Merchant

Information
Merchants are the lifeline of the Economy for the most part, they make money and they make even more money, and more money. Whether it be through trade, Slave trade, or any other form of Merchantile stuff your goal is to get money at any cost through swindling or honest work. You also usually need to hire body guards as you yourself are not exceptionally good at combat like your bodyguards are!

Extra Cash
At start a character begins with a measily [400] credits, but as a Merchant you get to start with [1000] credits, you've spent your entire life saving every credit that you could so that you could have some form of profit, so its only natural that you have more credits then a average person. Here is the catch however, half of those credits have to go towards whatever your merchant stocks. Ask a GM in PM for price per Product before finalizing the sheet.

Skill Improvements

 * Body: 15
 * Head: 7
 * Right Arm: 7
 * Left Arm: 7
 * Left Leg: 7
 * Right Leg: 7

Rank 1

 * Charisma: +2
 * Bartering: +3
 * Persuasion: +2
 * Intimidation OR Seduction: +2
 * Athletics: +1

Rank 2

 * Charisma: +3
 * Bartering: +4
 * Persuasion: +3
 * Intimidation OR Seduction: +3
 * Athletics: +2

Rank 3

 * Charisma: +4
 * Bartering: +5
 * Persuasion: +4
 * Intimidation: +3
 * Seduction: +3
 * Athletics: +3

Rank 4

 * Charisma: +5
 * Bartering: +5
 * Persuasion: +5
 * Intimidation: +4
 * Seduction: +4
 * Athletics: +4
 * Computers: +2

Rank 5

 * Charisma: +5
 * Bartering: +5
 * Persuasion: +5
 * Intimidation: +5
 * Seduction: +5
 * Athletics: +5
 * Computers: +3