So this class makes stuff.
There's no response, it's just trash. |
Class: Scrapmaster
You're the lord of scrap. What some call useless, you see the true potential in.
You start with 3 Scrap and an expanded backpack (+2 ITEM SLOTS).
Backgrounds
1-2: Stoner - Start with a pipe (1d6 damage) and a hoodie.
3-4: Biker - Start with a wrench (1d6 damage) and a leather jacket.
5-6: Racoon Person - Start with claws (1d6 damage) and filthy clothes.
ABILITIES
1: Scrap, MacGyver, +1 ITEM SLOTS
2: A Knack For Mischief, +1 ITEM SLOTS
3: A Nose For Garbage, +1 ITEM SLOTS
4: A Tendency For Danger, +1 ITEM SLOTS
Scrap
You can collect Scrap. Each Scrap takes up one item slot. When you spend an hour searching, gain 1 Scrap.
MacGyver
You can attempt to make a tool that will break after one use, using debris and Scrap. Making it will consume one Scrap. Make a CHECK using your Scrapmaster LEVEL. If the result is less than 15, choose one of the following options. If the result is less than 10, instead take both:
- Making the tool consumes an extra Scrap.
- Making the tool takes longer than expected or attracts unwanted attention.
If you would consume Scrap to make a tool but have none available, you fail to make the tool.
Whatever you make out of Scrap takes up as many item slots as the Scrap used to make it.
A Knack For Mischief
You can - instead of making a tool - attempt to make a single use trap. Making it will consume two Scrap, and you must roll the same CHECK as when making a tool. If you would consume Scrap to make a trap but have none available, you fail to make the trap.
A Nose For Garbage
When you spend an hour searching for Scrap, instead gain 1d4 scrap.
A Tendency for Danger
You can - instead of making a tool - attempt to make a weapon that will break after one successful attack and deal 20 damage. Making it will consume three Scrap, and you must roll the same CHECK as when making a tool. If you would consume Scrap to make a weapon but have none available, you fail to make the weapon.
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