When people were starving, they started taking matters into their own hands, learning how to survive in the process.
(e.g. Mad Max, Mad Max)
Professional Actions:
Available perk decks: Acid Burn, Phantom Phreak, Riot Fixer, Para-Medic
Professional Actions:
- Hack
- Treat
Available perk decks: Acid Burn, Phantom Phreak, Riot Fixer, Para-Medic
Scrappers are survivalists in the wastelands. These wastelands were created by decades of improper treatment of the planet, which was only accelerated by famine and war. As people started going hungry in the 2030's after the Panic, they took matters into their own hands. Why beg for scraps when you can take the lion's share?
Of course, time spent in desolate wastelands and quarantine zones means that Scrappers have to know a bit of survival skills. While Scrappers sleep half as comfortably as any other Flatliner, they're twice as efficient. Survival meant having to become a human Swiss army knife, and the Scrapper has made it this far. |
// BUILDING A SCRAPPER //
As a natural nomad, what brought your Scrapper to Vanta City? Are you searching for your family? Are you tired of wandering through vast wastelands? As you've spent a lot of time in the wild, you've certainly picked up a skill or two. Perhaps your Scrapper is an expert hack smith, creating components and tools out of scrap metal. Alternatively, your character may have learned how to patch up wounds, a skill extremely useful for any party of Flatliners.
Scrappers are expert survivalists that use the environment to their full advantage. Players should remember to take full advantage of Well Practiced Hands. Scrappers are street engineers, and can create useful consumables that they previously encountered and interacted with. In addition, if you take Compromise in the Phantom Phreak tree, your failed building projects will become traps instead.
Scrappers are expert survivalists that use the environment to their full advantage. Players should remember to take full advantage of Well Practiced Hands. Scrappers are street engineers, and can create useful consumables that they previously encountered and interacted with. In addition, if you take Compromise in the Phantom Phreak tree, your failed building projects will become traps instead.
// SAMPLE SCRAPPER QUIRKS //
- My character is uncertain where their next meal will come from.
- My character's eyes are not used to sunlight, so too much time above-ground is painful.
- My character is tired of the city life, and wants to live a lifestyle without responsibilities.
- My character is searching for their family.
- My character has just recently made it out of the Quarantine Zone, and is trying to find a place to settle.
// AVAILABLE PERK DECKS //
// ACID BURN //
Competent:
n00b: failed mod attempts add +1 Risk die Failsafe: once per encounter, reroll a failed roll with a modded item Overclocked: ADJ; +1 Risk die per mod when using cyber objects Professional: Heat Sink: remove fleeting overclock-type ADJs in -1 turns Liquid Cooled: remove fleeting overclock-type ADJs in -3 turns Crafter: successfully mod an item to add +1 tag or function Master: Artisan: successfully mod an item to replace +1 tag or function Age of the Geek: modded items grant +1 Bonus action during use |
// PARA-MEDIC //
Competent:
Do No Harm: inflict Hurt ADJs from treating on self instead of patient Wake-Up Call: remove fleeting stun-type ADJs after -2 turns Coagulant: remove fleeting bleed-type ADJs after -2 turns Professional: Bedside Manner: treating physical ADJs also treats linked mental ADJs Triage: restore 2x HP for characters in critical condition Healing Factor: remove enduring impair-type ADJs after -3 turns Master: Gimme Shelter: treat attempts remove +1 Hurt ADJ if undamaged Rapid Response: reduce perpetual ADJs to enduring if treated on next turn |
// PHANTOM PHREAK //
Competent:
Recycler: dismantling items does not waste any components Patient: +3 Risk dice when hacking unobserved physical systems Meticulous: +1 Bonus action when hacking physical systems Professional: Compromise: failed hacks on physical systems become traps Saboteur: targets take 3x environmental damage Reversible: gain Advantage when hacking systems identical to dismantled ones Master: Mess with the Best: sabotaged systems stun adjacent targets Die like the Rest: sabotaged systems explode |
// RIOT FIXER //
Competent:
Boost: treating ignores bleed- and impair-type ADJs for +1 turns Downers: treated characters resist panic Atomic Punch: treated characters move 2x faster for +3 turns Professional: Juiced Up: treating ignores bleed- and impair-type ADJs for +2 turns Uppers: treated characters gain bonus HP for +4 turns Street Medicine: improvised medical supplies do not inflict Hurt ADJs Master: Geneva: taking damage grants allies +2 Risk dice Higher Power: nearby allies always make a saving throw when facing death |