Mercenary: Difference between revisions
No edit summary |
No edit summary |
||
| Line 7: | Line 7: | ||
|- | |- | ||
! scope="col"| Extraordinary skills: | ! scope="col"| Extraordinary skills: | ||
| [[Boxing]] OR [[Kung Fu]]<br> | | [[BoxingI love 'this city'|Boxing]] OR [[Kung FuI love 'this city'|Kung Fu]]<br> | ||
[[Cowboy]] OR [[Grunt]] OR [[SF²]] AND [[Energy weapons]]<br> | [[Cowboy]] OR [[Grunt]] OR [[SF²]] AND [[Energy weapons (extraordinary skill)|Energy weapons]]<br> | ||
[[I | [[I love 'this city'|I <3 *This City*]] | ||
|- | |- | ||
! scope="row"| Skill bonuses: | ! scope="row"| Skill bonuses: | ||
Revision as of 13:31, 31 May 2024
This page is about one of the Classes.
Mercenaries are found quite often in the Wastes. Most of them operating in small to middle sized groups. Some are barely distinguishable from Raiders, others have specialized on rescue operations; some are scum, others nearly paragons of virtue. A broad specter of possibilities for both player and master.
| Extraordinary skills: | Boxing OR Kung Fu Cowboy OR Grunt OR SF² AND Energy weapons |
|---|---|
| Skill bonuses: | +5 to Unarmed, Handguns, Rifles, Melee weapons, Tactics and Trade/haggle |
| Starting equipment: | if Cowboy was chosen: Sawn off shotgun OR Leftover recycler OR Peacemaker OR .44 Magnum Revolver OR Winchester Pistol AND Revolver Rifle OR Winchester 73 OR Widowmaker Heavy leather armor OR light metal armor AND boots |
| Starting capital: | 80 + 1 D10 * 10$ |
| Fitting traits:: | Athlete |