Merchant

Merchant O.C.C.

This is a character who has a background as a merchant - typically a small-time businessman or from a family involved in business. The character is likely to have become an adventurer to make his fortune in the world or to find a new profitable venture. Others may simply have given up their sedentary or restrictive life as a businessman in place of adventure.

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Alignments: Any

Attribute Requirements: I.Q. 1 0 or higher, a high M.A. is also helpful but not a requirement.

Multiple O.C.C.s are possible as long as the character has the required attributes.

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O.C.C. Skills

  • Basic Math (+25 %)
  • Languages: Native Tongue at 98% plus two of choice (+ 10% each)
  • Literacy: One language of choice (usually native or elf; + 10%)
  • Public Speaking (+ 10%)
  • W.P. Two of choice
  • Hand to Hand: Basic

Hand to hand: basic can be changed to hand to hand: expert for the cost of two "other" skills or martial arts for the cost of three "other" skills.

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O.C.C. Related Skills

Select ten other skills at level one, plus select one additional skill at levels three, six, nine and twelve. All new skills start at level one proficiency.

  • Communications: Any (+ 10%)
  • Domestic: Any (+5 %)
  • Espionage: None
  • Horsemanship: General or Exotic only.
  • Medical: Brewing, First Aid and Holistic Medicine only.
  • Military: None
  • Physical: Any, except Acrobatics, Gymnastics and Wrestling.
  • Rogue: Any
  • Science: Mathematics skills only.
  • Scholar/Technical: Any (+ 10%)
  • Weapon Proficiencies: Any
  • Wilderness: Carpentry, Preserve Food and Land Navigation only.

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Secondary Skills

The character also gets to select four secondary skills from the previous list at level one, and two additional skills at levels two, four, eight and twelve. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.

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Starting Equipment

Two sets of clothing, pair of boots, hat, belt, blanket, backpack, one large sack, 1D4+2 small sacks, a water skin, bottle of wine, food rations for 1D4 weeks, a notebook, two crowquill pens, a bottle of ink, a small lantern and a tinder box.

Armor

Starts with a suit of hard leather (A.R. 11 , S.D.C. 30).

Weapons

Starts with a knife and two other weapons of choice. All are basic S .D.C. weapons of fair to good quality. Magic weapons and other equipment must be acquired later.

Money

The character starts with 200 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.

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Experence Levels