Smith: Difference between revisions
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! scope="row"| Skill bonuses: | ! scope="row"| Skill bonuses: | ||
| +15 to: <i>[[Repairing (mechanics)]], [[Crafting]]</i><br> | | +15 to: <i>[[Repairing (mechanics)]], [[Crafting]]</i><br> | ||
+10 to: <i> [[ | +10 to: <i> [[Haggle/trade]], [[Athletics]], [[Armorer]]</i><br> | ||
+5 to:<i> [[First aid]]</i> | +5 to:<i> [[First aid]]</i> | ||
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| Leather apron<br><br> | | Leather apron<br><br> | ||
Fitting tools out of the [[Equipment list | Fitting tools out of the [[Equipment list tools|equipment list “tools”]] for up to 600$<br><br> | ||
<b>[A WORKSHOP must be agreed upon with the master!]</b> | <b>[A WORKSHOP must be agreed upon with the master!]</b> | ||
Latest revision as of 03:32, 18 April 2025
This page is about one of the Classes.
A smith is a person that works and processes metal. Usually they have their own workshop or share one with other smiths (even in the wasteland, there are still apprentices, journeymen or masters, though not quite as formal as elsewhere before the Great War). The metal that they work stems mostly from before the War, but there are also a few newly opened mines. A post apocalyptic smith often operates his own smelter and forms a workpiece from smelting to every other production step to the finished, complex tool (or whatever else he's producing).
Smiths are quite often tinkerers and innovators that try to create something new.
| Extraordinary skills: | Smith |
|---|---|
| Skill bonuses: | +15 to: Repairing (mechanics), Crafting +10 to: Haggle/trade, Athletics, Armorer |
| Starting equipment: | Leather apron Fitting tools out of the equipment list “tools” for up to 600$ [A WORKSHOP must be agreed upon with the master!] |
| Starting capital: | 250 + 1 D100 * 1 $ |
| Fitting traits:: | Agoraphobia Nice guy (or gal) |