=====TOWNSMEN===== ====TEAMSTERS==== Teamsters are the ones found driving wagons in town and in caravans between towns. **STABLE BOY (1/2 HD Laborer)** * AC: 10 HD 1/2 HP 2 * Resistance: 12 * Mods: W-2/N+2/S+2 * Speed: 30'; Load 12 * Morale: -2 * Stealth +2 Perception -2 * Attack, Melee: -2; Damage: 1d6 bludgeoning (shovel) * Attack, Ranged: -2, Damage: 1d6 bludgeoning (sling) * S+2, D+2, C+2, I-2,W+2,Ch-2 **MULE SKINNER (1 HD Laborer)** * AC: 10 HD 1 HP 5 * Resistance: 12 * Mods: W-2/N+2/S +3 * Speed: 30'; Load: 13 * Morale: -2 * Stealth +2 Perception -2 * Attack, Melee: -2; Damage: 1d6 slashing (saex) * Attack, Ranged: -2, Damage: 1d6 bludgeoning (sling) * Skill: Occupation (teamster) +2 * S+3, D+2, C+3, I-2,W+2,Ch-2 **WAGON MASTER (2 HD Laborer)** * AC: 10 HD 2 HP 9 * Resistance: 12 * Mods: W-1/N+3/S +4 * Speed: 30'; Load: 14 * Morale: -1 * Stealth +3 Perception -1 * Attack, Melee: -1; Damage: 1d6 slashing (saex) * Ranged Attack: -1, Damage: 1d6 bludgeoning (sling) * Skill: Occupation (teamster) +3 * S+4, D+3, C+4, I-1,W+3,Ch-1 ====MERCHANTS==== Merchants are members of trading houses who buy, transport and sell goods in bulk. These also include bankers, pawnbrokers, money changers and financial agents of all kind **CLERK:(1HD Expert)** * AC: 11 HD 1 HP 5 * Resistance: 8; * Mods: W -2/N+2/S+3 * Speed: 30'; Load 8 * Morale: -2 * Stealth +3, Perception +2 * Attack, Melee: +2; Damage: club 1d6 * Expertise: Appraisal +3, Occupation (merchant)+2 * S -2, D+3, C -2, I+3,W+2,Ch+2 **SALESMAN OR BUYER (2 HD Expert)** * AC: 12 HD 2 HP 9 * Resistance: 9; * Mods: W -1/N+3/S+4 * Speed: 30'; Load 9 * Morale: -1 * Stealth +4, Perception +3 * Attack, Melee: +3; Damage: 1d6 piercing (dagger) * Expertise: Appraisal +4, Insight +4, Occupation (merchant) +4 * S -1, D+4, C -1, I+4,W+3,Ch +3 **DEALER (3HD Expert)** * AC: 12 HD 3 HP 13 * Resistance: 9; * Mods: W -1/N+3/S+5 * Speed: 30'; Load 9 * Morale: -1 * Stealth +5, Perception +3 * Attack, Melee: +3; Damage: 1d6 piercing (dagger) * Expertise: Appraisal +5 Deception +5, Insight +5, Occupation (merchant)+5 * S -1, D+5, C -1, I+5,W+3,Ch +3 **HOUSE CAPTAIN(4 HD Expert)** * AC: 14 (gambeson) HD 4 HP 17 * Resistance: 10; * Mods: W 0/N+4/S+6 * Speed: 30'; Load 10 * Morale: 0 * Stealth +6, Perception +4 * Attack, Melee: +4; Damage: 1d10 slashing (arming sword) * Expertise: , Appraisal +6,, Deception +6, Occupation (merchant)+6, Insight +6 * S +0, D+6, C 0, I+6,W+4,Ch +4 **MASTER MERCHANT(5 HD Expert)** * AC: 14 (gambeson) HD 5 HP 21 * Resistance: 10; * Mods: W 0/N+4/S+7 * Speed: 30'; Load 10 * Morale: 0 * Stealth +7, Perception +4 * Attack, Melee: +4; Damage: 1d10 slashing (arming sword) * Expertise: , Appraisal +7, Deception +7, Occupation (merchant)+7, Insight +7 * S +0, D+6, C 0, I+6,W+4,Ch +4 ====CRAFTSMEN==== These are the blacksmiths, goldsmiths, barrel-makers, tailors, shoe-makers, furniture makers etc. who are full-time creators of physical goods. **APPRENTICE:(1HD Expert)** * AC: 11 HD 1 HP 5 * Resistance: 8; * Mods: W -2/N+2/S+3 * Speed: 30'; Load 12 * Morale: -2 * Stealth +3, Perception +2 * Attack, Melee: +2; Damage: 1d6 slashing (saex) * Expertise: Craft Skill +3, Appraisal +3, Another Skill +3 * S +2, D+3, C -2, I+3,W+2,Ch-2 **JOURNEYMAN (2 HD Expert)** * AC: 12 HD 2 HP 9 * Resistance: 9; * Mods: W -1/N+3/S+4 * Speed: 30'; Load 13 * Morale: -1 * Stealth +4, Perception +3 * Attack, Melee: +3; Damage: 1d6 slashing (saex) * Expertise: Craft Skill +4, Appraisal +4, Another Skill +4 * S +3, D+4, C -1, I+4,W+3,Ch-1 **MASTER CRAFTSMAN:(3HD Expert)** * AC: 12 HD 3 HP 13 * Resistance: 9; * Mods: W -1/N+3/S+5 * Speed: 30'; Load 13 * Morale: -1 * Stealth +5, Perception +3 * Attack, Melee: +3; Damage: 1d6 piercing (dagger) * Expertise: Craft Skill +5, Appraisal +5, Another Skill +5 * S +3, D+5, C -1, I+5,W+3,Ch-1 ====SHOP KEEPERS==== Tavern keepers, food sellers, iron mongers, anyone who buys wholesale and sells directly to the public. **MAID, CLEANING BOY (1/2 HD Laborer)** * AC: 10 HD 1/2 HP 2 * Resistance: 12 * Mods: W-2/N+2/S+2 * Speed: 30'; Load 12 * Morale: -2 * Stealth +2 Perception -2 * Attack, Melee: -2; Damage: 1d6 bludgeoning (broom) * Skill: Occupation (domestic work) +2 * S+2, D+2, C+2, I-2,W+2,Ch-2 **STORE CLERK/BARMAN/BARMAID (1 HD Laborer)** * AC: 10 HD 1 HP 5 * Resistance: 12 * Mods: W-2/N+2/S +3 * Speed: 30'; Load: 13 * Morale: -2 * Stealth +2 Perception -2 * Attack: -2; Damage: 1d6 bludgeoning (club) * Skill: Occupation (customer service) +2 * S+3, D+2, C+3, I-2,W+2,Ch-2 **STORE MANAGER (2 HD Laborer)** * AC: 10 HD 2 HP 9 * Resistance: 12 * Mods: W-1/N+3/S +4 * Speed: 30'; Load: 14 * Morale: -1 * Stealth +3 Perception -1 * Attack, Melee: -1; Damage: 1d6 slashing (saex) * Skill: Occupation (customer service) +3 * S+4, D+3, C+4, I-1,W+3,Ch-1 **HUSTLER:(3HD Special)** * AC: 10 HD 3 HP 13 * Resistance: 9; * Mods: W -1/N+3/S+5 * Speed: 30'; Load 13 * Morale: -1 * Stealth +5, Perception +3 * Attack, Melee: +3; Damage: 1d6 piercing (dagger) * Expertise: Appraisal+5, Deception +5, Insight +5, Occupation (salesman) +5 * S +3, D-1, C -1, I+5,W+3,Ch +5