Traveling salesman: Difference between revisions
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Traveling free traders are merchants, that have their shops on the streets or on market places. Those of them, that work directly for one of the three great trading outfits (i.e. the [[The Crimson Caravans|Crimson Caravans]], the [[The Far Go Traders|Far Go Traders]] or the [[ | Traveling free traders are merchants, that have their shops on the streets or on market places. Those of them, that work directly for one of the three great trading outfits (i.e. the [[The Crimson Caravans|Crimson Caravans]], the [[The Far Go Traders|Far Go Traders]] or the [[Slaver's Guild|Slavers Guild]]) operate slightly different than common free traders. The exact business model varies strongly between these three outfits, which is why we suggest looking up the correct model for your character under “Economy and Trading – The great Trading Outfits and Centers”. | ||
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Revision as of 03:26, 18 April 2025
This page is about one of the Classes.
Traveling free traders are merchants, that have their shops on the streets or on market places. Since they don't have a big warehouse at their disposal, their wares are usually items that weigh little (or are small) and cost much. Some of them have specialized on certain groups of wares, for example chems and medicines or weapons or tools or clothes etc., but most traveling salesmen buy and sell everything they can fit onto their carts.
| Extraordinary skills: | One further language of choice,(tribal language, Spanish, Chinese … ) Home on the Road |
|---|---|
| Skill bonuses: | +15 to: Geography and politics, Driving (carts), Haggle/trade +10 to: Persuade/convince, Training, Social adaptation |
| Starting equipment: | A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!) A set of traveling clothes |
| Starting capital: | 300$ + 2 D100 * 1$ (repeatable) |
| Fitting traits:: | Nice guy (or gal) Sex Appeal |
Traveling free traders are merchants, that have their shops on the streets or on market places. Those of them, that work directly for one of the three great trading outfits (i.e. the Crimson Caravans, the Far Go Traders or the Slavers Guild) operate slightly different than common free traders. The exact business model varies strongly between these three outfits, which is why we suggest looking up the correct model for your character under “Economy and Trading – The great Trading Outfits and Centers”.
| Extraordinary skills: | One further language of choice,(tribal language, Spanish, Chinese … ) Home on the Road |
|---|---|
| Skill bonuses: | +15 to: Geography and politics, Driving (carts), Haggle/trade +10 to: Persuade/convince, Training, Social adaptation |
| Starting equipment: | A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!) A set of traveling clothes |
| Starting capital: | 300$ + 2 D100 * 1$ (repeatable) |
| Fitting traits:: | Nice guy (or gal) Sex Appeal |