Scavenger

One can find nearly anything in the Galactic Rim, if one knows where to look. The Scavenger excels at going to remote, hostile places and delving deep into the ruins and wreckage there to find lost treasures. On the junk world of Grist, wastelanders journey across toxic expanses to explore the millennia old wreckage for ancient artifacts. Junkers lurk at the edges of battles, waiting for the fighting to die so they can go in and salvage spare parts from derelict craft. Asteroid miners and prospectors sit in cantinas, spilling tales of the strange things they encounter during their journeys to anyone who will buy them a drink. Archaeologists scour jungles and deserts in search of the last remnants and the ancient ruins of some lost, alien civilization. The scavenger masters, first and foremost, the fine art of finding useful things. They can pick out useful parts and secret doors with ease. Many scavengers are technically minded, able to repair and reactivate what they find, or at least turn it into spare parts for something else, but others prefer to sell what they find, or turn it over to museums (usually for a profit). Of course, if people could easily reach it, it would have already been scavenged, so most Scavengers master the art of travel in hostile environments. They scavenge the ships caught in the gravitational anomalies in the accretion disc around a black hole, or the wreckage in the ashen wastes of a desolate, uninhabited world, or in the remotest, iciest worlds on the edges of a solar system. This need to “go forth” to find their filthy lucre makes Scavengers natural adventurers. Naturally, scavengers face a great deal of peril. They must fend off wild animals, pirates and rival scavengers. They must evade traps and security systems that remain active in ancient derelicts or ruins. They often face supernatural threats in psychically unstable regions. Thus, scavengers tend to be a hardy lot, able to fight well, with an uncanny sense for danger and typically more than a little luck. Those without tend to end up dead.

Scavenger Lenses

Wild Scavenger

0 points

The average scavenger is just someone who took up scavenging. They may be some wastelander tribesman or an independent scrapper from the Orochi belt. They answer to no-one but themselves and represent the “typical” scavenger: someone who picks over the bones of old civilizations or scrapped ships, looking for a rich payday.

Advantages: Combat Reflexes [15]

Disadvantages: Take an additional -15 in disadvantages.

Scavenger Template

250 points

Attributes: ST 11 [5], DX 13 [60]; IQ 13 [60]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+1; BL 24 lbs; HP 11 [0]; Will 13 [0]; Per 17 [20]; FP 12 [0]; Basic Speed 6.25 [0]; Basic Move 6 [0]
Advantages: Luck [15];

  • Choose a 0 point lens;
  • Spend an additional 25 points (and any unspent Lens points) on improved ST +1 or +2 [5 or 10], DX +2 [20], IQ +1 [20], HT +1 to +2 [10/level], HP +1 to +5 [2/level], Basic Move +1 to +2 [5/level], Perception +1 to +3 [5/level], Absolute Direction or 3D Spatial Sense [5 or 10], Acute Senses (Any) [2/level], Ally (Robot, 50%, almost all the time) [6], Antiquary 1 to 4 [5/level], Artificer 1 or 2 [10/level], Catfall 1 [10], Cheaper Gear (Second-hand) [1], Combat Reflexes [15], Compact Frame [1], Contacts (Archaeologists, Fence, Junk Dealers, Skill 12, 15 or 18, 9 or less, somewhat reliable) [1, 2, 3], Contact Group (Corporation, Criminal Cartel, Museum, Wasteland Tribe, Skill 12, 15 or 18, 9 or less, somewhat reliable) [5, 10, 15], Cultural Familiarity (Local tribal culture, or ancient culture) [1], Danger Sense [15], Deep Sleeper [1], Eidetic Memory [5], Enhanced Dodge [15], Enhanced Dodge 1-3 (Dive for Cover) [5/level], Equipment Bond (any one toolkit or plasma torch) [1], Flexibility or Double Jointed [5 or 10], Fit or Very Fit [5 or 15], Forgettable Face [1], Gizmos [5/level], Oiled Up [1], Hard to Kill [2/level], High Manual Dexterity +1 to +4 [5/level], Intuition [15], Language (local dialect or ancient language, Broken or Accented) [2 or 4], Lifting ST +1 to +3 [2/level], Night Vision 1-3 [1/level], Perfect Balance [15], Precautions [1], Quick Gadgeteer (Cyberneticist -50% or Starship Whiz -50%) both [25], Rapid Healing or Very Rapid Healing [5 or 15], Resistant to Disease +3 or +8 [3 or 5], Resistant to Poison +3 [5], Serendipity 1-2 [15/level], Signature Gear (Any) [varies], Signature Ship (Any) [Varies], Wild Talent 1 [20], or upgrade Luck to Extraordinary Luck [30] for 15 points.

Disadvantages: Choose -35 (and any additional lens disadvantage points) from Alcoholism [-15], Addiction (Any) [Varies], Appearance (Unattractive or Ugly) [-4 or -8], Callous [-5], Clueless [-10], Cowardice [-10*], Curious [-5*], Delusion (Specific superstition) [-5], Easy to Read [-10], Fearfulness [-2/level], Greed [-15*], Kleptomania [-15*], Laziness [-10], Loner [-5*], No Sense of Humor [-10], Oblivious [-5], Obsession (Find specific lost treasure/relic/ship/ruin) [-5], Odious Personal Habit (Foul-mouthed, Constantly dusty/greasy/sticky, morbid, etc.) [-5], Paranoia [-10], Post-Combat Shakes [-5*], Phobia (loud noises) [-10*], Secret (Knows secret location of treasure) [-5], Sense of Duty (Team) [-5], Shyness [-5 to -10], Stuttering [-10], Wealth (Struggling) [-10], Weirdness Magnet [-15] or Xenophilia [-10*].

Primary Skills: Scrounging (E) Per+1 [2]-18; Search (A) Per+1 [4]-18;

  • Choose one of Survival (Any, including Rocky World, Ice World or Wasteland) or Urban Survival all (A) Per+1 [4]-18 or Spacer (E) IQ+2 [4]-15;
  • Choose two of Jumping (E) DX+1 [2]-12; Climbing, Driving (Mecha, Repuslorlift, or Tracked) Free-Fall, or Piloting (Contragravity) all (A) DX [2]-13, Acrobatics or Escape both (H) DX-1 [2]-12, Spacer (E) IQ+1 [2]-14, Hiking and Running both (A) HT [2]-12 or improve any of the above skills by one level for [+2] points.
  • Choose two of Armoury2 (Any), Connoisseur (Blasters, Relics, Robots, Starships, etc.)1, Electrician, Electronics Repair2 (Any), Mechanic2 (Any), Merchant, Machinist2 or Smuggling all (A) IQ+1 [4]-14 or Archaeology (H) IQ [4]-13.

Secondary Skills: First Aid (E) IQ+1 [2]-14; Navigation (Space) (A) IQ+1 [4]-14; Piloting (Corvette) (A) DX+1 [4]-14; Stealth (A) DX+2 [8]-15; Vacc Suit (A) DX [2]-13;

  • Choose one of Brawling (E) DX+1 [2]-14, Boxing (A) DX [2]-13 or Karate (H) DX-1 [2]-12;
  • Choose one of Wrestling (A) DX [2]-13 or Judo (H) DX-1 [2]-12;
  • Choose two of Beam Weapons (Pistol, Rifle or Projector) or Knife all (E) DX+1 [2]-14, Axe/Mace, Broadsword, Shortsword or Staff all (A) DX [2]-13, or improve a hand-to-hand skill, above, by one level for [+2] points;
  • Choose four of Fast-Draw (any), Forced Entry both (E) DX+1 [2]-13, Filch (H) DX-1 [2]-11, Area Knowledge (Planet), Current Affairs (Regional) both (E) IQ+1 [2]-14, Architecture1, Cartography, Electronics Operation (Psychotronic, Security or Sensors), Explosives (Demolition or EOD), Fast-Talk, Freight Handling, Hazardous Materials (Cursed, Chemical or Radioactive), Holdout, Lockpicking, Meteorology, Navigation (Land), Occultism, Prospector, Research1, Streetwise, Traps all (A) IQ [2]-13, Diplomacy, Engineering†2 (Civil, Robotics or Starship), Expert Skill (Psionics), History (Any)1, Linguistics, Mathematics or Poisons all (H) IQ-1 [2]-12, Carousing (E) HT+1 [2]-13, Observation (A) Per [2]-17 or Intimidation (A) Will [2]-13 or improve any of the above skills by one level for [+2] points.

Background Skills: Computer Operation (E) IQ+1 [2]-14, and a 20-point background lens

*Multiplied by self-control number; see p. B120
† Requires Mathematics
1: Add +1 per level of Antiquary
2: Add +1 per level of Artificer

Notes

Scavengers have several different possible approaches that they can explore, but they tend to blur together in actual practice. Someone who specializes in dismantling spaceships might have to deal with a haunted ship or may need to salvage a ship planetside, for example, in which case, they’re well-off to learn the salvage technique of archaeologists or wastelanders.

Junk Wastelander: A lot of the most interesting stuff rest in great junk piles or wrecked ships in lonely deserts. Focus on survival skills (usually Desert or Wasteland) and travel skills that will help you get across great wastes (Hiking, Driving, etc.). If you primarily sell your findings, take Connoisseur and Merchant; if you use them to build, take the appropriate technical skills. Meteorology will help you endure harsh weather patterns, Hazardous Materials will help you deal with toxic spills, and Engineering skills will help you navigate giant, hulking ruins. These often borrow some of the traits and skillsets of Relic Hunters (as they often stumble across strange ruins in their journeys) and might learn some of the Asteroid Prospector skills (though more for handling the natural caves of whatever world they’re exploring).

Asteroid Prospector: While not technically a “scavenger,” they use many of the same skillsets. Focus on space survival skills (Spacer, Rock World or Ice World), space movement skills (Free-Fall), Merchant and technical skills to maintain your ship (Mechanic, in the very least, and often Machinist and/or Electrician); consider the Artificer Talent. Take Beam Weapons (Projector) to handle a plasma torch. Prospectors often take Explosives (Demolition) and don’t neglect Prospector! Consider taking two levels of it. These often borrow some of the traits and skillsets of Space Salvagers, for when they run across space wreckage.

Relic Hunter: Ancient sites filled with arcane artifacts often rest in hard-to-reach places. Focus on survival skills and travel skills that get you to your preferred sites (typically Desert or Wasteland, though don’t forget that some truly ancient starships float in forgotten regions of space), and definitely take the Archaeology skill; also consider the Connoisseur (Relics) skill and the Antiquary talent. For secondary skills, consider skills that help you understand ruins, such as Research, Cartography, Architecture, Hazardous Materials (Cursed), Electronics Operation (Psychotronics), Occultism and Expert Skill (Psionics). If you plan on selling your finds, perhaps focus on Merchant and Smuggler; if you plan on using them, consider doubling down on occultish skills. These often borrow from the Junk Wastelander skill set (for handling the difficult terrain they explore, or for salvaging non-archaeological elements from wrecks) or Space Salvagers (for exploring archaeological space ruins).

Space Salvager: Battles leave wreckage strewn everywhere, and lost “ghost” ships have ancient treasures on them. Salvagers tear apart these wrecks for scrap, or just go aboard to see what they can find. Like the Asteroid Prospector, focus on space skills (Free-Fall and Spacer); note that Urban Survival can be used in space wreckage sites. Technical skills do double duty here, helping you dismantle the ship as well as helping you build, so favor them over mercantile skills and consider the Artificer Talent. Electronic Operations skills and Engineering (Starship) will help you get around the wreckage, explosives and Beam Weapons (Projector) can help you dismantle the wreckage, and Hazardous Materials and Freight Handling can help you pack away your treasures. These often borrow some of the traits and skillsets of Asteroid Prospectors (for when they’re not salvaging ships) or Junk Wastelanders (for doing planetside what they do in space).

Scavengers can come from any background. Wastelanders might start off as Survivors or Tribal and learn technology from tinkering with wreckage. Asteroids miners and space salvagers might come from Humble Origins, or they might be Wanderers, remaining in their natural habitat. Any scavenger could be an Outcast; indeed, being cast out of society often starts one down the path of being a scavenger, just to survive! Tan-Shai antiquarians are often (but not necessarily) Aristocrats, and Imperial Field Archaeologists are often Academy Trained.

Scavengers can make use of any power-ups when building up their character. Many scavengers are aliens, and some might have psychic powers (ESP has a long tradition of “treasure hunting", electrokinesis might allow them to power-up or manipulate ancient technology, TK might allow them to better access lost items, and Anti-Psi might protect them from psychic horrors or ghosts). The hard struggles of the scavenger may leave him in need of Cybernetics. Those who explore mystical ruins often embrace strange philosophies, especially Zathare Sorcery, though many Imperial Field Archaeologists are Neo-Rationalists. And many simply Cross-Train as they expand their skillset through experience.

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