Salvager

Void scavenger.

The Salvager lives in the corpse of the void. Every Derelict hulk, every wrecked freighter, every battle-scarred cruiser drifting dead in the black is a payday. The corps write off ships as "total loss -- unrecovered." The Salvager reads the same loss report and sees a hull worth stripping, components worth extracting, data cores worth selling to the highest bidder. The Salvager does not ask who owned the ship. Ownership ended when the ship died.

Asset Realisation books the Salvager as "salvage operator -- unaffiliated." The Nine despise Independent Salvagers. A Salvager who recovers a corp wreck before the corp salvage team arrives is a thief under Kadiss Trade Tribunal law -- but only if the corp filed a claim before the Salvager filed theirs. The claim system IS the Salvager's legal weapon: file first, own the wreck, extract before the corp lawyers arrive. The best Salvagers file claims from orbit before they even dock.

The Salvager's value is in what they see. A deck crewman sees a burned-out reactor housing. The Salvager sees a magnetic containment coil worth 300 rek on the Rim market. A ship's officer sees a dead navigation console. The Salvager sees a jump-calibration crystal that will sell for twice that to a Navigator who knows what it is. The Salvager walks through a wreck the way a Prospector walks through a dead world -- and what the Salvager pulls out funds the next job, the next ship, the next score.

Operating on the Edge chassis (d6 HD, 3/4 BAB, Ref good, Fort/Will poor, 8 SP). Light armour -- mobility through wreckage beats protection. Pistol, knife, cutting tools -- the Salvager's weapons are also their trade. Prime requisites: INT (knowing what's valuable) and WIS (knowing where to find it).

Rules Reference

FieldValue
Armor AllowanceLight
Bab Tierthree-quarters
Base Skill Points8
Hdd6
Hd Sides6
Max Level20
Multiclass NotesSalvagers can multiclass with Operative and Prospector archetypes. Non-humans use simultaneous multiclassing rules.
Primary AbilitiesINT, WIS
Prime RequisitesINT, WIS
Save Tiers / Fortitudepoor
Save Tiers / Reflexgood
Save Tiers / Willpoor
Weapon AllowancePistol, Knife, Cutting and extraction tools (1d6 melee damage)

Notes

Archetype Niche: The Salvager is the party's resource engine. Salvage Sense multiplies the value recovered from wrecks and derelicts, making the Salvager the single most important class for campaign economics. Component Extraction safely recovers intact parts that would be destroyed by crude methods. Hulk Survivor makes the Salvager the party's derelict specialist -- they lead expeditions into the dangerous wrecks that are a core adventure location in LaGrange. The Salvager's niche is turning the setting's wreckage into the party's wealth.

Level Table

Scrounger

FieldValue
bab0
fortitude0
level1
reflex2
skillPoints32
titleScrounger
will0
xp0

Scavenger

FieldValue
bab1
fortitude0
level2
reflex3
skillPoints8
titleScavenger
will0
xp1250

Salvager

FieldValue
bab2
fortitude1
level3
reflex3
skillPoints8
titleSalvager
will1
xp2500

Hulk-Diver

FieldValue
bab3
fortitude1
level4
reflex4
skillPoints8
titleHulk-Diver
will1
xp5000

Wreck Master

FieldValue
bab3
fortitude1
level5
reflex4
skillPoints8
titleWreck Master
will1
xp10000

Master Salvager

FieldValue
bab4
fortitude2
level6
reflex5
skillPoints8
titleMaster Salvager
will2
xp20000

Grand Salvager

FieldValue
bab5
fortitude2
level7
reflex5
skillPoints8
titleGrand Salvager
will2
xp40000

Derelict Lord

FieldValue
bab6
fortitude2
level8
reflex6
skillPoints8
titleDerelict Lord
will2
xp70000

High Derelict Lord

FieldValue
bab6
fortitude3
level9
reflex6
skillPoints8
titleHigh Derelict Lord
will3
xp110000

Void Salvager

FieldValue
bab7
fortitude3
level10
reflex7
skillPoints8
titleVoid Salvager
will3
xp160000

High Void Salvager

FieldValue
bab8
fortitude3
level11
reflex7
skillPoints8
titleHigh Void Salvager
will3
xp220000

Wreck Expert

FieldValue
bab9
fortitude4
level12
reflex8
skillPoints8
titleWreck Expert
will4
xp280000

High Wreck Master

FieldValue
bab9
fortitude4
level13
reflex8
skillPoints8
titleHigh Wreck Master
will4
xp340000

Recovery Chief

FieldValue
bab10
fortitude4
level14
reflex9
skillPoints8
titleRecovery Chief
will4
xp400000

High Recovery Chief

FieldValue
bab11
fortitude5
level15
reflex9
skillPoints8
titleHigh Recovery Chief
will5
xp460000

Fleet-Salvager

FieldValue
bab12
fortitude5
level16
reflex10
skillPoints8
titleFleet-Salvager
will5
xp520000

High Fleet-Salvager

FieldValue
bab12
fortitude5
level17
reflex10
skillPoints8
titleHigh Fleet-Salvager
will5
xp580000

The Reclaimer

FieldValue
bab13
fortitude6
level18
reflex11
skillPoints8
titleThe Reclaimer
will6
xp640000

High Reclaimer

FieldValue
bab14
fortitude6
level19
reflex11
skillPoints8
titleHigh Reclaimer
will6
xp700000

Supreme Salvager

FieldValue
bab15
fortitude6
level20
reflex12
skillPoints8
titleSupreme Salvager
will6
xp760000

Special Abilities

Salvage Sense

FieldValue
level1
nameSalvage Sense

description: The Salvager's eyes value what others discard. Perception or Engineering check to assess salvageable objects, wreckage, and derelicts (DC by complexity: common components DC 10, military-grade DC 15, xenotech DC 20, Akraan relics DC 25). The Salvager knows approximate market value, functional status, and extraction difficulty at a glance. The Salvager finds 50% more valuable salvage than anyone else searching the same wreck -- components others would leave behind, the Salvager pockets. At level 5, the Salvager identifies the most valuable single piece in a wreck within 1 minute -- the gut points before the brain confirms. At level 10, the Salvager finds 100% more salvage. At level 15, the Salvager recognises salvage patterns -- knowing where to find more of the same ship class, fleet, or era. This is not luck. This is having stripped enough wrecks to know where everything lives.

Component Extraction

FieldValue
level3
nameComponent Extraction

description: Crude salvage destroys value. The Salvager extracts intact. Extraction takes 10 minutes per 100 rek of component value. The Salvager can extract components requiring specialist tools using improvised equipment at no penalty -- the Salvager's hands are the specialist tool. At level 7, extraction time is halved -- speed is survival when the hulk's reactor is ticking. At level 12, the Salvager can jury-rig extracted components to function temporarily (24 hours) even if damaged -- enough to get the ship running, reach port, and sell. At level 17, the Salvager can extract and combine components from different wrecks into a single functional device -- the Salvager builds what the corps would spend millions developing, from parts they threw away.

Hulk Survivor

FieldValue
level5
nameHulk Survivor

description: The Salvager has spent more hours inside dead ships than living ones. While in a derelict or wrecked structure, the Salvager cannot be surprised -- the hulk telegraphs its dangers to someone who speaks its language. +2 to AC and Reflex saves. Move through difficult terrain at full speed -- the Salvager reads collapsed corridors and buckled decks the way others read streets. Identify structural weaknesses (collapsing deck, breached hull, explosive residue) with a Perception check (DC 15). At level 10, +4 to saves against environmental dangers found in wrecks (toxins, radiation, vacuum exposure, automated defences still running on backup power). At level 15, the Salvager predicts a derelict's layout from the exterior -- bridge here, engineering there, cargo hold aft. All ships are the same ship when you have been inside enough of them.