In your early life, you made many connections across many cities and large towns. As time went on, you realized you could make a living by connecting sellers with buyers, especially where they might not otherwise find one another. You also charged more for less than legal sales. How did you make these connections? Do you still traffic in illegal transactions? Are there lines you won’t cross, or goods you won’t handle? Are you proud of this profession? Ashamed? Are you cautious, or do you boast about it? **Ability Score Increases.** +1 to Charisma and one other ability score.  **Skill Proficiencies.** Choose either [[03-Mechanics/6-Ability Scores/Investigation|Investigation]] with a specialty in Appraisal, or [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]] with a specialty in Negotiating. Also choose one from [[03-Mechanics/6-Ability Scores/Culture|Culture]], [[03-Mechanics/6-Ability Scores/History|History]], or [[03-Mechanics/6-Ability Scores/Insight|Insight]]. **Tools.** One vehicle, and either disguise kit or forgery kit **Language Proficiencies.** Thieves’ Cant, and 2 of your choice. **Suggested Equipment.** Traveler’s clothes, abacus, merchant’s scale, and either disguise kit (34 gp total cost) or forgery kit (24 gp total cost) ***Feature: Particular Clientele.*** You know how to contact buyers for illicit items. In any town or city, you can always find a buyer for illegal items of common or uncommon rarity. In addition, whenever you sell an illegal item, for each rarity category above common you gain a bonus to its sale price as follows – Uncommon +10%, Rare +20%, Very Rare +30%, Legendary +50%. You do not have contacts capable of buying illegal artifacts. ***Adventures and Advancement.*** As you make successful sales or purchases in a region, the local merchants become aware of you. If you either give them discounted prices or help them secure transactions beyond their usual means, after a few such exchanges they help you move difficult, legal merchandise. Examples include art which only appeals to a certain type of person, books on obscure subjects, items only in demand in another land, etc. ***Connection and Memento.*** Roll 1d10, choose from the lists below, or make up your own.  **Traveling Fence Connections:  1. The dealer in poisons who didn’t warn you about that one item. 2. The assassin who you keep running into. 3. The local guard who you can bribe, for anything. 4. The noble who you have an arrangement with. 5. The plague priest who constantly tries to do business with you. 6. Your contact in the local thieves’ guild. 7. The ranger you hire for certain items. 8. The wizard who takes cursed items off your hands. 9. The “fence” who you’re sure is an undercover agent. 10. The bounty hunter who seems to appear in every settlement you visit. **Traveling Fence Mementos:**  1. Your coded book of illicit contacts. 2. A wanted poster for someone you know. 3. A vial of basic poison which was your first illegal purchase. 4. A gold piece from a foreign land. 5. A holy symbol of an evil cult you’ve had dealings with. 6. The drawing of an insignia for a foreign thieves’ guild. 7. Documents for blackmailing a benevolent religious figure. 8. A piece of jewelry which was payment for a sale long ago. 9. An ivory figurine you keep finding in your pack, no matter what you do. 10. A passphrase you don’t remember acquiring.