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Ammarians

Ammarians are adventurous travellers, skilled merchants and competent mariners. They tend to be worldy and familiar with many peoples and cultures. Amarrians are skilled shipbuilders, their merchant ships in particular are second to none.  

Ancestral Abilities

  Natural Craftsman: Amarrians are adept craftsmen. They gain a +1 bonus to Crafting rolls.
Keen Negotiator: Ammarians are skilled in the art of barter and negotiation. They gain a +1 to all Persuasion rolls.
Merchant’s Instinct: Amarrians have a natural talent for trade. They gain a +2 bonus to Trade rolls.
 

Edges

Master Trader

Requirements: Novice, Persuasion d8+, Smarts d6+
Benefits: Amarrians excel in trade negotiations. They gain a +2 bonus to Persuasion rolls when bartering or negotiating deals.
 

Guild Connections

Requirements: Novice, Streetwise d6+, Persuasion d6+
Benefits: Many Guildsmen have extensive networks and contacts within their guilds. They gain a +2 bonus to Networking rolls and can call upon guild resources for assistance.
 

Master Craftsman

Requirements: Novice, Repair d6+, Crafting d6+
Benefits: This character is a skilled artisan. They gain a +2 bonus to Repair and Crafting rolls, and the time required for crafting is halved.
 

Urban Survivalist

Requirements: Novice, Agility d6+, Streetwise d6+
Benefits: Amarrians are adept at navigating the complexities of city life. They gain a +2 bonus to Survival rolls in urban environments and a +1 bonus to Stealth rolls in crowded areas.
 

Merchant’s Eye

Requirements: Novice, Notice d6+, Common Knowledge d6+
Benefits: Skilled appraisers have a keen eye for valuable goods. They gain a +2 bonus to Notice rolls when appraising items and a +2 bonus to Common Knowledge rolls related to the value and origin of goods.
The Merchant Guilds of Ammaria
Geographic Location | Dec 11, 2024
Savage Worlds Adventure Edition

Skills
Common Knowledge +1
Persuade +1
  Edges
  Hinderances
  Abilities

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