Thursday, November 10, 2016

Scavenger 2.0

The scavenger is a fairly straightforward template.  It's niche is "all things technological," though with a focus on acquisition and repair.  All relevant skills are 16 to 18, which is more than competent enough.  The previous template was a bit long on points by accident.  The final version has the gold standard of 25 points of advantages.

For power-ups, I've chosen Cyberneticist, which will augment the Scavenger's mastery of technology into mastery of computers and robots.  It should be noted that the Cyberneticist talent and the Artificer talent together amounts to 15/level, which means it might be worthwhile to exchange those points for a straight +4 to IQ.  Next, we have Relic Hunter, focusing the scavenger on turning his natural acquisitiveness for ancient technology and artifacts of power. Finally, for those artificers who want to acquire technology by any means necessary, the thief specializes in high manual dexterity and thievery.



Scavenger 250 points

Attributes: ST 10 [0], DX 11 [20]; IQ 13 [60]; HT 11 [10]

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs; HP 10 [0]; Will 13 [0]; Per 14 [5]; FP 11 [0]; Basic Speed 6.00 [10]; Basic Move 6 [0]

Advantages: Artificer 4 [40], Luck [15], Quick Gadgeteer (Scavenger -20%) [40]. Spend an additional 25 points on improved IQ +1 [20], HT +1 to +2 [10/level], HP +1 to +5 [2/level], Perception +1 to +3 [5/level], Ally (Robot, 50%, almost all the time) [9], Cheaper Gear (Second-hand) [1], Combat Reflexes [15], Compact Frame [1], Contacts (Junk Dealers, Skill 12, 15 or 18, 9 or less, somewhat reliable) [1, 2, 3], Danger Sense [15], Enhanced Dodge 1-3 (Dive for Cover) [5/level], Equipment Bond (any one toolkit) [1], Flexibility [5], Gizmos [5/level], Oiled Up [1], Hard to Kill [2/level], High Manual Dexterity [5/level], Night Vision 1-3 [1/level], Precautions [1], Resistant to Disease (+3) [3], Resistant to Poison (+3) [5], Serendipity 1-2 [15/level], Signature Gear (Any) [1/level], Wild Talent 1 [20], or upgrade Luck to Extraordinary Luck [30] for 15 points.

Disadvantages: Choose -15 from Clueless [-10], Compulsive Tinkering [-5*], Curious [-5*], Greed [-15*], Gullibility [-10*], Kleptomania [-15*], Obsession (Find specific lost treasure/relic) [-5], Oblivious [-5], Sense of Duty (Team) [-5], Trademark (Particular design of gadgets) [-5 or -10]; Choose another -35 from the previous, or from Appearance (Unattractive or Ugly) [-4 or -8], Callous [-5], Cowardice [-10*], Easy to Read [-10], Fearfulness [-2/level], Laziness [-10], Loner [-5*], Low Pain Threshold [-10], No Sense of Humor [-10], Odious Personal Habit (Constantly greasy/sticky) [-5], Paranoia [-10], Post-Combat Shakes [-5*], Phobia (loud noises) [-10*], Shyness [-5 to -10], Stuttering [-10] or Wealth (Struggling) [-10].

Primary Skills: Engineer (Starship) (H) IQ+51 [8]-18, Electrician (A) IQ+41 [2]-17, Scrounging (E) Per+2 [4]-16, Search (A) Per+1 [4]-15; Choose 5 of Beam Weapons (Projector) (E) DX [1]-11, Armoury (Any), Electronics Repair (Any), Machinist, Mechanic (Any) or Traps all (A) IQ+31 [1]-16, or Engineer (Civil or Robotics) (H) IQ+21 [1]-15 or improve any of the above or Electrician by one level to [2] for one point.

Secondary Skills: Beam Weapons (Pistol) (E) DX+1 [2]-12; Computer Operation (E) IQ+2 [4]-15; Stealth (A) DX+2 [8]-14; Vacuum Suit (A) DX+1 [4]-12; One of Brawling (E) DX+1 [2]-12, Boxing (A) DX [2]-11 or Karate (H) DX-1 [2]-10; One of Wrestling (A) DX [2]-11 or Judo (H) DX-1 [2]-10; Divide 8 points among your primary skills options or from among Forced Entry (E) DX+1 [2]-12, Climbing or Pilot (Starship) all (A) DX [2]-11, Acrobatics or Escape both (H) DX-1 [2]-10, First Aid (E) IQ+1 [2]-13, Connoisseur (Robots, Starships, Weapons), Electronics Operation (Security or Sensor), Explosives (Demolitions or EOD), Fast-Talk, Freight Handling, Hazardous Materials (Chemical or Radioactive), Holdout, Merchant, Navigation (Land or Hyperspace), Smuggling or Streetwise all (A) IQ [2]-12, Chemistry or Computer Hacking both (H) IQ-1 [2]-11 or Urban Survival (A) Per [2]-14.

Background Skills: Piloting Contragravity (A) DX [2]-11, and a 20-point background lens 22
1: +4 from Artificer

Scavenger Power-Ups

Cyberneticist 25 points

Cyberneticist involves a new talent worth 5 points per level. Combined with Artificer, a scavenger has 15/level invested in improving IQ-based skills. It’s worth while to consider replacing both Artificer and Cyberneticist with base IQ.
Advantages: Cyberneticist +4 [20]
Skills and Perks: Spend any remaining advantage points and 5 additional points from the following skills and perks:
Perks: Beep Fluency [1], Good with Robots [1]
Skills: Computer Hacking, Computer Programming, or Computer Programming (AI) all (H) IQ+3* [2]-16;

Relic Hunter 25 points

Skills: Archeology (H) IQ+2 [12]-15; Research (A) IQ+1 [4]-14, Connoisseur (Relics) (A) IQ [2]-13, Cartography (A) IQ-1 [1]-12, Navigation (Land) (A) IQ [2]-13; Two of Architecture (A) IQ [2]-13 or History or Literature both (H) IQ-1 [2]-12.

Thief 25 points

Advantages: High Manual Dexterity +3 [15]

Skills: Filch (A) DX+5 [8]-16; Pickpocket (H) DX+1 [1]-12; Sleight-of-Hand (H) DX+1 [1]-12

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