Spaceship 3
Explore New Worlds
Spaceship 1
Scout New Systems
Spaceship 4
Track and Trace
Spaceship 2
Diplomatic Envoy
Spaceship 5
Chart New Planets
Spaceship 7
Blow Things Up
Spaceship 6
Meet New Species
Spaceship 8
Get A Ship!
Spaceship 10
Upgrade your Ship!
Spaceship 9
Get More Ships!
Spaceship 11
Engage in Piracy
Spaceship 12
Smuggle for Mega Creds!
Spaceship 13
Transport High Value Goods
Spaceship 14
Overcome in-flight Hazards
Starbase 1
Get an Outpost
Starbase 2
Upgrade to Starbase
Starbase 3
Buy a Manufactory
Starbase 4
Buy a Shipyard

Mercantile Hegemony (MH)

Subclasses: Trader or Smuggler (T/S)

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Smuggler returning to the Pirate Kings (Or Queens, they do tend to change rather unexpectedly) hidden lair after a rough excursion.

Background: Technically, all MH members are traders as the smuggler is not an officially recognized class. As the MH is also the main banking organization, and as public opinion also varies greatly from world to world on its attitude to bankers, one often finds that legitimate traders pretend to be smugglers, and vice versa as they travel from system to system. In reality the MH operate in the business world in a way similar to that of the Chiaroscuro Collective, often engaging CC agents when they must have complete deniability. The economic threads they weave through systems follows the wave of civilizations expansion, close on the tail of the Scouts that are pushing the physical boundaries. Unlike other classes who only gain 1 rep point per level in their main class, Traders also gain +1 rep point to a race and faction of their choice, while Smugglers allocate +1 rep to any race or faction that they already have at least 1 rep point with or have traded with.

“You sure she’s a trader, boss? That duster doesn’t look very long…” Listen, son. She’s gonna make more in 5 minutes than we do in a week. Meing Shu is the best there is.”
“You can look. Do not touch. Yes, grapple good many times. You go away now.”

Equipment: Almost always clad in their ubiquitous dusters, Traders do not usually deign to wear armor, although they do have access to clothing with remarkable properties that confer a surprising amount of protection. Traders receive ‘clothing vouchers’ which can be redeemed at participating Starbases as outlined in the Mercantile Hegemony Retail Holdings brochure under ‘Clothing’. They start with a custom blaster that incorporates a grappling hook launcher (Gecko clamp and bucky-cable, sticks to anything and is very strong). The built-in mechanism extends for 60’, will support a 150kg load which it is able to reel you in against 1G at 1ms-2, or in 0G can pull in a mass of 300kg from rest at a rate of 2ms-2 (Beware of inertia! It is estimated that more have died in 0G through inertia-related incidents than in all combined conflicts to date!) All MH members receive 1 tone dividends of a random resource per month, with a higher reputation standing increasing the amount and rarity of resources gained.
The official Trader subclass allows Free resource storage at Starbases with resources able to be transported or exchanged free of charge. They also receive trading bonuses and with sufficient rank points a fast and heavily shielded Light Cargo Vessel.

MH Resource Gains per Faction Standing

RatingLevelResources Gained per Level per Rank (Non-Cumulative)
Heard Rumours11 Tonne Common
Helped out21 Tonne Common & Uncommon
Familiar31 Tonne Common, Uncommon & Rare
Liked42 Tonnes Common + 1 Tonne Uncommon & Rare + 1 unit stable Exotic
Acquainted52 Tonnes Common & Uncommon + 1 Tonne Rare + 1 unit stable Exotic
Fully Trusted62 Tonnes Common, Uncommon & Rare + 2 units stable Exotic

Red

Smuggler’s allow Black/Grey/Red market access and enable the installation of a smuggling compartment on your ship (or the one you are based on). The space available is equal to 10% of the ships existing cargo space, and does not count towards the ship’s cargo load. You also have access to a tough yet maneuverable Cargo Scow with 2 turret hardpoints. In the top echelons of the organizations, both the Merchant Prince and Pirate King are equally elusive citizens and encountering either is extremely unlikely and impostors abound.

spaceship, science fiction, space, sci-fi
SysSec: “No, no, it’s just a routine check. Awful lot of engines there for a trading scow. Nice weapons array too. Awful lot of stealth tech going on there as well. I’m going to need you to cut your engines for a quick inspection…Aww, he’s gone. Oh well, it was worth a try.”
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Why smuggle or steal anything when you can make plenty of money above board? Plenty enough danger in the ‘verse as it stands anyways.

A Xeno Companion (consult the Xeno Affairs section of your local MH branch to view available creatures that may have signed up) is also available and usually chosen early on as it can be of great benefit to have a co-pilot as well as someone on hand to either fly the ship while you are manning the turret or vice versa. You will also need to buy them weapons and armor and any other accessories that you wish them to use or have access to, and all should start with 6 points in each ability and 12 HP.

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“What is your complaint, sir?” “This new companion I got doesn’t do anything. What’s it actually supposed to do?” “It helps you to fly the ship, sir. Has it not done anything useful at all?” “Well it eats a lot. And farts…and it smells really, really, bad. I mean you have no idea…” “O, I see what the problem is sir. You have mistakenly received a reptiod companion, they find those scents intoxicating. We will have your replacement ready in a few months, and thank you for…” “Wait! Wait!” “calling.” <click> “Groop fo snash bakky dom?” <Pfffffffffffftblurpputputput> “Oh just shutup you, you, thing. GAH! Really? Meteorola was that a bad one! I’m putting on my vac suit! I cant take it anymore!”
CompanionCombat SkillsAttribute variations and defencesDescriptorsOther Skills
SylvanTele & CryokinesisTelepath, Biopath 9 Int 6 PsyLow HP, 60’ movement, HealerNavigator, Diplomacy, Survival
DwarfBrawling, (chainsword) Ball (Hand Cannon)DR & Dred, 12 Str, 3 Agi 9 Con 18 HP20’ Movement High Melee damageShips Gunner, Ground Vehicle
MechBrawling, HEW (Arm emitter)DR, 9 Int 9 Con 18 HPHigh Ranged damage 50’ movementDronicist, Roboticist Ships Systems
GreyRanged EW/HEW, StatikinesisForce Shield, CloakingLow DR, Dred and HP, 50’ movementInfiltrate, Repair, Stealth
InsectMelee, Ball (Barbs etc.) Tox/ChemDred and DRVaried as per typeChoose any 3
ReptiodBrawling, Ball12 Con and 24 HPVaried as per typeChoose any 3
Silicoid
(Level 10+)
Ranged Tox/Chem single or AOE attacks9 Con 18 HP DR & Dred10’ Movement, High Ranged damage +AOEMineral sense, Pilot, Enrichment, Mining
Skill Points3 in each of the above & 1 MR in one only.DR; +6/6/6 Dred; +3/3/33 in each, 1 MR
Immunities, resistances and weaknesses as per species.