Difference between revisions of "Merc"
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− | + | The rule of law has fallen to memory. Desperate people do anything to survive. Others do unspeakable things for pleasure. There is no 911 here, no protection other than what you provide for yourself. This is what makes the merc a valuable asset. Killing is their trade. They are likely skilled in a variety of weapons, and understand military tactics to bring the fight to the enemy. The merc refuses to become anyone's prey in this desolate world. They negotiate best with bullet and blade. | |
+ | |||
==Base Traits== | ==Base Traits== | ||
If you choose to go with a ready-made character of the Merc [[Archetype]], the base trait stats are as follows: | If you choose to go with a ready-made character of the Merc [[Archetype]], the base trait stats are as follows: |
Revision as of 03:12, 31 December 2020
The rule of law has fallen to memory. Desperate people do anything to survive. Others do unspeakable things for pleasure. There is no 911 here, no protection other than what you provide for yourself. This is what makes the merc a valuable asset. Killing is their trade. They are likely skilled in a variety of weapons, and understand military tactics to bring the fight to the enemy. The merc refuses to become anyone's prey in this desolate world. They negotiate best with bullet and blade.
Base Traits
If you choose to go with a ready-made character of the Merc Archetype, the base trait stats are as follows:
- Aptitude - 5
- Charisma - 4
- Dexterity - 6
- Perception - 5
- Fortitude - 6
- Strength - 7
Merc Bonuses
- Mercs automatically get a 4 skill rating in two Combat Skills and start with an Ammosmithing or Weaponsmithing skill of 1.
- They also get 1 non-combat actions and 4 combat actions per turn during combat.
- Mercs also have a bonus in upgrading Combat Skills at a cost of 1000 Experience Points for 1 skill point, and they can upgrade Physical Resistance at a cost of 1000 XP for 1 physical resistance point.