Traveling salesman

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This page is about one of the Classes.

Traveling free traders are merchants, that have their shops on the streets or on market places. Since they don't have a big warehouse at their disposal, their wares are usually items that weigh little (or are small) and cost much. Some of them have specialized on certain groups of wares, for example chems and medicines or weapons or tools or clothes etc., but most traveling salesmen buy and sell everything they can fit onto their carts.



Extraordinary skills: One further language of choice,(tribal language, Spanish, Chinese … )

Home on the Road
Bargain hunter OR Salesman of the month
Wanderlust
Stable boy (or girl)

Skill bonuses: +15 to: Geography and politics, Driving (carts), Trade/haggle

+10 to: Persuade/convince, Training, Social adaptation
+5 to: Cooking, Athletics, Crafting, Armorer, Survival

Starting equipment: A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!)

A set of traveling clothes

A handgun and rifle, each up to 600 $

Starting capital: 300$ + 2 D100 * 1$ (repeatable)
Fitting traits:: Nice guy (or gal)

Sex Appeal
Skilled
Bon vivant
Boy scout (or girl scout)
Claustrophobia
Rich
Late to bed, early to rise



Traveling free traders are merchants, that have their shops on the streets or on market places. Those of them, that work directly for one of the three great trading outfits (i.e. the Crimson Caravans, the Far Go Traders or the Slavers Guild) operate slightly different than common free traders. The exact business model varies strongly between these three outfits, which is why we suggest looking up the correct model for your character under “Economy and Trading – The great Trading Outfits and Centers”.

Extraordinary skills: One further language of choice,(tribal language, Spanish, Chinese … )

Home on the Road
Wanderlust
Bargain hunter OR Salesman of the month
Stable boy (or girl)

Skill bonuses: +15 to: Geography and politics, Driving (carts), Trade/haggle

+10 to: Persuade/convince, Training, Social adaptation
+5 to: Cooking, Athletics, Crafting, Armorer, Survival

Starting equipment: A brahmin cart including brahmin, half full with wares of choice (definitely agree on that with the master!)

A set of traveling clothes

A handgun and rifle, each up to 600 $

Starting capital: 300$ + 2 D100 * 1$ (repeatable)
Fitting traits:: Nice guy (or gal)

Sex Appeal
Skilled
Bon vivant
Boy scout (or girl scout)
Claustrophobia
Rich
Late to bed, early to rise