Archetypes Shooter Boomer Scrapper Hacker
Driver Breaker Patcher Facilitator
Todai Gretchen-San Peng Shiv
Fliciti Angus Krissy Sarge
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.
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.
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".
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.
 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.
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.
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.
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.
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.
Fighters thrive on inside work where range is much less of a factor and they can close with opponents easily.
Fighter (Package) (HERO System 5th Edition)
  • Dodgy: +2 DCV
  • Beatdown Artist: +4 w/ Martial Arts
  • Honed: 20 points in Martial Manuevers
  • Fleet: +2" Running
  • KS: Martial Art of Choice + 1
Active Points 50 Real Cost 50
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.
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.
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.
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.
Pistoleer (Package) (HERO System 5th Edition)
  • *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
Active Points 50 Real Cost 50
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.
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.
Some scrappers are masters of knives, either the thrown variety or weilded, or both.
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.
Vibro-Knife (HERO System 5th Edition)
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)
Active Points 50 Real Cost 18
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.
Bruiser (Package) (HERO System 5th Edition)
  • Tough-looking: +10 PRE
  • Strong: +10 STR
  • Tough: +4 PD
  • Scrappy: +2 w/ Strike, Block, Grab
Active Points 30 Real Cost 30
NuBushi Package Deal
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).
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.
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.
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.
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.
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.