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Salvager

Salvager, picker, vulture, or treasure hunter, whatever you call yourself, you’ve made a living off of going through wrecked and decommissioned ships and structures and taking the best of it.

Did you choose this life, or were you forced into it by circumstance and hard living? Were you part of an organized crew of government contractors methodically breaking down wrecked crafts in space, a solo picker scrabbling over the best pieces, or a self-proclaimed treasure hunter looking for mysterious in long-abandoned ruins?

Ability Score Increases
+1 to and one other ability score.
Skill Proficiencies
Engineering and Investigation.
Tool Proficiencies
Land, water, and space vehicles, computers, multi-scanners, engineer's toolbox.
Suggested Equipment (Cost
18 credits
)

Chemical light stick (5), common clothes, earplugs, entrenching tool, flashlight, plastic mirror, spraypaint, synthetic rope (50 feet).

Feature:
Multitasker

You’ve developed a keen eye for useful material and pick it up almost without thinking. While traveling you can undertake two journey activities instead of one, as long as one of them is Salvaging.

Adventures and Advancement

No matter where you go, you don’t forget your roots. Salvagers are usually among some of the most vulnerable of a given population, and either are or live with young children, the elderly, the unhomed, and the impoverished. The more you lend aid to such folk, the more the whisper network about you grows, even from port to port. Often overlooked, a child or beggar may come to you with important information they overheard. Furthermore, you can consult the whisper network yourself. If you roll lower than a 15 on an Investigation check to gather information while in a space port, capital ship, or city, your roll is treated as a 15.

Connection and Memento. Roll 1d10, choose, or make up your own.
D10Salvager CONNECTIONS
1
The cruel opportunist who supposedly rescued children like you from the streets, but in reality sent you into wrecks to salvage in exchange for your supper.
2
The skinflint mentor who taught you the trade.
3
A customs official who is convinced you’re part of a smuggling operation.
4
A customs official who is convinced you’re part of a smuggling operation.
5
A fellow urchin you grew up with, who has resurfaced as a person of wealth.
6
The kindly elder who raised a gaggle of orphans, yourself included.
7
A fellow treasure hunter who trusted your instincts—and dogged your steps trying to take advantage of them.
8
A Fleet officer who enabled the training that let you leave a life of scavenging.
9
The retired voidrunner who traveled with your crew, sharing stories that inspired you to follow in their footsteps.
10
The dodgy pawnbroker who has put you in contact with prospective buyers.
D10Salvager MEMENTOS
1
A trinket you long ago salvaged but can’t bear to get rid of.
2
A strange device from a wrecked ship. You sometimes hear it humming at night.
3
A memento, such as a ring, you were left holding when you were discovered as a foundling.
4
An academic textbook you pulled from a decommissioned Fleet craft that fascinates you with its contents.
5
The small animal you rescued while on a job.
6
A data wafer containing half-realized plans for a revolutionary ship design.
7
A gaming set from an older crewmate who claims it’s especially lucky.
8
A data wafer that only holds an unknown set of coordinates.
9
A worry stone or similar item you take on every job.
10
A commendation for bravery from the Fleet.