Scavengers are humans that live on the fringes of the remnants of human society, or wander the Ruined Earth alone, looking for trinkets, bits and baubles, Ancient Earth tech, or simply shiny junk to tinker with or sell for some coins. They prefer to be sneaky, shying away from conflict when possible, but when they strike, they know how to make it count.
“You call that junk…? I call it a treasure. Add some wires, strap on a clock, and maybe some spikes- now you’ve got something useful. If you don’t want it, give it to me: I’ll make something useful out of it- make some money off the damned thing at least.”
Starting HP: d8+4
HP Per Level/Resting: 1d8
Weapons & Armor: All Swords, All Bows, Daggers, Energy Weapons, Ancient Earth Firearms, Gambeson, Leather, Small Shields
Attack Damage: 1d6/1d4 Unarmed or Improvising
Agile: Roll with Advantage when testing DEX to avoid damage or effects from traps and magical devices.
Sneaky Bastard: Rolls with Advantage when attacking from behind and deals 2d6/2d4+the Scavenger’s level damage.
Skilled: Rolls with Advantage when performing delicate tasks, climbing, hearing sounds, moving silently understanding written languages and opening locks.
Keen Eye: Once per hour a Scavenger can look through junk piles and make a Luck roll, if the result is 4-6 they find something mundane of use. This could be a waterskin, some rations, an energy cell for a laser weapon (1d6 usage die), etc. The GM has final arbitration on what is acceptable or not.
Fixer: A Scavenger knows how to repair technology. Must succeed on an INT test to repair a machine (vehicle, robot, etc.). If successful heal 1d6+Scavenger level HP back and replenish the target’s AP (if applicable). Repairing an object takes 1d6 hours.
Roll to see if attributes increase, roll twice for DEX or WIS.
WEAPON: Dagger and crossbow
ARMOR: Cloth armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).
INTERESTING TRINKET (roll 1d6): 1) an Ancient World “HAM” radio- still functional; 2) a blowtorch; 3) a metal detector; 4) a collection of pretty glass bottles; 5) a tattered, but beautiful wedding dress; 6) a “football” helmet.
LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were exiled from your village after it was discovered you were stealing much needed food and other goods; 3) you stumbled across an Ancient Earth factory filled with robots and gadgets- you were happy there until you accidentally blew it up; 4) You found a Stupendous Science device that emitted a freeze beam. You used it to thwart Pig Raiders who attacked your village; you’re a hero; 5) you lived in a cave for many years with a crazed and ancient Sorcerer; the stories he told made you uncomfortable- but were entertaining; 6) your penchant for tinkering with things you shouldn’t got you into trouble. You accidentally vaporized your father and two of his drinking buddies; 7) you were delirious while wandering the wastes and fell into a hole and discovered a lake of shimmering golden water. You emerged from the cave and vowed to return, but don’t the whereabouts; 8) you were zapped by a piece of Stupendous Science that transported you to the year 1994. You were there for several days before being returned to your time.