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
Field
Value
Armor Allowance
Light
Bab Tier
three-quarters
Base Skill Points
8
Hd
d6
Hd Sides
6
Max Level
20
Multiclass Notes
Salvagers can multiclass with Operative and Prospector archetypes. Non-humans use simultaneous multiclassing rules.
Primary Abilities
INT, WIS
Prime Requisites
INT, WIS
Save Tiers / Fortitude
poor
Save Tiers / Reflex
good
Save Tiers / Will
poor
Weapon Allowance
Pistol, 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
Field
Value
bab
0
fortitude
0
level
1
reflex
2
skillPoints
32
title
Scrounger
will
0
xp
0
Scavenger
Field
Value
bab
1
fortitude
0
level
2
reflex
3
skillPoints
8
title
Scavenger
will
0
xp
1250
Salvager
Field
Value
bab
2
fortitude
1
level
3
reflex
3
skillPoints
8
title
Salvager
will
1
xp
2500
Hulk-Diver
Field
Value
bab
3
fortitude
1
level
4
reflex
4
skillPoints
8
title
Hulk-Diver
will
1
xp
5000
Wreck Master
Field
Value
bab
3
fortitude
1
level
5
reflex
4
skillPoints
8
title
Wreck Master
will
1
xp
10000
Master Salvager
Field
Value
bab
4
fortitude
2
level
6
reflex
5
skillPoints
8
title
Master Salvager
will
2
xp
20000
Grand Salvager
Field
Value
bab
5
fortitude
2
level
7
reflex
5
skillPoints
8
title
Grand Salvager
will
2
xp
40000
Derelict Lord
Field
Value
bab
6
fortitude
2
level
8
reflex
6
skillPoints
8
title
Derelict Lord
will
2
xp
70000
High Derelict Lord
Field
Value
bab
6
fortitude
3
level
9
reflex
6
skillPoints
8
title
High Derelict Lord
will
3
xp
110000
Void Salvager
Field
Value
bab
7
fortitude
3
level
10
reflex
7
skillPoints
8
title
Void Salvager
will
3
xp
160000
High Void Salvager
Field
Value
bab
8
fortitude
3
level
11
reflex
7
skillPoints
8
title
High Void Salvager
will
3
xp
220000
Wreck Expert
Field
Value
bab
9
fortitude
4
level
12
reflex
8
skillPoints
8
title
Wreck Expert
will
4
xp
280000
High Wreck Master
Field
Value
bab
9
fortitude
4
level
13
reflex
8
skillPoints
8
title
High Wreck Master
will
4
xp
340000
Recovery Chief
Field
Value
bab
10
fortitude
4
level
14
reflex
9
skillPoints
8
title
Recovery Chief
will
4
xp
400000
High Recovery Chief
Field
Value
bab
11
fortitude
5
level
15
reflex
9
skillPoints
8
title
High Recovery Chief
will
5
xp
460000
Fleet-Salvager
Field
Value
bab
12
fortitude
5
level
16
reflex
10
skillPoints
8
title
Fleet-Salvager
will
5
xp
520000
High Fleet-Salvager
Field
Value
bab
12
fortitude
5
level
17
reflex
10
skillPoints
8
title
High Fleet-Salvager
will
5
xp
580000
The Reclaimer
Field
Value
bab
13
fortitude
6
level
18
reflex
11
skillPoints
8
title
The Reclaimer
will
6
xp
640000
High Reclaimer
Field
Value
bab
14
fortitude
6
level
19
reflex
11
skillPoints
8
title
High Reclaimer
will
6
xp
700000
Supreme Salvager
Field
Value
bab
15
fortitude
6
level
20
reflex
12
skillPoints
8
title
Supreme Salvager
will
6
xp
760000
Special Abilities
Salvage Sense
Field
Value
level
1
name
Salvage 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
Field
Value
level
3
name
Component 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
Field
Value
level
5
name
Hulk 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.