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Merchant

Alchemist

Merchants primarily focus their attention on material wealth and manipulating the economy that can potentially influence it. Merchants can use their credits to bribe certain enemies to flee combat.

Merchants can be persuaded by their Captain's to negotiate safe passage through certain sectors of space, at a price of course. Merchants gain benefits when trading and selling that no other class does.

Merchants can buy on behalf of others, however they will must never do this for free as it is in their nature to gain as much as possible from any and all transactions, even those between crewmates.

Additional ability trees

Merchant

Psychology

Scavenger

Added Starting skill points

1

1

1

1

6

Intelligence

Investigation

Luck

Mentality

Mercantile

*Mark these down in your character sheet

Additional Information

Merchants can buy on behalf of crewmates, but any items bought for crewmates in this way are subject to a die roll by the other crewmate. They must roll a 1d20 and sacrifice that amount to the Zenbot regardless of whether it works out better or worse.

Merchants gain +2 every time credits is awarded to them as an individual, or as part of the crew.

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