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Squip Equipment Dealer
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Samp
Ensign
Ensign


Joined: 11 Sep 2007
Posts: 39

PostPosted: Fri Jan 04, 2008 4:04 am    Post subject: Squip Equipment Dealer Reply with quote

I had a dealer that I used in passing to let the players unload some imperial junk (trinkets and stuff) and a droid to trade it for a ion cannon (the 2D damage one).

The players seemed to like dealing with the Squibs trading techniques even though I got the better end of the deal. That means I was thinking of making him a returning character.

Just for that one time I used a bargain of 5D. That seems a tad low in retrospect, but non of the other players had bargain as a skill at the time, but the "leader" and 4D in perception.

here are the rough stats:

Dex 2D+2
Kno 1D
Mech 2D
Per 3D+1
Bargain 6D
Con 5D (I know squib don't like to con, its in case the players try it)
persuasion 4D
Str 2D
Tech 1D

Does that sound good? I also need a Squib name if anyone has any ideas. The last time they met the Squib had interest in the Rebels and the New Republic. He hated the Imperials, and he might be willing to look the other way when they buy and sell extralegal things.
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Xynar
Commander
Commander


Joined: 10 Aug 2003
Posts: 282
Location: Northwest Indiana

PostPosted: Fri Jan 04, 2008 12:24 pm    Post subject: Reply with quote

Add some other basic skills like repulsorlift ops or maybe a repair skill or two. I would also maybe give him investigation, business, and/or streetwise. Maybe even a pip or two of gambling.
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Xynar
The Great Adventurer
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Samp
Ensign
Ensign


Joined: 11 Sep 2007
Posts: 39

PostPosted: Sat Jan 05, 2008 1:10 am    Post subject: Reply with quote

That sounds good. The repair skills make sense, so ill give him some droid repair. Also I forgot about business as a skill.
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