Mortixx:
So i rolled up this. Does this make a feasible character? And am i reading it right that mr Fixit also adds to the demolitions/explosives roll as that also is a repair roll?
You'll have to talk to the GM how they want to handle demolitions/explosives. By the book repair "covers the use of demolitions and explosives". However that typically only applies to the safe usage/placement of explosives (or defusing), which would get the +2. Using dynamite as a weapon is a different thing, which I'll touch on below.
quote:
Attributes | 5 points |
---|
Agility | d4 | -1 | |
Smarts | d8 | | |
Spirit | d6 | | |
Strength | d4 | -1 | |
Vigor | d6 | -1 | |
I can only come up with 4 points here.
D6(Spirit)=1
D6(Vigor)=1
D6(Smarts)=1
D8(Smarts)=1
So it looks like you have one more attribute point to allocate.
quote:
|!3.1 Skills | 12 +5 Smart skills 2 from drawbacks *where free
Core Skills (d4 for free)
Athletics (Ag)* | d6 | | =2 (Because your AGI is only a d4, the step up to a d6 costs 2 points) |
Common Knowledge (Sm)* | d4 | | =0 |
Notice (Sm)* | d4 | | =0 |
Persuasion (Sp)* | d4 | | =0 |
Stealth (Ag)* | d4 | | =0 |
Language: English (Sm) | d8 | | =0 |
Smarts Skills (5 points for free from Elderly Hindrance)
Language: Spanish (Sm) | d4 | | =0 |
Language: Native (Sm) | d4 | | =0 |
Science (Sm) | d6 | | =0 |
Survival (Sm) | d4 | | =0 |
Driving (Ag) | d4 | | =1 |
Fighting (Ag) | d6 | | =2 |
Gambling (Sm) | d6 | | =2 |
Healing (Sm) | d4 | | =1 |
Repair (Sm) | d8 | | =3 |
Research (Sm) | d4 | | =1 |
Riding (Ag) | d4 | | =1 |
Shooting (Ag) | d4 | | =1 |
Taunt (Sm) | d4 | | =1 |
Thievery (Ag) | d4 | | =1 |
This is 16 points worth of skills. So you're overspent by 2. (12 base, +2 in exchange for hindrances)
I would drop the research, unless you're going to emphasize some sort of formal education background for Bill. In which case he should definitely be named "Dr. 'Splodin' Bill".
Also drop Driving, unless old Bill fancies going around on a velocipede. Horse/mule drawn wagons are covered by Riding.
If you end up putting that extra attribute die into Agility, that will make the Athletics skill you raised only cost 1 point, so if you drop both Research and Driving, you'll have 1 additional skill point to spend somewhere.
quote:
Hindrances |
---|
Name | Summary |
Elderly (major) | -1 Pace, -1 on running rolls, |
Cant Swim (minor) | -2 on swim tests, moving in water costs 3" |
Ugly (minor) | -1 from persuasion |
This is 4 points, 2 spent on skills, 2 spent on another Edge.
Just make sure you have Loyal friends, otherwise poor old Bill's going to run afoul of the rule that you only have to run faster than the slowest person in a group.
quote:
Edges & Advances |
---|
Name | Summary |
Trademark Weapon. Dynamite | +1 on rolls using it. |
Mister Fix it. | +2 to repair rolls. |
One of these is free for being a human, the other is purchased with 2 points of hindrances. So good there.
Trademark Weapon Dynamite is problematic, and something you'll have to talk to your GM about. Under SWADE dynamite used for its intended purpose is a repair roll. In that instance, if you can manage to plant it somewhere as an ambush and, say, collapse a hillside on someone, perfect. If you want to light a stick and throw it at some poor cowpuncher that left hooked the wrong steer and is hunkered down behind some barrels over yonder, that's an Athletics roll (throwing things) which you don't have at the D8 required for Trademark Weapon. There's also an argument to be made that a "Trademark Weapon" is a singular unique weapon, but as long as it's explicitly "dynamite" and not any other type of explosive, I'd be willing to argue with a GM in favor of allowing it.
Alternatively, at a d8 repair, you're probably going to succeed at more traditional uses of explosives than not. So you could take your 1 extra skill point (if you end up bumping Agility) from Athletics and put it into Notice, and then scrounge up another skill point (ditch thievery maybe?) and put that into Notice too, so Bill has a notice of D8, then take McGyver, so Bill can ad-hoc just about anything he needs in a pinch (including explosives) to the extent that your GM allows.
Otherwise you'll still need to raise Bill's agility to the d6, then find another skill point to put with the extra one to raise Athletics to a D8 so you'll be covered for Trademark weapon no matter what (barring the GM ruling Dynamite is ineligible).