Skip Navigation Links
MetaCyber
Setting
History
Organizations
Runners
Fixers
Characters
OriginsExpand Origins
ArchetypesExpand Archetypes
Cool StuffExpand Cool Stuff
Amper
Adept
TuberExpand Tuber
Meta
Scroll up
Scroll down
Tuber Package
Scroll up
Scroll down
Shooter
Boomer
Scrapper
Hacker
Driver
Breaker
Patcher
Facilitator
Scroll up
Scroll down
MetaPowers
BodyTechExpand BodyTech
GearExpand Gear
Scroll up
Scroll down
CyberneticsExpand Cybernetics
BioWare
PharmiTechExpand PharmiTech
BiofeedbackExpand Biofeedback
Scroll up
Scroll down
Limbs & Organs
Device Design
Costs & Maintenance
Cybered Existance
Characteristics
Skills
Talents & Perks
Senses
Powers
Scroll up
Scroll down
Mechanics
Costs
Brands
Medicine
Scroll up
Scroll down
Cramming
Mechanics
Costs
History
Scroll up
Scroll down
Guns
Armor
Vehicles
Misc
Scroll up
Scroll down
GM
ParadigmExpand Paradigm
SupplementsExpand Supplements
TechnologyExpand Technology
PacFedExpand PacFed
NPCsExpand NPCs
Run Templates
Updates
Key Notes
Assumptions
Starting
Origins
Professions
Scroll up
Scroll down
Dark Champions
The Ultimate Vehicle
HERO System Vehicle Sourcebook
Gadgets & Gear
Scroll up
Scroll down
The NETExpand The NET
Computer Usage Skill
Computer Programming SkillExpand Computer Programming Skill
Scroll up
Scroll down
Architecture
Terminals
Security
Neurally Enabled Content
Mechanics
GM Notes
History
Scroll up
Scroll down
Languages
Skill Subgroups
Skill Modifiers
Software Development
Computer Hacking
Scroll up
Scroll down
San-San
Scroll up
Scroll down
By OriginExpand By Origin
By ArchetypeExpand By Archetype
By GroupExpand By Group
Scroll up
Scroll down
Amper
Adept
Tuber
Meta
Scroll up
Scroll down
Shooter
Boomer
Scrapper
Hacker
Driver
Breaker
Patcher
Facilitator
Scroll up
Scroll down
LIBRA
CHAZBOTS
GMs Vault
Scroll up
Scroll down
Contact Webmaster
KillerShrike.com

 
Skip Navigation LinksMetaCyber>Characters>Archetypes>Scrapper
 
MetaCyber
 
 

Characters

Archetypes Shooter Boomer Scrapper Hacker
Driver Breaker Patcher Facilitator
 
 
 
SCRAPPER
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.
ROLE
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".
TODAI
TODAI
CHARACTER SHEET
HERO DESIGNER FILE
TODAI Pic
Todai (HDC)
FOCUS
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.
 
PENG
PENG
CHARACTER SHEET
HERO DESIGNER FILE
PENG Pic
Peng (HDC)
THE FIGHTER
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) (5e)
  • 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
Edit
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.
THE PISTOLERO
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) (5e)
  • *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
Edit
THE SWEEPER
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.
+Shotguns
NT Belt Fed Shotgun (5e)
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
  1. Cartridges: RKA 2d6-1 (vs. PD), 15 Charges (+0), AOE (One 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]
  2. Scatter Shot: RKA 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]
  3. Slug: RKA 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]
Active Points 70 Real Cost 25
Edit
Norn-Tek CSG-1 Combat Shotgun (5e)
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
  1. Buckshot: RKA 2d6 (vs. PD), 15 Charges (+0), AOE (One 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]
  2. 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]
  3. Frag Shell: RKA 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]
  4. 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
  5. Scatter Shot: RKA 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]
  6. Slug: RKA 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]
  7. 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]
Active Points 45 Real Cost 17
Edit
Jones & Strat Roomsweeper Riot Shotgun (5e)
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: Killing Attack - Ranged 3d6+1 (vs. PD), 16 Charges (+0), Does Knockback Not Knockdown (+1/4), Does x1 1/2 Knockback (+1/2), AOE Accurate (One Hex; +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]
Active Points 112 Real Cost 25
Edit
Jones & Strat Broomhandle Shotgun (5e)
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: Killing Attack - Ranged 2d6+1 (vs. PD) +1 w/ Concealment, Does Knockback Not Knockdown (+1/4), AOE Accurate (One Hex; +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]
Active Points 63 Real Cost 13
Edit
THE SHIV
SHIV
SHIV
CHARACTER SHEET
HERO DESIGNER FILE
SHIV Pic
Shiv (HDC)
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 (5e)
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: HKA 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
Edit
THE BRUISER
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) (5e)
  • Tough-looking: +10 PRE
  • Strong: +10 STR
  • Tough: +4 PD
  • Scrappy: +2 w/ Strike, Block, Grab
Active Points 30 Real Cost 30
Edit
 
GRETCHEN-SAN
GRETCHEN-SAN
CHARACTER SHEET
HERO DESIGNER FILE
GRETCHEN-SAN Pic
Gretchen-San (HDC)
THE NUBUSHI
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.
THE PSYCHO
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.
Home       killershrike@killershrike.com       Legal