Trader

You know commerce, which means you know people. Your ability to both charm strangers and talk your way around unfortunate facts, combined with your knowledge of the best trade routes and berth rates, gives you a leg up when acquiring goods at a steep discount, only to sell them at a profit on some other moon or planet. You try to make your clients at least feel like they've just struck the deal of their life, even when nothing could be further from the truth.

You're someone who can open doors to new opportunities for the whole team. Your talent applies both broadly speaking, when it comes to finding new jobs and maybe more chances for a payout, but also simply when it comes to negotiating with potential foes, talking your way out of trouble, or, if there's nothing else for it, shooting your way out.

Background Options

  • Colliding black holes destroyed your childhood star system. Now you're always on the lookout for surviving relics of your obliterated past.
  • Last year, you survived a starship crash, but your uninsured trade cargo did not.
  • Your parents raised you to be a trader, and one day you hope to take over their business, or merge what you build in the meantime with theirs.
  • Two weeks ago a merchant undercut you on a deal that would have been highly profitable.
  • You are descended from a family of artists and your first trade was treasured sculpture made by an ancestor. Devastated, your family disowned you, and now you're always on the lookout for that damned sculpture so you can get it back and clear your name.
  • You parted ways with your trading partner of seven years a few months ago.
  • You safeguarded illicit cargo recently, hiding it from the officials, and your client is grateful.
  • You're storing some trade cargo for later, no questions asked, but there's something odd about it.

Trader Abilities

You gain all of the following benefits:

  • Able to take two more minor wounds and one more moderate wound
  • Add +1 to Speed Pool
  • Add +3 to Intellect Pool
  • Add +1 Edge in Pool of your choice
  • Freely use light and medium weapons
  • Freely use light armor
  • Gain one weapon of your choice
  • At tier 3 and tier 6, choose an ability from the Science Fiction Genre Abilities list

Fast Talk (1 Intellect): When speaking with an intelligent creature who can understand you and isn't hostile, you convince them to take one reasonable action in the next round. A reasonable action must be agreed upon by your GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.

A Smile and a Word: When you successfully interact with a creature by succeeding on a persuasion, deception, or intimidation task—even those having to do with calming animals or communicating with someone or something whose language you do not speak—you also learn one small useful or at least interesting bit of information. For instance, if you convince the guard to let you pass, you might also learn that their supervisor is due back in ten minutes. Action.

Smooth Operator (2+ Intellect): You purchase an expensive item for the cost of a moderately priced item. You can only use this ability in a location where services and items are routinely bought and sold. Effort: Purchase a very expensive item for the cost of an expensive item (this requires two levels of Effort). Purchase an exorbitant item for the cost of a very expensive item (this requires four levels of Effort). This ability renews when you access a new market or when at least a month has elapsed at the same market where you last used this ability. At tier 3, you can use this ability twice before it must be renewed by going somewhere else or letting enough time pass. Enabler.

Trader Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment.

A medium blaster and a weapon energy pack (50 shots), an apexedge knife, appropriate clothing, an armored bodysuit, a smart device (glasses, badge, ring, and the like), a backpack, a breather, an environmental tent, a single-use vacuum suit, an everlight, two days of rations and water, a grooming and toiletry kit, and eyeshades. Your character also starts with currency equivalent to a moderately priced item.


Part of Space Opera