Mercenary: Difference between revisions
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! scope="row"| Skill bonuses: | ! scope="row"| Skill bonuses: | ||
| +5 to <i>[[Unarmed]], [[Handguns (skill)|Handguns]], [[Rifles (skill)|Rifles]], [[Melee weapons (skill)|Melee weapons]], [[Tactics]] and [[ | | +5 to <i>[[Unarmed]], [[Handguns (skill)|Handguns]], [[Rifles (skill)|Rifles]], [[Melee weapons (skill)|Melee weapons]], [[Tactics]] and [[Haggle/trade]]</i> | ||
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! scope="row"| Starting equipment: | ! scope="row"| Starting equipment: | ||
Revision as of 13:32, 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 Haggle/trade |
| 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 |