Dealers in slaves; Slavers are maligned by those who value freedom, and respected by those who believe in the tenets of slavery and engage in it themselves. Because of this, Slavers often choose their company carefully, trying not to oust themselves in the wrong company...
Must have taken Swindler at least once
Slavers increase these skills;
+1 Rank to Haggling, Persuasion, Intimidate, Trickery, and Law.
Slavers receive the following skills;
Lockpicking and Rope Use at Competent Rank.
Slavers receive manacles, chains, 50 feet (10 sq.) of rope, other binding tools, and a lockpicking kit.
Slavers increase their wage by 8 Silver.
Slavers find and capture individuals in order for them to be placed into slavery and costs 6 TP in order to take it as a Promotion to the Swindler.
Slavers also do well when combined with any Vagabond or Scholar occupations.
Unique Brand: Slavers often possess a brand (be it a familial coat of arms, or other such branding) which is used to mark slaves who they own or they have owned in the past. Usually this mark isn't permanent and is painted on, however some particularly unruly slaves may have this brand carved into them or branded with a hot iron. Regardless, so long as an individual possesses this mark, they are deemed legally (by nations which practice slavery) as your property until sold. Checks made against your branded slaves are made at a +10 bonus, and branded slaves attempting to attack you suffer from Fear at Severe Intensity if they are hit by your passive Intimidate versus their Mental Defense.
Slaves suffer from Fear at Severe Intensity from this effect, being unable to run and instead drop everything and sink to their knees, begging for forgiveness or simply weeping uncontrollably.
In order to apply your brand to an individual; they must be unconscious, willing, and/or helpless, and you must spend at least 1 minute branding them.
Steel Mind: Slavers receive a +4 bonus to Mental Defense the first time this Promotion is taken.