Western Drug Dealer O.C.C.
This is a character who is a specialized type of merchant; a cross between a salesman, scholar, man of medicine, and often, assassin. While pandering to the rich and decadent has it's appeal, many Western Drug Dealers scour the world over for new ingredients to their concoctions, and can be found anywhere from the Library of Blethlerad (doing research) to the Yin Sloth Jungles (looking for new plants, chemicals, animal parts, what have you). Outside of the Western Empire, these characters are not well regarded and tend to pass themselves off as scholars or men of medicine.
Alignments: The nature of drug dealing is such that a Drug Dealer cannot be a good alignment (principled or scrupulous). The best (or nicest) possible alignment available to the Drug Dealer O.C.C. is unprincipled (selfish). In this case, the drug dealer would have some degree of a conscience, so he tries to victimize only evil, greedy, cruel and selfish aligned people (his justification for questionable actions), and will never supply harmful drugs to friends.
Attribute Requirements: I.Q. 11 or higher, a high M.A. and P.E. are helpful, but not necessary.
O.C.C. Skills:
Basic Math (+25%)
Biology (+10%)
Botany (+20%)
Brewing (+20%)
Holistic Medicine (+20%)
Interrogation Techniques (+5%)
Language: Western at 98%
Literacy: Western (+20%)
Surgeon (+10%)
Use & Recognize Poison (+10%)
Hand to Hand: Basic can be selected for the cost of one "other" skill, expert for the cost of two "other" skills or martial arts for the cost of three "other" skills.
O.C.C. Related Skills: Select 10 other skills at level one, plus select two additional skills at levels three, six, nine, and twelve. All new skills start at first level proficiency.
Communications: Any
Domestic: Any (+5%)
Espionage: Any, except Sniper and Track Humanoids.
Horsemanship: General or Exotic only
Medical: Any (+10%)
Military: Any
Physical: Any except Acrobatics, Gymnastics, Boxing & Wrestling.
Rogue: Any (+5%)
Science: Any (+5%)
Scholar/Technical: Any
Weapon Proficiencies: Any except Siege, Axe, Shield, Polearms and Lance.
Wilderness: Identify Plants & Fruits, Preserve Food, and Wilderness Survival only. (+5%)
Secondary Skills: The character also gets to select four secondary skills from the previous list at level one, and one additional skill at levels two, four, eight & twelve. These additional are areas of knowledge that do not get the advantage of the bonus listed in the parantheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.
Starting Equipment: Two sets of clothing, pair of boots, hat, belt, blanket, backpack, one large sack, 1D4+2 small sacks, a waterskin, bottle of wine, food rations for 1D4 weeks, a notebook, two crow quill pens, a bottle of ink, flint & steel, one dozen long burning candles.
Armor: Starts with a suit of hard leather (A.R. 11, S.D.C. 30).
Weapons: Starts with a dagger and one other weapon of choice. All are basic S.D.C. weapons of good quality. Magic weapons and other equipment must be acquired later.
Money: The character starts with 190 in gold, which can be used immediately to purchase more equipment or saved. Additional money will come from payment for jobs and/or booty.

Hosted by www.Geocities.ws

1