Possible Careers and Professions: Smuggler, prospector,
courier, merchant.
Initial Hit Points: 5.
Additional Hit Points: 2.
The trader’s class skills (and the key ability for each skill)
are Appraise (Int), Bluff (Cha), Computer Use (Int),
Concentration (Con), Diplomacy (Cha), Drive (Dex),
Intrigue (Cha), Knowledge (law, specific culture or specific
local) (Int), Linguistics (Int), Operations (piloting or sensors)
(Int), Pilot (Dex), Profession (blue collar) (Wis), Sense Motive
(Wis), Stealth (Dex) and Subterfuge (Dex).
Skill Points At 1st Level: (6 + Int modifier) x 4.
Skill Points At Each Additional Level: 6 + Int modifier.
Initial Influence: 1d4 Local Influence and 1d4 in any two
Economic Influences.
Additional Influence: A trader’s may increase any one
Economic or Local Influence by +2. He may also increase
any two other Influences by +1.
Class Features
+2 Will Save
Cultural Diversity: Traders expose themselves to more alien
cultures than a typical native of their culture will ever see.
Good traders are natural linguists and networkers. At 1st, 4th,
7th and 10th level, the trader may select one of the following
feats (he must meet the prerequisites for this feat as normal):
Alien Empathy, Contact, Fluency, Skill Focus (Knowledge
(specific culture or specific local) or Linguistics).
Investment: The trader has managed to get a group
with serious backing to support his endeavours.
Their involvement is purely to supply capital in return for
monthly repayments (normally 1% of the capital plus 1%
interest on the remaining capital). The capital is equivalent
to 100,000 to 500,000 credits (Games Master’s choice). This
capital may take the form of: a trading spacecraft, an amount
of valuable goods, a business license, a trading stall or shop, or
any combination of these.