Difference between revisions of "Fixer"

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*Fixers automatically get a 4 skill rating in [[Repair]] and start with an [[Armorsmithing]] skill of 1.
 
*Fixers automatically get a 4 skill rating in [[Repair]] and start with an [[Armorsmithing]] skill of 1.
 
*They also get 3 non-combat actions and 2 combat action per turn during combat.  
 
*They also get 3 non-combat actions and 2 combat action per turn during combat.  
*Fixers also have a bonus in upgrading [[Health Points]] at a cost of 1000 [[Experience Points]] for 5 HP, and they can upgrade [[Physical Resistance]] at a cost of 1200 XP for 1 physical resistance point.
+
*can upgrade [[Life Points]] at a cost of 1000 [[Experience Points]] for 5 LP
 +
*can upgrade [[Physical Resistance]] at a cost of 1000 XP for 1 physical resistance point.

Revision as of 05:15, 31 December 2020

Fixer icon.png

One person's trash is another's treasure. Scavenging means more than simply scrounging for food and supplies. Every little thing can mean the difference between life and death, hardship and comfort. Humans became apex predators because of their ability to wield tools, and wielding tools is the domain of the Fixer. Being able to fix an item using the abundance of the objects left behind is an art form. Having a tinkerer--an engineer--in your midst means having valuable resources at your disposal. Fixers are able to maintain and build, repair and invent. They grease the wheels and forge ever onward. And being able to make new items out of spare parts is a gift that few possess.

Base Traits

If you choose to go with a ready-made character of the Fixer Archetype, the base trait stats are as follows:

  • Aptitude - 6
  • Charisma - 5
  • Dexterity - 5
  • Perception - 4
  • Fortitude - 7
  • Strength - 6

Fixer Bonuses