Merchant

Common Merchant

Description:

ST 10 [0]; DX 10 [0]; IQ 12 [40]; HT 11 [0].
Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 11 [0].
Basic Speed 5.25 [0]; Basic Move 5 [0]; Block 0; Dodge 8; Parry 7 (Knife).

Advantages

Ally (Workers) (100% of starting points) (12 or less; Minion (+4)) [25]; Business Acumen 1 [10]; Contact Group (Merchants) (Effective Skill 12) (9 or less; Somewhat Reliable) [5]; Extra HT 1 (Affects displayed HT score) [10]; Lightning Calculator [2]; Wealth (Comfortable) [10].

Disadvantages

Code of Honor (Professional) [-5]; Debt -1 [-1]; Greed (15 or less) [-7]; Miserliness (12 or less) [-10]; Status (Merchant) -1 [-5]; Workaholic [-5].

Skills

Accounting-11 (IQ-1) [1]; Administration-12 (IQ+0) [1]; Animal Handling (Oxen)-11 (IQ-1) [1]; Area Knowledge (local)-12 (IQ+0) [1]; Carousing-11 (HT+0) [1]; Detect Lies-10 (Per-2) [1]; Diplomacy-10 (IQ-2) [1]; Fast-Talk-11 (IQ-1) [1]; Finance-11 (IQ-1) [1]; Freight Handling/TL3-11 (IQ-1) [1]; Hiking-10 (HT-1) [1]; Knife-10 (DX+0) [1]; Law (Merchant)-10 (IQ-2) [1]; Leadership-11 (IQ-1) [1]; Merchant-13 (IQ+1) [2]; Navigation/TL3 (Land)-11 (IQ-1) [1]; Navigation/TL3 (Sea)-11 (IQ-1) [1]; Packing-11 (IQ-1) [1]; Politics-11 (IQ-1) [1]; Riding (Oxen or Equines)-9 (DX-1) [1]; Scrounging-12 (Per+0) [1]; Seamanship/TL3-12 (IQ+0) [1]; Shiphandling/TL3 (Ship)-10 (IQ-2) [1]; Smuggling-11 (IQ-1) [1]; Streetwise-11 (IQ-1) [1].

Bio:

A generic merchant that can be found anywhere in Asia. Merchants are looked down upon as being less even peasants because they dirty themselves with money. The common-man believes that administrators are of the highest social standing, then warriors, then peasants, and finally merchants. Merchants do however make more money than peasants.

Merchant

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