Package Type: Basic
Package Source: WHFRPG2e
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
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
Total Cost Of Abilities
Value Disadvantage
0 None
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