Dealer

You make your way through civilization's ruins as best you know how, trading for supplies with your natural talent for bullshit. When things go south, you run away, or maybe plant a knife in your would-be trading partner's back. You have a way of connecting people to the things they want—or at least promising to do so—and folks sometimes call you a Fixer or Supplier. And though you might be moved to help others with their needs, if we're being honest, your own skin is your most important commodity.

You're adept at talking, so you're probably one of the people your band relies on to deal with strangers, allies, and potential foes for as long as words serve the situation. Others in your band also benefit from your trading prowess, such as it is. But when the situation turns ugly, you're ready to dance away from a double-cross, or maybe instigate the same yourself.

Background Options

  • You raised a family before the apocalypse, but lost them in the interim. Now you're always looking for news about them despite the odds being stacked against their survival after all this time.
  • You hid a stash of psychedelic drugs somewhere around here six months ago, but you forget where.
  • The warlord you stabbed and left for dead a year ago is still alive, according to recent rumors.
  • You got into a vehicle accident, and when you woke up from a coma months later, the apocalypse had happened. You're still not quite sure what caused it but are determined to find out one day.
  • A few weeks ago you learned that one of the teenagers in the community is probably your child.
  • The raider band that made camp nearby a month ago didn't attack your group because of your verbal skills.
  • You managed a superstore before the apocalypse, but got separated from it. You believe that if you can get back to it, you'll be set up for decades.
  • Last year you negotiated a deal that should've saved everyone, but you were double-crossed.

Dealer Abilities

You gain all of the following benefits:

  • Able to take two more minor wounds and one more moderate wound
  • Add +1 to Might Pool
  • Add +2 to Speed Pool
  • Add +2 to Intellect Pool
  • Add +1 Edge in Pool of your choice
  • Freely use light and medium weapons
  • Freely use light armor
  • Gain one weapon of your choice
  • At tier 3 and tier 6, choose an ability from the Science Fiction Genre Abilities list

Fast Talk (1 Intellect): When speaking with an intelligent creature who can understand you and isn't hostile, you convince them to take one reasonable action in the next round. A reasonable action must be agreed upon by your GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.

Sneak Attack (1 Speed): If you use a light weapon to attack a foe under one of the following conditions, your attack inflicts +5 damage. (This ability doesn't work with medium or heavy weapons.)

  • You attack with surprise.
  • An ally uses their action to ease your attack.
  • Your foe's defenses are hindered due to some other ongoing direct distraction.
  • Your foe is unable to take their next turn due to some disabling attack or situation.

First action.

When the Deal Bombs: There's always a risk that someone you deal with will try to turn on you. After successfully persuading, deceiving, interacting positively with, or successfully using Fast Talk or a similar ability on a creature, if they become hostile to you within a day or so, you automatically reduce the wound severity of their first successful attack against you by one step.

At tier 3, instead of reducing the wound's severity, you ignore it completely (no damage). Enabler.

Dealer Equipment Bundle

Choose the following equipment bundle to quickly outfit your character, or assemble your own starting equipment.

A medium handgun (with 10 bullets), appropriate clothing, a bag of trade goods (which include a few pieces of candy, a couple of batteries, a few lighters, and so on), a handaxe, a backpack, a sleeping bag, binoculars, a fishing rod and tackle, a cast-iron pot, a book of matches, two candles, a hammer, and a rusted knife. Your character also starts with currency or barter equivalent to a moderately priced item.


Part of Postapocalypse