Scavenger

Scavengers specialize in the world that was, and finding valuable artifacts in the ruins of lost civilizations. Scavengers generally hide or otherwise avoid dangers, rather than offer a straight up fight.

Ghosts focus on stealth above all else. They can either be faceless figures in the background or never seen at all, depending on their focus. Craftiness, Forgettable Face, Acting and Disguise all benefit the former approach, while Serendipity, Intuition and Garroting can benefit the second.

Looters emphasize breaking into buildings and finding valuable stuff, in spite of traps, locks, and natural hazards. Strength and Lifting ST lets you carry more loot, and Strength also benefits Forced Entry (kicking in doors, using crowbars, etc). Hazardous Materials (Magical) can help identifying and neutralizing mystical dangers, while the other three HazMat skills can help against mundane dangers (Radioactives, Biological, and Chemical). Boosting IQ, which in turn boosts Per, will increase most of you most important skills, especially if you favor lockpicking over door kicking.

Thieves have discovered that it's easier to get loot from other Scavengers than from the ruins themselves. High manual dexterity is useful for taking stuff without being noticed, and an Honest Face and a bit of Acting or Fast-Talk for convincing people that it totally wasn't you that took that thing. Craftiness is probably a worthwhile investment, especially if you're planning on being a social thief.

Urban Explorers Are basically masters of Parkour. Higher DX lets you Jump further, climb faster and generally get around more easily. Catfall, Perfect Balance, and Enhanced Dodge all make thematic sense, and are useful advantages to boot.

Attributes:
Strength (ST)1 11 [10]
Dexterity (DX)2 13 [60]
Intelligence (IQ)3 11 [20]
Health (HT)4 11 [10]
Secondary Characteristics:
Damage: Thr:5 1d-1, Sw:6 1d+1
BL7 24 lbs;
HP8 11 [0]; Will9 11 [0]; Per10 14 [15]; FP11 11 [0]; RP12 11 [0];
Basic Speed13 6.00 [0]; Basic Move14 6 [0].

Advantages:
30 points chosen from among:

  • ST +1 to +3 [10/level],
  • DX +1 [20],
  • IQ +1 [20],
  • HT +1 [10],
  • Per +1 or +2 [5 or 10],
  • RP +1 to +11 [1/level],
  • Basic Speed +0.25 to +1.00 [5/+0.25],
  • Acute Senses (any) [2/level],
  • Breath Holding 1 [2],
  • Catfall [10],
  • Combat Reflexes [15],
  • Contact Group (City-dwellers, etc.; Skill-12, 15, or 18; 9 or less; Somewhat Reliable) [5, 10, or 15],
  • Craftiness 1-4 [5/level]15,
  • Danger Sense [15],
  • Deep Sleeper [1],
  • DR 1 (Tough Skin) [5],
  • Eidetic Memory [5],
  • Enhanced Dodge 1 [15],
  • Favor [Varies],
  • Flexibility [5] or Double-Jointed [15],
  • Forgettable Face [1],
  • Gizmos 1-3 [5/gizmo],
  • Hard to Kill 1-3 [2/level],
  • Hard to Subdue 1-3 [2/level],
  • High Manual Dexterity 1-4 [5/level],
  • Honest Face [1],
  • Intuition [15],
  • Less Sleep 1-4 [2/level],
  • Lifting ST 1-3 [3/level],
  • Night Vision 1-3 [1/level],
  • Perfect Balance [15],
  • Pitiable [5],
  • Rapid Healing [5] or Very Rapid Healing [15],
  • Resistant to Disease (+3) or (+8) [3 or 5] or Immunity to Disease [10],
  • Resistant to Poison (+3) [5],
  • Serendipity 1 [15],
  • Signature Gear [1/item],
  • or spend points to start with additional gear (p. 28).

Disadvantages:

  • -15 points chosen from:
    • Callous [-5],
    • Cowardice [-10*] or Overconfidence [-5*],
    • Curious [-5*],
    • Fearfulness [-2/level],
    • Greed [-15*],
    • Jealousy [-10],
    • Kleptomania [-15*],
    • Loner [-5*],
    • Oblivious [-5],
    • Shyness [Varies],
    • Stubbornness [-5].
  • Another -15 points chosen from among the previous traits or:
    • Extra Sleep 1-4 [-2/level],
    • Laziness [-10],
    • Light Sleeper [-5],
    • Low Pain Threshold [-10],
    • Paranoia [-10],
    • Post-Combat Shakes [-5*],
    • Skinny [-5],
    • Sense of Duty [Varies],
    • Trickster [-15*].
  • A further -15 points chosen from among the previous traits or:
    • Reduced Basic Speed [-5/-0.25],
    • Bad Temper [-10*],
    • Combat Paralysis [-15],
    • Compulsive Gambling [-5*],
    • Compulsive Lying [-15*],
    • Impulsiveness [-10*].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

Primary Skills:

  • Scrounging (E) Per+1 [2];
  • Search (A) Per-1 [1];
  • Stealth (A) DX+1 [4];
  • Streetwise (A) [2];
  • Urban Survival (A) Per [2];
  • One of the following 24- point packages:
    • Ghost:
      • Holdout (A) IQ+1 [4];
      • Three of
        • Acting (A) IQ+1 [4];
        • Disguise (A) IQ+1 [4];
        • Fast-Draw (any) (E) DX+2 [4];
        • Garrote (E) DX+2 [4];
        • Guns (Pistol) (E) DX+2 [4];
        • Knife (E) DX+2 [4];
        • Poisons (H) IQ [4];
      • Spend 8 points for +2 to Stealth.
    • Looter:
      • Architecture (A) IQ-1 [1];
      • Forced Entry (E) DX+1 [2];
      • Lockpicking (A) IQ+2 [8];
      • Traps (A) IQ+2 [8];
      • Spend 2 points for +1 to Scrounging and 3 points for +2 to Search.
    • Thief:
      • Filch (A) DX [2];
      • Pickpocket (H) DX+1 [8];
      • Two of
        • Acting (A) IQ+1 [4];
        • Brawling (E) DX+2 [4];
        • Climbing (A) DX+1 [4];
        • Escape (H) DX [4];
        • Holdout (A) IQ+1 [4];
        • Sleight of Hand (H) DX [4];
        • Spend 4 points for +1 to Stealth.
      • Spend 6 points for +2 to Streetwise.
    • Urban Explorer:
      • Acrobatics (H) DX [4];
      • Architecture (A) IQ [2];
      • Climbing (A) DX+1 [4];
      • Escape (H) DX [4];
      • Jumping (E) DX+1 [2];
      • Running (A) HT [2];
      • Spend 6 points for +2 to Urban Survival.

Secondary Skills:

  • Anthropology (H) IQ-1 [2];
  • Merchant (A) IQ-1 [1];
  • Two of
    • Area Knowledge (any) (E) IQ+1 [2];
    • Current Affairs (Regional) (E) IQ+1 [2];
    • Survival (any terrain type) (A) Per [2];
  • Two of
    • Axe/Mace (A) DX [2];
    • Blowpipe (H) DX-1 [2];
    • Bow (A) DX [2];
    • Boxing (A) DX [2];
    • Brawling (E) DX+1 [2];
    • Broadsword (A) DX [2];
    • Crossbow (E) DX+1 [2];
    • Guns (any) (E) DX+1 [2];
    • Knife (E) DX+1 [2];
    • Shortsword (A) DX [2];
    • Staff (A) DX [2];
    • Throwing (A) DX [2];
    • Thrown Weapon (any) (E) DX+1 [2];
    • Wrestling (A) DX [2];

Background Skills:

  • Four of
    • Armoury (any) (A) IQ-1 [1];
    • Bicycling (E) DX [1];
    • Body Language (A) Per-1 [1];
    • Camouflage (E) IQ [1];
    • Cooking (A) IQ-1 [1];
    • Disguise (A) IQ-1 [1];
    • Driving (any) (A) DX-1 [1];
    • Electronics Repair (any) (A) IQ-1 [1];
    • Explosives (Demolition or EOD) (A) IQ-1 [1];
    • Fast-Talk (A) IQ-1 [1];
    • First Aid (E) IQ [1];
    • Gambling (A) IQ-1 [1];
    • Gesture (E) IQ [1];
    • Hazardous Materials (any) (A) IQ-1 [1];
    • Lip Reading (A) Per-1 [1];
    • NBC Suit (A) DX-1 [1];
    • Observation (A) Per-1 [1];
    • Riding (any) (A) DX-1 [1];
    • Smuggling (A) IQ-1 [1];
    • Spend 1 point on any unchosen primary skill.
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