Description: Merchants form guilds on some planets and caravans on others. They always travel in company and pride themselves on being matter-of-fact. They should be consulted when choosing a rare gift for one's beloved, or raising a ransom for one's liege lord. Merchants drive hard bargains yet can often be satisfied with a grant of charter or a court appointment for a son or daughter. Merchants are obese, have large families, and endow almshouses. They enjoy banquets of great length and hearty food, court politics, fine woolen and fur garments, and drink porter wine. These individuals form one of the most powerful groups on any world. They control the money, and when money talks, many ears listen.
Leader bonus: 5 Cha (Not stated, but also gains immunity to gate taxes.)
Merchant Champion bonus: 5 Cha. Gains immunity from bank fees. (Not stated, but also gains immunity to gate taxes.)
Guild choices for: Merchant
Primary Guilds: Alchemist, Bard, Biomancer, Cultist, Hand, Mage, Ranger, Sentinel, Templar
Secondary Guilds: Antiquarian, Bounty hunter, Chovihani, Enochian, Geomancer, Illusionist, Kuznya, Merchant council, Sharpshooter, Squire, Telemancer
Tertiary Guilds: Equipment safeguard, Equipment safehands, Salesman
Stat potential:
Str: none (0/7)
Agi: none (0/7)
Dex: small (3/7)
Con: none (0/7)
Int: little (2/7)
Wis: tiny (1/7)
Per: little (2/7)
Cha: little (2/7)
Point Potential:
HP: small (3/7) HPR: little (2/7)
SP: small (3/7) SPR: small (3/7)
EP: small (3/7) EPR: small (3/7)
Category Bonuses:
Enchantment hermetic spell: little (2/7)
Conjuration hermetic spell: little (2/7)
Arcane skill: little (2/7)
Mercantile skill: little (2/7)