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Scrappers are the best Archetype because they are swift and deadly, and those are
two traits that speak for themselves. Plus a lot of Runs take place indoors, and
both Shooters and Boomers are often out of their element in tight quarters like
that. And never forget that Scrappers provide way more finesse to a Run than either
a Shooter or Boomer ever could.
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ROLE
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While Shooter's like to keep some distance, Scrappers are up close and personal.
Some still use ranged weapons mind you, they just use them from a range somewhere
between 30 feet and "in your face". Most Scrappers prefer to mix it up
a bit though and use a frightful assortment of blades, cybernetic implants, and
lethally trained hands and feet.
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Some might think that in a modern world dominated by dangerous long ranged weapons
that close order fighting is passe. Scrappers like such people very much because
the look of suprise on their faces when they get gacked up close and personal is
often "priceless".
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FOCUS
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Scrappers have to be able to fight effectively at very close range. This does not
mean they must fight hand to hand, though most do; a Scrapper that uses pistols
at short range that is good at avoiding clinches and moves around well is very viable
for instance.
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Combat Levels are key, particularly DCV levels; not getting hit is a Scrapper's
best defense. Speed and manueverability are also key; a Scrapper has to be able
to close distances and stay on their targets. Stealth is also a handy trick for
many Scrappers, allowing them to approach foes unawares from time to time.
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Having combat options availaible is an important concern for Scrappers. Martial
Manuevers are good for this, but so are CSL's taken with specific Standard and in
use Optional Manuevers. Some kind of Escape Manuever is also a smart investment
to avoid being grabbed or held. Respectable levels of defense are also a good call.
Defense Manuever can be a life saver.
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Scrappers should start with enough gear to be an asset to a Run rather than a hindrance,
but don't need any particular sort of gear to be effective save any weapons
they are dependent upon.
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THE FIGHTER
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A lot of Scrappers know how to handle themselves in hand-to-hand close quarters
combat, but Fighters are the best of the best, the creme de la creme when it comes
to toe-to-toe melee conflict.
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Typically formally trained in at least one style of structured fighting ranging
from Boxing, Savate, Krav Maga to traditional Asian Martial Arts such as Kung Fu
and Karate, or some more modern designer Combatives system, these skilled combatants
are extremely dangerous and effective.
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Fighters thrive on inside work where range is much less of a factor and they can
close with opponents easily.
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- Dodgy: +2 DCV
- Beatdown Artist: +4 w/ Martial Arts
- Honed: 20 points in Martial Manuevers
- Fleet: +2" Running
- KS: Martial Art of Choice + 1
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Active Points
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50 |
Real Cost
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50 |
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Edit
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Fighters can also usually find a way to earn a little money on the side by participating
in arena fights or training others in a dojo / fighting den environment for pay.
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THE PISTOLERO
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This sort of Scrapper might appear to be a Shooter, as they fight with one or two
handguns and in fact they might be able to pull off a tough shot from time to time,
but their usefulness lies in being able to tango in tight spots from close up.
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Inside teams almost always get paid more for correspondingly higher danger, and
the Pistolero is good enough at close in work with their guns to cash in on it.
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They tend to have more DCV and / or defenses (Combat Luck is a favorite) than their
Shooter cousins, and are far more prone to know a trick or two in close order combat.
This can take many forms ranging from All Combat and Overall Levels that are usuable
for both Ranged and HtH, some Martial Manuevers, maybe a backup knife or equivalent,
or some other means of tangling with opponents at close range.
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- *Combat Luck: 6 PD / 6 ED
- Dodgy: +1 DCV
- Close Quarters Fighting: +1 All Combat
- Pistolero: +2 w/ Pistols
- Martial Escape: 1/2 Phase, +0 OCV, +0 DCV, +15 STR vs. Grabs
- Martial Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort
- Basic Strike: 1/2 Phase, +1 OCV, +0 DCV, +2d6 Strike
- WF: Pistols
- Fast Draw (Pistols) +2
* Combat Luck counts as a Super Skill, thus Adept and Tubers Only |
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Active Points
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50 |
Real Cost
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50 |
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Edit
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THE SWEEPER
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This sort of Scrapper employs a shotgun, a weapon ideally suited to short-range
combat. Most use some kind of drum or belt fed combat shotgun, but some still use
pump actions and the occasional breech loader.
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By taking advantage of the several options for shotgun ammunition, a sweeper can
fine tune themselves to different variations on their basic theme, and all in all
this is a very effective sort of Scrapper.
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+Shotguns
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Gear Lvl 2 |
Military, 35,000 creds The most widely used belt fed shotgun in the world, this reliable weapon system features a ammo-hopper belt pack with three types of shells and three separate ammo feed belts bound together. It takes a practiced user a 1/2 Phase action to detach the belt for one type of ammo and attach another in two smooth motions by sliding one feed forward and off the loading rails, and the desired feed back and onto the loading rails. |
Multipower, 70-point reserve, (70 Active Points); 1/2 Phase To Change Ammo Type (-1/4); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4); all slots ULTRA
- Cartridges: Ranged Killing Attack 2d6-1 (vs. PD), 15 Charges (+0), Area of Effect Hex (+1/2), Autofire (3 shots; +1 1/4) (69 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Real Weapon (-1/4) [15]
- Scatter Shot: Ranged Killing Attack 3d6-1 (vs. PD), Explosion (Cone; -1 DC/3"; +3/4) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
- Slug: Ranged Killing Attack 3d6-1 (vs. PD), +1 Increased STUN Multiplier (+1/4), Penetrating (+1/2) (70 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 12 Charges (-1/4), Real Weapon (-1/4) [12]
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Active Points
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70 |
Real Cost
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25 |
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Edit
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Gear Lvl 2 |
Military, 15,300 creds This sleek, retro-looking shotgun is rugged, will take all kinds of cartridges, and has a stock specifically designed to be used as a club. However, it is a single-shot and breech-loaded, requiring a 1/2 Phase Action to load each cartridge; a version of Fast Draw called Fast Load can be purchased and used to reduce loading to a 0 Phase Action on a successful skill roll. |
Multipower, 45-point reserve, (45 Active Points); 1/2 Phase Action Or Fast Load Skill Roll To Load Each Cartridge (Charge) (-1/2); all slots STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4); all slots ULTRA
- Buckshot: Ranged Killing Attack 2d6 (vs. PD), 15 Charges (+0), Area of Effect Hex (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [15]
- Flashbang Shell: Sight and Hearing Groups Flash 5d6, Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), 8 Charges (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [8]
- Frag Shell: Ranged Killing Attack 2d6 (vs. ED), 16 Charges (+0), Explosion (+1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [16]
- Hardened Combat Stock with Inertial Magnifier: HA +6d6, Reduced Endurance (0 END; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), HA (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 0
- Scatter Shot: Ranged Killing Attack 2d6 (vs. PD), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), No Range (-1/2), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
- Slug: Ranged Killing Attack 2d6+1 (vs. PD), +1 Increased STUN Multiplier (+1/4) (44 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), 12 Charges (-1/4), Real Weapon (-1/4) [12]
- Smoke Cartridge: Darkness to Sight Group 2" radius, 12 Continuing Charges lasting 5 Minutes each (+3/4) (35 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [12 cc]
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Active Points
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45 |
Real Cost
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17 |
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Edit
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Gear Lvl 1 |
Enforcement, 40,000 creds A popular pump-action rapid loading shotgun featuring a staggered stack sixteen-round ammo clip, this bad mamma-jamma is well liked equally by Runners, enforcement agents, and street scum. |
Jones & Strat Roomsweeper Riot Shotgun: Ranged Killing Attack 3d6+1 (vs. PD), 16 Charges (+0), Does Knockback Not Knockdown (+1/4), Does x1 1/2 Knockback (+1/2), Area of Efect Hex: Accurate (+1/2) (112 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), OAF (-1), Extra Time (Full Phase, -1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [16] |
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Active Points
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112 |
Real Cost
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25 |
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Edit
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Gear Lvl 0 |
Street, 8,000 creds A simple, straight-stocked, breech-loaded sawed off shotgun with a simple bell-guard finger trigger and a flushed hammer. It's unwieldy and kicks hard, but it's easier to hide due to its overall un-gunlike shape and dimensions. |
Jones & Strat Broomhandle Street Shotgun: Ranged Killing Attack 2d6+1 (vs. PD) +1 w/ Concealment, Does Knockback Not Knockdown (+1/4), Area of Efect Hex: Accurate (+1/2) (63 Active Points); STR Minimum 15 (STR Min. Cannot Add/Subtract Damage; -1 1/4), 5 Charges (-1), OAF (-1), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) [5] |
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Active Points
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63 |
Real Cost
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13 |
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Edit
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THE SHIV
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Some scrappers are masters of knives, either the thrown variety or weilded, or both.
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The existance of VibroKnives make this a lot more practical than it might seem;
a good VibroKnife weilded by someone that knows what they are doing can penetrate
some serious armor and do ghastly amounts of damage to soft tissue.
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Gear Lvl 1 |
Enforcement, 15,000 creds
Uncommon Melee Weapon; Requires WF: Vibro Knife or WF: Energy Blades or WF: Exotic Tech Blades to use;
Considered unbalanced, unaerodynamic for throwing. |
VibroKnife: Hand-To-Hand Killing Attack 2d6 (vs. PD), Reduced Endurance (0 END; +1/2), AP (x2; +1) (50 Active Points); OAF (VibroKnife; -1), No Knockback (-1/4), Real Weapon (-1/4), STR Minimum 1-5 (-1/4)
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Active Points
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50 |
Real Cost
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18 |
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Edit
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THE BRUISER
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This sort of Scrapper tends to just be big, strong, tough, and probably menacing.
They rely on pure beat down power to subdue and intimidate. Bruisers can be effective
when used properly, and can always get work as bodyguards or the like, but they
have to work hard to demonstrate some general level of usefulness to get tapped
for higher order Runs.
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- Tough-looking: +10 PRE
- Strong: +10 STR
- Tough: +4 PD
- Scrappy: +2 w/ Strike, Block, Grab
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Active Points
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30 |
Real Cost
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30 |
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Edit
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THE NUBUSHI
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There is a worldwide sect very in to the Way of the Warrior and general Japanophilia,
that dress in modern versions of period Japanese Shogunate clothing and try to live
in accordance with a somewhat modernized version of Bushido (among other things,
implied requirements for seppuku and general face saving are less severe).
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Those among them that take up the sword are generally called Ronin by the general
populace and the media, but call themselves the NuBushi. A few that swear loyalty
to a "liege", or to their sect as a whole are awarded the right to the title Samurai.
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All NuBushi carry a katana and some also carry a wakizashi. They may use bows, automatic
pistols, or revolvers, but their code of honor disparages the use of such, and forbids
the use of any more sophisticated ranged weapon.
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Most NuBushi are Runners at some point in their lives as the sect views Runs as
an excellent way to build character, gain experience, follow the Way of the Warrior,
and weed out the weak and unlucky.
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These somewhat eccentric Runners are often in demand despite their oddness because
skill and excellence are part of their world view and they tend to be very capable
close in fighters who consider mission accomplishment to be a matter of sacred honor.
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THE PSYCHO
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This sort of Scrapper is just brutal. They might use some particularly horrid signature
weapon to drive the point home, or be a remarkably well adjusted sociopath, or go
into berserk rages in combat, or evince some other strange behavior. Whatever their
form of instability may be, this sort of Scrapper might be quite effective, but
if they are erratic they will have a difficult time finding work past a certain
level of Run. Such a Scrapper must take care to spin their instability as a pro
rather than a con.
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