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Mercenary Trader
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Perception 3D+
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Equipment: Blast helmet and vest (+1D physical, +1 energy, head and torso only), blaster rifle (5D), comlink, knife (STR+1D), 500 credits.
Background: You used to be a mercenary with an aptitude for piloting vehicles. When your last contract expired, most of your unit was killed or captured. You managed to escape, using your piloting skills to commandeer a transport and fly it out the hot zone. Rather than return to the combat-intense life of a merc, you decided to move to a different line of work and see if you could make some credits as a free-trader. With all your contacts, it wasn't a huge leap to go from shipping legitimate cargoes to illegal ones which paid more. These days you ply the hyperlanes, shipping the most lucrative cargoes. You're not the greatest pilot, but you make up for it knowing how to arm your ship and set up encounters with potentially not-so-friendly clients. Risk management is the key to your success.
Personality: Your attitudes as a mercenary carry over to your new profession. You always charge what's fair for the cargo and the amount of risk involved. If a client can't pay, he's not flying.
Objectives: To make some good money on hot cargoes while minimizing risks.
Connection With Characters: Some of your companions might be refugees from your mercenary unit. You might have been hired by a smuggler crew to provide protection and tactical advice.
Source:
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