[Types]
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.
To know what the details in an ability description mean, see see Understanding Character Abilities
You gain all of the following benefits:
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.
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.)
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).
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.