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Merchants’ Guild

The Merchants’ Guild is incredibly powerful, and even makes the law on some planets (or in difficult to control regions like the Necromundan Underhive). They have their own electronic currency system known as Guilder credits, which works alongside the Imperial sestertius, allowing for flexibility in interplanetary trading to accommodate different economies.

Guilders basically control a monopoly on wholesaling, and even licence shopkeepers on some planets. They become immensely powerful and eventually may see themselves as being above the law.

(Basic) Merchants’ Guild – Apprentice

(Insert background here)

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Apprentice

-

-

-

-

-

-

1

-

-

Restrictions:

Ogryns and beastmen may not join the Merchants’ Guild.

Abilities:

Evaluate

Haggle

 

50% chance of Law

50% chance of Literacy – Basic

Equipment:

D6x10 sestertii

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Conman

Criminal – Smuggler

Career Exits (Scholar):

Career Exits (Citizen):

Menial – Accountant

Menial – Shopkeeper

Merchants’ Guild – Guilder

 

(Advanced) Merchants’ Guild – Guilder

(Insert background here)

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Guilder

-

1

-

-

-

1

2

1

1

Abilities:

Law

Leader

Literacy – Basic

Numismatics

 

Secret Language – Guilder

Secret Language – Street

Use Cogitator

Equipment:

Any civilian pistol with two clips of ammunition

Guild credit badge

At least 1000 sestertii worth of merchandise and somewhere to keep it

 

3D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge)

2D10 employees (accountants, bodyguard, clericus, logisticians, labourers, servants and, if legal, slaves and an overseer)

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Fence

Criminal – Fraud

Criminal – Narcotics Dealer

Career Exits (Scholar):

Politician – Representative

Career Exits (Citizen):

Merchants’ Guild – Entrepreneur

Merchants’ Guild – Slaver

Menial – Shopkeeper

 

(Advanced) Merchants’ Guild – Entrepreneur

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Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Entrepreneur

1

1

-

-

1

2

4

1

2

Abilities:

Literacy – Advanced

 

Secret Signs – Guilder

Equipment:

Any civilian or military pistol with two clips of ammunition

Guild credit badge

At least 3000 sestertii worth of merchandise and somewhere to keep it

 

5D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge)

4D10 employees (accountants, bodyguards, clericus, logisticians, labourers, servants and, if legal, slaves and an overseer)

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Fence

Criminal – Narcotics Baron

Criminal – Smuggler

Spacer – Rogue Trader (with Warrant of Trade only)

Career Exits (Scholar):

Noble – Knight / Lady

Politician – Senator

Career Exits (Citizen):

Merchants’ Guild – Slaver

Merchants’ Guild – Merchant Prince

 

(Advanced) Merchants’ Guild – Slaver

(Insert background here) Slavery is not necessarily legal everywhere

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Slaver

2

1

1

-

2

4

3

2

1

Abilities:

Initimidate

Literacy – Advanced

Secret Signs - Guilder

Specialist Weapon – Flail

 

Specialist Weapon – Shock

Specialist Weapon – Thrown

Strike to Stun

Equipment:

One of the following:

- Needle gun with one clip of 12 stun toxin needles and a power pack

- Webber with one web canister, plus a canister of web solvent

- Bolas launcher with four bolas bundles

Any civilian or military pistol with two clips of ammunition

Shock maul

 

Guild credit badge

D6 sets of manacles

20 yards of steel rope

6D10x10 sestertii (in Guild bank as credit, accessible through Guild credit badge)

3D10 employees (accountants, bodyguards, clericus, logisticians, labourers, servants and a number of slave overseers)

3D10 slaves

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Smuggler

Spacer – Rogue Trader (with Warrant of Trade only)

Career Exits (Scholar):

Noble – Baron / Baroness

Politician – Senator

Career Exits (Citizen):

Merchants’ Guild – Merchant Prince

 

(Advanced) Merchants’ Guild – Merchant Prince

(Insert background here)

Advance Scheme

WS

BS

S

T

I

Wp

Sg

Nv

Ld

Merchant Prince

1

1

-

-

2

3

5

2

3

Abilities:

Specialist Weapon – Advanced

Equipment:

Any civilian or military pistol with two clips of ammunition

Up to four digital weapons

Guild credit badge

At least 10,000 sestertii worth of merchandise and somewhere to keep it

 

D10x200 sestertii (in Guild bank, accessible through Guild credit badge)

40+2D10 employees (accountant, bodyguards, clerks, logisticians, labourers, servants and, if legal, slaves and overseers)

Career Exits (Military):

Career Exits (Freelancer):

Criminal – Narcotics Baron

Criminal – Fence

Criminal – Smuggler

Gang – Kingpin

Spacer – Rogue Trader (with Warrant of Trade only)

Career Exits (Scholar):

Noble – Count / Countess

Politican – Minister

Career Exits (Citizen):

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