plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency.

    Communications: Any
    Domestic: Any (+5%)
    Espionage: Smuggling only
    Horsemanship: General.
    Labour: Any (+10%)
    Medical: Brewing and First Aid Only.
    Military: Armour Identification, Armour/Weapons Decoration, Armourer, Cartography, Heraldry, or Recognize Weapons Quality only (+5%)
    Naval: Any
    Performance Arts: Any
    Physical: Any
    Rogue: Any
    Science: Any
    Scholar/Noble/Technical: Any
    Weapon Proficiencies: Any
    Wilderness: Any

Secondary Skills: Choose 4 at level 1, plus 1 per level starting at level 2. All new skills start at Lvl. one proficiency. These are additional areas of knowledge that don't get the O.C.C. bonus.
Starting Equipment: Starts with a small shop or wagon, filled with various typical items (survival gear, food, soap, whatever). A set of travelling clothes, a first-aid kit, sleeping bag, saddlebags, backpack, and a good quality horse.
MONEY: Starts with 1D6x2000 gold and the same in Market Items.

Experiance Table:
Level Experience
10-1,850
21,851-3,700
33,701-7,400
47,401-13,000
513,001-22,000
622,001-33,000
733,001-47,000
847,001-66,000
966,001-91,400
1091,401-131,500
11131,501-171,600
12171,601-221,700
13221,701-272,800
14272,801-326,900
15326,901-378,000

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