Scavenger Character Class:
Ei'Tabour: Old Yhtillic for "Collector, Scavenger, Hoarder".
Tibikiru: Carcosan Black Man for "Collector, Scavenger, Hoarder".
Description:
The Scavenger dwells in the ancient ruins of advanced civilizations, abandoned alien citadels and the junkyards of the space aliens.
They often ally with Mauraders and powerful Mad Scientists (Artificers). Many find their place among Reclaimers and their kin,
furthering the cause of the Restorative Orders.
Skills and Abilities wise, this class has some traits of Artificers and Mauraders but manage to be much more than henchmen.
Please note that many of the Scavenger's abilities allow them to perform skills with lowered difficulty ratings. If the situation presents
a skill be so easy that the only way to possibly fail the roll in the given situation was with a one, the GM just disregard rolling and make
it an automatic success if it is a non-combat/non-rushed activity. Only roll in these cases if it's a rush job, mid combat or under the
influence of an ability that puts your character in the wrong mental state.
Class Specific Bonuses per level:
Level: Bonuses:
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First Level:
1 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Scavenging Gift, Detect Secret Doors & Passages, Detect and Remove Traps, Improved ENC,
Stealth Advantage in Scrapyard/Tech Ruins,
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Class Upgrades: N/A
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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First Level ~Scavenger Class Abilities:
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Scavenging Gift:
Any attempt to scavenger for parts in a given situation is reduced by one difficulty level for your character.
Every three full levels of your character grants another drop in difficulty level in skill rolls attempts related
to finding and scavenging items.
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Detect Secrets Doors & Passages:
Any attempt locate Secret Doors & passages is reduced by one difficulty level for your character.
Every three full levels of your character grants another drop in difficulty level in skill rolls attempts related
to detecting Secret Doors & Passages.
Passive Secret Door & Passages Detection:
If your character is not actively seeking such things, the GM should still secretly roll a check based on a normal
difficulty check and whatever bonuses your character would have, so be sure to remind her/him at beginning of game.
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Detect and Remove Traps:
Any attempt detect and/or remove traps is reduced by one difficulty level for your character.
Every three full levels of your character grants another drop in difficulty level in skill rolls attempts related
to detecting Secret Doors & Passages. Please note these are two seperate rolls, not combined into one.
Passive Trap Detection:
If your character is not actively seeking traps, the GM should still secretly roll a check based on a normal
difficulty check and whatever bonuses your character would have, so be sure to remind her/him at beginning of game.
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Improved ENC:
Due to the Scavenger's life style you have found the most effecient way to carry items. This effectively gives
you a bonus to your ENC. You may add +10% (round up) to the amount you can carry for all ENC states. You
may carry an additional +10% ENC for every three full levels of your Scavenger character.
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Stealth Advantage in Scrapyards/Tech Ruins:
You make all Stealth related checks at one difficulty level lower than other character types while in your natural
environment of Scrapyards, Tech Ruins, like alien citadels/arcologies and crashed starships/UFOs. The difficulty
for all such checks decreases one difficulty level for every three full levels of the scavenger.
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Second Level:
2 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Class Upgrades: N/A
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Second Level ~Scavenger Class Abilities:
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Third Level:
3 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Jury Rig Broken Machines/Tech, Bonus vs Robots/Vehicles,
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Jury Rig Broken Machines/Tech (-1 Difficulty level), +1D6 damage vs Robots/Vehicles, Jury Rig Fix on Natural 20,
Class Upgrades: +1 "Any Class Upgrade" (Not Scavenger Class Abilities),
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Third Level ~Scavenger Class Abilities:
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Jury Rig Broken Machines/Tech:
Starting at third level you have a chance of temporarily fixing a broken or malfunctioning peice of technology.
If successful, it will continue to function for an additional 1D4 uses, +1D4 more uses for every three full levels
of the Scavenger. Exceptions are if device has charges and runs out of charges prior to number of Jury Rigged uses.
Difficulty is Very Hard to start however decreases by one difficulty level every three full levels of Scavenger.
On a critical success roll (Natural 20) your Jury Rig actually fixes the device. At seventh level you critically
succeed on Jury Rigging on Natural 19+ and by 13th level you critically succeed Jury Rigging on Natural 18+
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Bonus vs Robots/Vehicles:
Information here is also discussed under "Disable Device" section regarding disabling robots on critical strikes.
This also covers being able to inflict extra damage vs robots/vehicles. Your studying of alien junk has allowed you
intimate understanding of weak spots in the technology. As such you may inflict an additional +1D6 damage to Robots
and Vehicles at levels three, six, nine, twelve and fifteen. You critically damage robots on a Natural 20 if you are
not attempting to disable it. For damage purposes only inflict double damage to robots on a Natural 19+ at seventh
level and triple damage on a Natural 18+ by 13th level.
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Fourth Level:
4 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Auto Dodge in Scrapyard Environments (see Combat Section),
Class Upgrades: N/A
Combat: Auto Dodge in Scrapyard Environments,
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Fourth Level ~Scavenger Class Abilities:
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Auto Dodge in Scrapyard Environments:
At Fourth level when the Scavenger finds her/himself in a Scrapyard environment, including crashed ships and extremely cluttered parts
of abandoned alien citadels/arcologies you may take advantage of this ability. This means that you do not take penalties from repeated
dodge attempts within this area. Please note restrictions on space may still prevent one from dodging however.
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Fifth Level:
5 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Invoke Minor Algarithms, Disable Device, +1 Algarithm, Disable Robot on Natural 20,
Class Upgrades: +1 "Scavenger Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Fifth Level ~Scavenger Class Abilities:
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Invoke Minor Algarithms:
By 5th level the Scavenger has gained the ability to successfully but in a limited way, make use of ancient Yithian
Algarithms commonly employed by Artificers. Until you reach 10th level, you cannot invoke the higher (and more
potentially dangerous side effect wise) aspects of the Yithian Algarithms.
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Disable Device:
Branched off from Jury Rig, starting at 5th level the Scavenger can attempt to disable a mechanical/electronic
device that is not a trap specifically. If successful the device is simply disabled and not destroyed.
Every three full levels of your character grants a drop in difficulty level in skill rolls attempts related
to disable the device.
On a critical roll (Natural 20) you can disable an active robot with your attack. The minimum attack damage must
be able to exceed the DR of the robot's armor to be successful. If so, the Robot must make a Fortitude check with
a penalty of one for every three full levels of your Scavenger. If it fails, it is disabled until re-activated.
If it succeeds, it is merely stunned for 1D4 melee rounds before rebooting and reactivating. If the robot has
failed it's Fortitude check you may choose to inflict minimum damage (ignoring the usual double damage) as to
preserve the robot frame for reprogramming. If you are choosing to disable a robot, you can ignore the extra
damage bonuses listed under "Bonus vs Robots/Vehicles" section. You can attempt to disable instead of inflict
critical extra damage at 7th level with a natural 19+ and at 13th level with a natural 18+ on the hit roll.
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Sixth Level:
6 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Jury Rig Broken Machines/Tech (-1 Difficulty level), +1D6 damage vs Robots/Vehicles,
Class Upgrades: +1 "Any Class Upgrade" (Not Scavenger Class Abilities),
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Sixth Level ~Scavenger Class Abilities:
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Seventh Level:
7 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: +1 Algarithm, Jury Rig Fix on Natural 19+, Critical Hit Robot Double Damage on Natural 19+,
Disable Robot on Natural 19+,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Seventh Level ~Scavenger Class Abilities:
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Eighth Level:
8 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Scrapyard Environmental Defense,
Class Upgrades: N/A
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Eighth Level ~Scavenger Class Abilities:
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Scrapyard Environmental Defense:
At Eight level when the Scavenger find her/himself in a Scrapyard environment, including crashed ships and extremely cluttered parts of abandoned alien citadels/arcologies you may take advantage of this ability. This means that you get a +1 to any active defense (parry/dodge) and DR for every three full levels of the Scavenger while in combat in such environments.
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Ninth Level:
9 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Jury Rig Broken Machines/Tech (-1 Difficulty level), +1D6 damage vs Robots/Vehicles,
+1 Algarithm,
Class Upgrades: +1 "Any Class Upgrade" (Not Scavenger Class Abilities),
Combat:
Hit Points: 1D4+4+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Ninth Level ~Scavenger Class Abilities:
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Tenth Level:
10 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: Invoke Up to Moderate Algarithms,
Class Upgrades: +1 "Scavenger Class Ability" (Not "Any Class Upgrade"),
Combat:
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Tenth Level ~Scavenger Class Abilities:
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Invoke Up to Moderate Algarithms:
By 10th level the Scavenger has gained the ability to unlock the higher features of the ancient Yithian Algarithms.
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Eleventh Level:
11 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: +1 Algarithm,
Class Upgrades: N/A
Combat:
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Eleventh Level ~Scavenger Class Abilities:
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Twelth Level:
12 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Jury Rig Broken Machines/Tech (-1 Difficulty level), +1D6 damage vs Robots/Vehicles,
Class Upgrades: +1 "Any Class Upgrade" (Not Scavenger Class Abilities),
Combat:
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Twelth Level ~Scavenger Class Abilities:
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Thirteenth Level:
13 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities: +1 Algarithm, Jury Rig Fix on Natural 18+, Critical Hit Robot Triple Damage on Natural 18+,
Disable Robot on Natural 18+,
Class Upgrades: N/A
Combat:
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Thirteenth Level ~Scavenger Class Abilities:
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Fourteenth Level:
14 Title: []
Affiliation Modifier:
Attributes: +1 INT,
Bonus Skill Points:
Class Abilities:
Class Upgrades: N/A
Combat: +1 Attack per Melee,
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills: +2 Mechanisms [DEX], +2 Tech Ops [INT],
Specializations:
Weapon Proficiency:
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Fourteenth Level ~Scavenger Class Abilities:
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Fifteenth Level:
15 Title: []
Affiliation Modifier:
Attributes:
Bonus Skill Points: N/A
Class Abilities:
Scavenging Related Skill Rolls (-1 Difficulty level), Detect Traps (-1 Difficulty level), Disable Traps (-1 Difficulty level),
Detect Secret Doors & Passages (-1 Difficulty level), ENC + 10% (round up), Scrapyard Stealth (-1 Difficulty level),
Jury Rig Broken Machines/Tech (-1 Difficulty level), +1D6 damage vs Robots/Vehicles,
+1 Algarithm,
Class Upgrades: +1 "Scavenger Class Ability" (Not "Any Class Upgrade"), +1 "Any Class Upgrade" (Not Scavenger Class Abilities),
Combat:
Hit Points: 3+(CON modifier)
Power Points: +1
Sanity: +2 (+WIS Modifier)
Saving Throws:
Skills:
Specializations:
Weapon Proficiency:
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Fifteenth Level ~Scavenger Class Abilities:
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