Package Type: Basic
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Package Source: WHFRPG2e
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Tradesmen are skilled labourers and craftsmen. Although they tend to cluster together in cities, they can also be found in villages across the Empire. They provide many of the goods used by Merchants when trading abroad, and are valued as an important part of the Empire's economy. |
Tradesmen include apothecaries, armourers, bowyers, brewers, calligraphers, carpenters, cartogrpaphers, gem cutters, gunsmiths, herbalists, peddlers, shipwrights, smiths, stoneworkers, tailors, and weaponsmiths. Each trade has its own guild, though not all guilds have local chapters. |
Cost | Ability |
Select One |
3 |
Animal Care: Animal Handling |
Gossip: Conversation |
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3 | Drive: TF: Wagons, Carts, Chariots |
3 | Haggle: Barter |
3 | Evaluate: Analyze: Trade Items |
3 | Perception: +1 All PER |
3 | Read/Write: Literacy with up to 3 Languages |
3 | Secret Language (Guild Tongue): Language Guild Tongue |
3 | Trade (choose one): PS: choose one |
3 | Trade (choose one): PS: choose one |
6 | Dealmaker: Either (+1 with Analyze (Item) and +2 with Barter) or (+3 INT and +3 PRE) |
6 | Savvy: +6 INT |
39 | Total Cost Of Abilities |
Value | Disadvantage |
0 | None |
39 | Total Cost of Package |
Cost | Options and Miscellaneous Information |
var | Trapping: Light Armour |
var | Trapping: 1d10 Gold Coins |
var | Career Entry: Barber-Surgeon |
var | Career Entry: Burgher |
var | Career Entry: Camp Follower |
var | Career Entry: Peasant |
var | Career Entry: Watchman |
var | Career Exit: Artisan |
var | Career Exit: Engineer |
var | Career Exit: Envoy |
var | Career Exit: Merchant |
var | Career Exit: Militiaman |
var | Career Exit: Zealot |