Trader (Alt)

Trader
Ability Requirements: Intelligence 10
Wisdom 15 Charisma 12
Prime Requisites: Wisdom, Charisma Races Allowed: Human, Elf, Half-elf Racial Class and Level Limits:
Human: U
Elf: 16
Half-elf: 10
Multi-Class Combinations:
Elf or Half-elf: Any combination of Trader with either one or two of Fighter, Mage, Cleric, Thief*, and Psionicist is allowed.
*Half-elves can substitute "Bard" for "Thief". In a world where life's basic necessities-food, wa-
ter, metal-are in short supply, the individual who can provide them wields enormous influence. While disliked and often openly reviled by the sorcerer-kings, traders are popular with ordinary citizens. They are tolerated everywhere, for without them life on Athas would come to a grim end.
Traders gain experience and hit points as described under "Rogues" in the Players Handbook. They also use the rogue THAC0 progression. Traders have no restrictions as to weapons or armor, but any armor heavier than leather pre-vents the trader from using any thieving abilities. In day-to-day life, traders usually wear ordinary clothes and carry only such weapons as may be easily concealed.
Traders may be of any alignment.
While all traders aspire to become master of a major trading house, most have to start small. They generally have no qualms about accompanying bands of roving adventurers, acting as negotiators, interpreters, and diplomats, appraising and bargaining for treasure and supplies. Those adventurers who accompany a young trader often form the core of a new trading house, are adopted into the traders family, or live well as senior agents when the trader becomes successful.
Once a trader reaches 10th level, he begins to attract agents, similar to the way in which a fighter attracts followers. These agents are individuals of exceptional abilities, rather than the large numbers of low-level warriors attracted by fighters. A trader need not accept the services of a given agent (for example, good-aligned traders will not want to attract defilers), but if an agent is rejected, the player may not roll again. Templars are never attracted as agents of PC traders. A trader attracts new agents as he rises in level, as shown on the following table.
TRADER'S AGENTS
Traders Number of Followers
Level  Followers Level 10 1d3+1 1d4+1 11 1d3+2 1d4+2
12 13
1d4+1 1d4+2
1d6+1 1d6+2
14  1d6+1 1d8+1
1d6+2 1d8+1
15 16 17
1d8+2 1d10+1
1d8+2 1d10+2
18 1d10+1
1d10+2
19
1d12+1 1d12+2
20  1d12+1 1d12+3
% Special
0
5 10 15 20 25 30 35 40 45 50
Once the number of agents and their levels are determined, roll 1d100 for each agent and check the result against the appropriate % Special column. If the roll is less than the number listed, the agent is a special agent. Roll on the Special Agents table for him. If the roll is greater than the % Special number, skip the Special Agents table and roll for a typical agent.
SPECIAL AGENTS
D100 Roll
01-15 16-25 26-35 36-45 46-55 56-65 66-75 76-85 86-95 96-00
Type
Fighter or gladiator including followers (if any) as described in the DARK SUNTM Rules Book
A multi-classed character of the DMs choosing
Roll for agent normally, but add 1d6 levels
Aarakocra
Belgoi*
Tohr-kreen**
Pterran**
Kenku
Pseudodragon
Select any one from above, or roll on the optional Exceptional Situations table
*Accepting a belgoi as an agent may be considered an evil act by the DM.
**Pterrans and tohr-kreen are described in MC12, DARK SUN Appendix, Terrors of the Desert.
For each agent who is not a Special Agent, roll 1d100 on each of the following tables to determine the agents race and class. If the class roll results in a class normally
forbidden to the agents race, roll again. Adjust levels for nonhuman agents if necessary according to the Racial Class and Level Limits table in the DARK SUN Rules Book.
AGENT'S RACE
D100
Roll Race
01-10 Dwarf
11-20 Elf
21-40 Half-elf 41-45 Half-giant 46-50 Halfling 51-80 Human 81-95 Mul
96-00  Thri-kreen
AGENT'S CLASS
D100 Roll
01-05 06-15 16-20 21-25 26-40 41-50 51-55 56-60 61-65 66-70 71-85 86-00
Class
Bard
Cleric (roll 1d4 to determine type;
3 = Air,
2 = Water,
1 = Fire, 4 = Earth) Defiler* Druid Fighter Gladiator Illusionist Mage Psionicist Ranger Thief Trader
*Accepting a defiler as an agent may be considered an evil act by the DM.
Exceptional Situation (optional)
If the DM feels the traders actions or circumstances warrant it, the player may roll 1d20 for an exceptional situation on the following table. The trader may get a roll at 10th level and one roll per level after that. This is by no means automatic; only those traders who have been in close contact with one or more of the groups or individuals in the Exceptional Situations table should be allowed to roll.
If the result is a group or individual with whom the trader has never had any contact, then the roll fails.
EXCEPTIONAL SITUATIONS
D20
Roll Result
01-04  Friendship of a thri-kreen tribe
05-10  Friendship of an elven tribe
11-14 Friendship of a halfling tribe
15-18  Friendship of a raiding tribe
17 Favor of a sorcerer-king
20 Services of a creature of the planes The friendship of a tribe, such as thri-kreen or
halflings, indicates that the trader or his family has done a favor for or maintained good relations with the tribe. The DM should create a description of the tribe and a reason why the friendship exists. Friendly tribes are always well inclined toward the trader and his companions. They offer food and shelter and, in extreme cases, fight for the trader. Note that friendship is not easily given. Any who abuse the trust of a tribe will find that friendship can swiftly turn to hostility.
The favor of a sorcerer-king is considerably less than the friendship of tribes. A trader who is in a kings favor may ask for assistance from the kings templars (although there is no assurance that such assistance will be given). He can also expect to be able to bend local law without being harassed. Any trader who abuses the favor of a sorcerer-king will find that favor swiftly withdrawn.
Services from planar creatures, and the exact nature of those creatures, are to be determined by the DM. Note that many of these creatures (such as baatezu and tanarri) are evil, untrustworthy creatures. Any services provided will not come cheaply; the cost may be such that not even the most foolhardy trader will want to pay.
A trader has the following special benefits: A trader starts with 2d6 x 60 cp.
A trader is a master of intrigue and espionage. A trader is trained from birth in the ways of stealth, double-dealing, and (to be perfectly frank) thievery. He may use all the normal thief abilities given in the Players Handbook. These are modified by race, dexterity, armor, etc. Like a bard, a trader adds nothing to these base values at 1st level. Each time the trader rises a level in experience, the player receives another 20 points to distribute. No more than 10 of these points can be assigned to a single skill, and no skill can be raised above 80 percent. Since single-classed PCs on Athas begin at 3rd level, a trader PC begins with 40 points to distribute.
A trader is a master of poisons. He gains knowledge of poisons as described under bard in the DARK SUNTM Rules Book.
A trader is a skilled linguist. He gains an extra language per three levels of experience, in addition to those listed for Intelligence in Table 4 of the Players Handbook.
A trader has the natural ability to fast-talk. Fasttalk is the art of distraction and conning. If a successful Charisma check is made, the fast-talker is able to persuade his target to cooperate with his scheme. This may be an out-and-out fraud, such as selling worthless merchandise for a fortune in ceramic pieces, or it may simply be an attempt to gain a better price for an ordinary mercantile shipment. Modifiers are based on the Intelligence and Wisdom of the target, as well as the difficulty or plausibility of what the trader is attempting, as shown on the following tables.
FAST-TALKING MODIFIERS
Targets
Targets
Intell. Modifier Wisdom Modifier
3 or less  n a/
4-5 6-8
9-12
-5 -3 -1 0
3 4-5 6-8
9-12
-3 -1
0
13-15 + 1 13-15 +1
+2
16-17
16-17 + 3
18 19
+3 +5
18 19+
+5 n/a
Modifier
20+ n/a
DIFFICULTY OF TASK
Difficulty
Easy (getting up to 10% more or less than items actual worth; persuading target to believe a plausible exaggeration or falsehood)
Average (getting up to 20% more or less than trade items actual worth; persuading target to believe a moderately plausible falsehood, such as this gem is from the horde of sorcerer-king Hamanu; convincing a single belligerent of equal or lesser level not to attack)
Moderate (getting up to 30% more or less than trade items actual worth; persuading target to believe an implausible falsehood, such as if you kill me, you will be slain by a terrible curse; convincing a group of 1-10 belligerents of equal or lesser level not to attack) Difficult (getting up to 40% more or less than trade items actual worth; persuading target to believe an extremely implausible falsehood, such as I am a powerful wizard and can strike you dead; convincing 10-20 belligerents of equal or lesser level not to attack)
Very Difficult (getting more than 40% more or less than trade items actual worth; persuading target to believe a completely implausible falsehood, such as I am the sorcerer-king Hamanu; convincing more than 20 belligerents, or belligerents of higher level not to attack)
 0
+1
+3
+5
+6 or more (DMs choice)
The modifiers in the previous two tables are cumulative. Targets of Intelligence 3 or less are so dim that attempts to fast-talk them fail automatically. Targets with Intelligence greater than 20 or Wisdom greater than 19 are impervious to fast-talking.
Difficulty levels are determined by the DM. Some scams may be so outrageous that they fail automatically.
Proficiencies
Traders have access to all proficiencies normally available to rogues, as well as warrior and general proficiencies. In addition, traders may take the Bureaucracy proficiency, normally available only to priests. Proficiencies from other groups cost double the normal number of slots, as described in the Players Handbook.
If nonweapon proficiency rules are being used, a trader is required to take Appraising and Bargain with his first two proficiency slots. Other useful (but not required) proficiencies include Bureaucracy, Etiquette, Intimidation (new proficiency; see following), Riding, Survival, and Weather Sense.
Intimidation
(General proficiency, 1 slot, see the following text for the appropriate ability score and modifier)
This is a talent for bending people to your will by scaring the living daylights out of them. NPCs who are intimidated are quite likely to do what theyre told out of fear. On the negative side, they are also very likely to harbor resentment against the character who intimidates them. The NPCs will keep their resentment hidden until the first chance to avenge their pride arises.
Intimidation may be attempted with one of two abilities: Strength or Charisma. If Strength is used, the character threatens immediate, bodily harm. If Charisma is used, the intimidation consists of more subtle threats, which need not be physical. If successful, the NPC is convinced that the intimidator is ready and able to make his life miserable.
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Player characters should not be forced to submit to intimidation, or they should do so only with a substantial modifier, at the DMs discretion.
Individual Class Awards
Traders receive Individual Race Awards as normal. Individual Cl ass XPs are awarded as listed for rogues, with additional awards as follows:
Per ceramic piece profit on a single trading mission
5 XP
(in addition to rogue award)
For successfully furthering the goals of his trading
house or employer
Getting Started
100 1,000 XP
The most vital commodity for a new trading house is also one of the most difficult to obtain money. There are several ways to obtain start-up money, not all of them legitimate. The following methods of raising money are the most popular ones, but by no means does this represent a comprehensive list. Players should be encouraged to come up with creative financing schemes, which DMs should provide with both advantages and disadvantages.
Earning Money
This is the safest means of obtaining start-up funds, but also the hardest and most timeconsuming. Money from legitimate jobs rolls in slowly and must be saved (a difficult task in the harsh environment of Athas), while money from adventuring is dangerous to obtain.
Many Athasian trading houses operate lending houses. These houses are run for profit, of course, which is gained by charging interest. Interest charged to new traders varies from 10 to 20 percent per year, and varies according to how safe the money is (low interest for low-risk ventures, high interest for high-risk ventures). Loans to more-established houses are generally at 5 to 10 percent interest.
Loans are normally due in full (with interest) in one year.
For role-playing purposes, Athasian merchants do not speak in terms of percentage interest, but rather make such statements as I will loan you 1,000 silver, but in one year you must pay me 1,200 silver to replace it. (This would be a 20% interest loan, payable in one year.)
It is perfectly permissible for player character traders to borrow money from trading houses to finance their trade missions (once they get established, they could even open such an enterprise on their own, charging comparable fees and using the money gained to expand their business). The obvious problem starting characters will encounter is that if a venture loses money, either no one will lend them money or the money lent will be at a much higher interest rate. Only with success can the characters expect a continual cash flow. Should they lose a lenders entire loan in a disastrous expedition, for example, the characters can expect vengeance in any number of forms.
Consequences for default can be severe. Less violent houses, such as Wavir, simply seize the borrowers remaining assets and write the remainder off as a bad debt. On occasion they allow the borrower to work off the debt.
Brutal and territorial houses, such as Tsalaxa, do not tolerate failure. At best, defaulters can expect to be stripped of all their possessions and forced into permanent indenture to pay off the debt. Defaulting on large amounts can result in attacks by a houses hired thugs, while death (in varying levels of unpleasantness, depending on the perceived offense) is the punishment for truly major defaulters.
Some criminal cartels in larger cities act as loan sharks, lending money to those who cannot borrow through legitimate channels. Interest varies from 20 to 75 percent, often with many hidden costs, of which the borrower is informed when it is too late. Payment is demanded in full when the loan comes due. The consequences for failure are every bit as harsh (or worse) than those inflicted by Tsalaxa and like-minded houses.
Partnerships
The partnership method for beginning a trading concern keeps the characters relatively safe from major loss or retaliation, but it also requires the participation of an outside investor, who often demands a considerable say in how the enterprise is to be run. This is not always a bad thing, for investors are interested in safeguarding their money, and they are often very experienced in the world of business.
Small trading companies, dynastic houses, wealthy nobles with too much money, disenfranchised traders seeking to turn their fortunes aroundall of these and more are potential investors. Those who contribute money to a trading venture expect profits in proportion to the amount they have given. Often, if a noble or other wealthy investor grants the entire cost of an expedition in exchange for adventurers expertise (sometimes staying safe at home while his new partners take the risk), he will allow the partners 25 to 50 percent of the profits.
Should an expedition fail, the investor rarely has any recourse, for it was he who invested the money and trusted his partners. Sometimes, an evil or chaotic investor may blame player character incompetence for his failures and attempt to seek vengeance. But most Athasian investors chalk up lost money to experience, although they may advise their friends never to invest in the characters again.
Successful partnerships may build a foundation for future relationships; some may even lead to a new dynastic trading house. Should the player characters be successful, partners will wish to continue investing, and others may wish to contribute money as well. Players should be aware, however, that allowing more partners into an enterprise increases friction within the partnership.
Basic Expenses
Once financing has been secured, the characters still must outfit their expedition. Prices for required items are listed in the DARK SUN Rules Book and the Players Handbook. New items and their prices are listed in the following table.
Weight
Item
Tack and Harness
Crodlu, leather armor Crodlu, chitin armor
Crodlu
Riding
War
Chariot
one crodlu, one warrior two crodlu, two warriors
four crodlu, three warriors
cost (lb.) 35 cp 100 50 cp 150 10 sp  20 sp  10 sp  20 sp  40 sp 
Salaries
If the players feel nervous about guarding and managing a caravan with just their PCs, then they should engage some NPC hirelings. Salaries for these individuals are listed in the DARK SUNTM Rules Book (page 50).
In addition, characters may hire NPC adventurers to provide other important services (for example, many caravans carry at least one water cleric to gate in water to supplement the caravans normal water supply). Monthly salaries for NPCs (who usually must be hired on a monthly basis) are equal to that NPCs initial character funds, as listed in the DARK SUN Rules Book (page 51).
Supply and Demand
Obviously, a trader is nowhere without trade goods. These are available, but quantity and price varies from place to place. The following chart lists major trade items, along with guidelines for price and demand in each major city. These are only the
most popular trade goods. Many others exist, and trade in these items may be established by the DM and players.
The following table gives a city-by-city breakdown of the availability and prices for many common trade items on Athas (remember that a skilled fasttalker can modify the prices he pays or gets for items). The entries in the table are as follows:
Base Cost: The average cost of a standard amount of the item. To determine the price of an item in a certain city, multiply the base cost by the multiplier given for the appropriate price code.
Price Code: A letter code indicating the trade items price and availability in each city, as explained below. Note that the price codes listed represent the cities current economic conditions. If the situation changes, the citys entire economic picture and its price codes may change. Such changes are entirely up to the DM.
A: Supply is very low or nonexistent; prices are five to ten times the base cost. This condition exists only as a result of extraordinary circumstances (war, natural disaster, etc.) or market manipulation by major trade houses. It rarely persists for more than a few months at a time.
B: Supply is low, demand and prices are high. Prices are twice the base cost. A definite sellers market exists. Anyone supplying the needed goods stands to make a considerable profit.
C: Supply and demand are balanced. Prices are approximately at the base cost. The chance of making money on these goods is about equal to the chance of losing, but both profit and loss will be moderate.
D: Supply is high, demand and prices are low. These are cities where one can buy large quantities of goods at reasonable prices and, with luck, transport them to a place where demand (and profits) is high.
(editor note add table from 72 73
Weight
Those items not listed by weight in the previous table are included in the following chart, for use when determining the cargo capacity of a caravan.
Weight
5 pounds 1250 pounds 50 pounds 20 pounds
2 pounds 2 pounds 1 pound 1 pound 2 pounds 10 pounds 75 pounds 2 pounds
Item
1 gallon liquid
1 tun liquid Ceramics, 100 pieces 10 square yards cloth Furs, each
1 square yards leather Mirror, each
100 pages paper 50 feet rope Rug, each Statue, each Tools, each
Random Market Fluctuation
Nothing on Athas is ever certain. The price codes listed on the Trade Goods Prices table are only general guidelines. Circumstances may change a citys economic conditions literally overnight. To simulate this, whenever characters attempt to buy or sell a certain item, secretly roll 1d100 on the following table to determine whether the actual demand for the item has changed. Price codes cannot, of course, go higher than D or lower than A.
RANDOM MARKET FLUCTUATION
D100
Roll Result
No change
01-75
76-90 Adjust price code by one letter (50% chance of either up or down)
91-98 Adjust price code by two letters 99-00  Adjust price code by three letters
Trade in Villages
Villages economies fluctuate even more radically than those in the city-states. When buying or selling in a village, roll 1d6 on the following table to determine the price code for each item being bought or sold.
Price Code in Village
D6 Roll
1A
2-3
B
4-5 C
6D
Several villages in the Tyr region are exceptions to the price fluctuations in other villages. These special communities are the source of major commodities and so have relatively fixed price codes. Those villages are listed below, along with the price codes for the items they produce. These codes fluctuate in the same manner as the codes of the city-states.
l Altaruk: Crodlu (D), Inix (D), Cloth, fine (C)
l Ledopolus (both): Weapons (D), Wheat (C)
l Makla: Obsidian (D)
l Ogo: Gems (D), Hardwood (D), Feathers (C)
l Salt View: Salt (D)
l Walis: Gold (D), Copper (C)
l Waverly: Marble (C)