Package Type: Basic
Package Source: WHFRPG2e
The elder members of the great Elven mercantile families are far removed from the everyday life of the Empire. To them, Humans live and die so quickly that it's hard to keep up with the current trends and politics of the Old World. When they need such knowledge, they turn to their Envoys. These young Elves are the public face of the Merchant Houses. They negotiate the contracts, make the deals, and keep the peace with the Humans of trading hubs such as Altdorf, Nuln, and Marienburg. Even Elves have a limit to their patience, so it is unsurprising that many Envoys take leave of their families for the adventurer's life.
RESTRICTION: Only Elves can enter this career.
Cost Ability
3 Charm: Persuasion
Select One
3 Common Knowledge (the Empire): AK: the Empire
Common Knowledge (the Wasteland): AK: the Wasteland
3 Evaluate: Analyze: Trade Items
3 Gossip: Conversation
3 Haggle: Barter
3 Perception: +1 All PER
3 Read/Write: Literacy with up to 3 Languages
3 Secret Language (Guild Tongue): Language Guild Tongue
3 Swim: +3" Swimming
3 Trade (Merchant): PS: Merchant
Select One
6 Dealmaker: Either (+1 with Analyze (Item) and +2 with Barter) or (+3 INT and +3 PRE)
Seasoned Traveler: Traveller Skill Enhancer and 3 points of Area Knowledge
Total Cost Of Abilities
Value Disadvantage
0 None
Total Cost of Package
Cost Options and Miscellaneous Information
var Trapping: Light Armour (Leather Jack)
var Trapping: 2 sets of Good Craftsmanship Clothes
var Trapping: Writing Kit
var Career Entry: Student
var Career Entry: Tradesman
var Career Exit: Charlatan
var Career Exit: Merchant
var Career Exit: Rogue
var Career Exit: Seaman
var Career Exit: Student
var Career Exit: Vagabond