TEXT: SALVAGE | 1
  TM
  
  A FUTURISTIC JUNK-PUNK SETTING 
  CREDITS 
  DESIGN AND DEVELOPMENT 
  Jerrad Matthew
  COVER 
  Alwyn Talbot
  ARTWORK 
  Alwyn Talbot
  Daniel Johnson
  Jerrad Matthew
  PROOFREADING AND EDITING 
  Sam Gregor-Stewart
  PLAY TESTING 
  Matthew Austin, Matthew Michael Brown, Chris Hancock, 
  Michael Kessler, Yamil Ramirez, Brandt Snyder, Cy Serrano, 
  Adam Waldman, Monica Yencer, Michael Zaino 
  a s t d f h
  This product was created under license. Genesys and its logo, and Genesys Foundry and its logo, are trademarks of 
  Fantasy Flight Games in the U.S.A. and other countries. All Fantasy Flight Games characters and character names, and 
  the distinctive likenesses thereof, are trademarks of Fantasy Flight Games. www.FantasyFlightGames.com.
  This work contains material that is copyright Fantasy Flight Games and/or other authors. Such material is used with 
  permission under the Community Content Agreement for Genesys Foundry. All other original material in this work is 
  copyright 2019 by Jerrad Matthew and published under the Community Content Agreement for Genesys Foundry. 
  SALVAGE | 2
  TM
  Document Version 2.5.0
  
  CONTENTS 
  Chapter 1: The World of Salvage
  5
  .........................................
    Welcome to the End
  7
  ...............................................................
    The Gritty Details
  8
  ..................................................................
       The Colony of Petra
  8
  ............................................................
       Geography
  9
  ...........................................................................
       The Onai and the Rusters
  10
  ..................................................
       Weather
  10
  .............................................................................
       Limited Water
  11
  ...................................................................
       Chainlink Economy
  11
  ..........................................................
       The Rift
  12
  .............................................................................
       Psychic Discovery
  13
  ............................................................
       Mettle
  13
  ................................................................................
       Salvaging and Scrap
  13
  .........................................................
  Chapter 2: Character Creation
  14
  ..........................................
    Step 1: Determine Background
  15
  ............................................
    Step 2: Select a Character Archetype
  16
  ...................................
    Step 3: Choose a Career
  21
  .......................................................
    New Skills
  24
  ............................................................................
    New Talents
  26
  .........................................................................
    Step 6: Choose a Faction 
  33
  ....................................................
    Chain & Links: A Reputation Economy
  34
  ..............................
  Chapter 3: Equipment 
  36
  ........................................................
    New Item Qualities
  36
  ..............................................................
    Weapons
  37
  ...............................................................................
    Armor
  39
  ...................................................................................
    Gear
  41
  ......................................................................................
    Vehicles
  43
  ................................................................................
    Salvaging
  45
  .............................................................................
    Mods & Modding
  47
  ................................................................
    Mechatronic Mods
  50
  ...............................................................
  Chapter 4: Powers of the Mind
  53
  ..........................................
    Using Psychic Abilities
  53
  ........................................................
    Psychic Powers and Additional Effects
  55
  ...............................
  Chapter 5: Adversaries and Locations
  58
  ...............................
    Colony Adversaries
  59
  ..............................................................
    Other Colony Locations
  62
  .......................................................
    Valkyrie Rock
  63
  ......................................................................
    Dustland Adversaries
  64
  ...........................................................
    Rusters
  66
  .................................................................................
  Chapter 6: GM Only
  73
  ............................................................
  SALVAGE | 3
  
  SALVAGE | 4
  From Into the Fire, a memoire by Captain Prabal Locke
  We woke to a nightmare. The ﬂeet was lost, light years off course in unknown space. With 
  no charted stars to judge our location, we had no chance of ﬁnding our way again. Our ships 
  were built for a trip lasting a hundred years, but we had been asleep for nearly four times that 
  long. Our engines worn, our fuel cells depleted, every piece of technology was now ancient 
  and failing. 
  Our guardian angels, the crew of the Valkyrie, did all they could to ensure our survival. It was 
  the only living ship in the ﬂeet, designed for generations in space with a non-hibernating 
  crew. This science vessel was meant to research and collect data during our journey. When 
  everything went to shit and we were knocked hopelessly off-course, their selﬂess decision to 
  keep the rest of the ship’s crews asleep, ultimately saved us. 
  But the citizens of the Valkyrie had changed. With centuries to themselves aboard a ship full 
  of scientiﬁc labs and equipment, it should have come as no surprise. They had evolved. 
  Whether out of boredom or necessity, they had experimented extensively with the human 
  genome. When we woke to their horned heads and blue skin, we were certain we had been 
  invaded by an alien species. 
  That was the least of our worries, however. The cryopods could no longer sustain hibernation. 
  Our ships could barely sustain their thrust. The oxygen scrubbers produced less oxygen by 
  the day. With circuitry constantly shorting, computer code corroding, and nutrient supplies 
  exhausted, we had no choice but to ﬁnd a planet on which to land the ﬂeet and regroup. 
  We called it Omega, the last place we wanted to be. With a breathable oxygen atmosphere 
  and small bodies of water, this planet offered the minimum we would need. Most of the 
  surface was a burning wasteland of scorched, dry desert. Given our dire circumstances, we 
  had little choice. Scans showed the ruins of an alien civilization, and that gave us faith that 
  there would be usable resources to help us get on our way again. 
  As we approached the planet, it was out of the frying pan and into the ﬁre. During the landing 
  sequence, we found ourselves caught in an electromagnetic storm. The timing couldn’t have 
  been worse. It was as if the gods themselves were conspiring against us. Our weakened ships 
  couldn’t handle the damage and buckled in the pressure of the planet’s atmosphere. The 
  entire ﬂeet careened to the surface, crashing into the sandy wasteland. 
  We lost nearly half the souls of the ﬂeet that day. Centuries of painstaking care by the 
  Valkyrie crew, wasted so easily by a cruel twist of fate. They had done all they could to keep 
  us alive in the emptiness of space, only to watch their efforts crumble into dust. 
  As we pulled ourselves ﬁguratively and literally out of the sand, our hope was not so easily 
  unburied. Our once-great starships were now nothing more than mountains of scrap metal, 
  burning in the intense heat of a ﬁery junkyard planet.
  Finding a working generator or functioning solar power-cell were the small victories that kept 
  us going. We salvaged what we could, but it was clear we were practically starting from 
  scratch. Those of us who survived would have a long road ahead, and we wouldn’t be 
  returning to the stars any time soon. 
  
  The midday suns broil the planet. Scorched, dusty wind 
  blows  sand  onto  every  ledge  and  windowsill.  On  this 
  hostile rock, in the ashes of a destroyed alien civilization, 
  the people of the ﬂeet have made their new home.
  Generations after the ﬂeet from Earth crashed into the 
  sand-covered surface, blistering days here on Omega are 
  all these humans have ever known. The original survivors 
  from the ﬂeet are dead and gone. Only their tales of the 
  time in space remain; hundreds of years traveling through 
  the cold darkness before the crash. 
  Nothing  came  easily  after  the  crash.  The  extreme 
  temperatures and weather tore at what little remained of 
  the starships. Most water was undrinkable, infested with a 
  deadly parasite. And all that remained of the previous 
  tenets of the planet were corroding, crumbling ruins and 
  the malfunctioning robotic guardians they left behind.
  Now, over a hundred years later, the descendants of those 
  survivors are starting to ﬁnd their way. Most stay safe 
  inside the boundaries of Petra, the colony humans now call 
  home. The mess of stacked interstellar shipping containers, 
  ship parts, and scrap metal welded and bolted together 
  forms an ever-growing metallic maze. It provides an idea 
  of shelter and safety, an idea many cling to veraciously. 
  Many see humanity’s future as a bleak repetition to be 
  played out, day after day, until their inevitable demise. 
  They are content to wait out their time until they become 
  dust, just like the planet’s previous inhabitants. 
  Every day presents new ways to die; from the heat and 
  vicious  sandstorms  to  those  overzealous  ancient-alien-
  robotic-guardians that still attempt to protect the homes of 
  their makers thousands of years after their demise. Clean 
  water, useable resources, and hope are scarce commodities; 
  but mystery, fear, and life-threatening danger abound. 
  With most technology destroyed, humans have to rely on 
  other strengths. Those who can adapt may not just survive, 
  but thrive. Some people are ready to be tougher than the 
  world  around  them,  rise  to  the  occasion,  and  become 
  legends in this new chapter of human history. 
  Outside of Petra’s walls, the average human colonist is as 
  good as dead, it’s true. But, there are mysteries to solve 
  hidden just under the dusty surface of this junkyard planet. 
  There are metaphorical dragons to slay, protecting their 
  strange  alien  treasure.  There  are  valuable  resources  to 
  scavenge,  and  there  is  glory  to  claim  for  those  brave 
  enough to venture outside of the colony’s safety. Are you 
  ready for an adventure?  
  SALVAGE | 5
  CHAPTER 1 
  THE WORLD OF SALVAGE
  Our starships were destroyed crash-landing on 
  this planet. Little did we know, the planet was 
  already in worse shape.  
  -Captain Prabal Locke
  
  SALVAGE | 6
  
  WELCOME TO THE END 
  This world may be all these people have known, but they 
  do not know this world. In the time that has passed since 
  the ﬂeet crashed onto Omega, humans have deﬁed all odds 
  to  survive.  It  was  easy  to  believe  this  planet  would 
  represent their brutal and ﬁnal end. 
  The Odyssey Mission left earth with a ﬂeet of 75 ships 
  carrying roughly 50,000 souls. 74 of those ships would 
  host a hibernating crew until they reached their destination, 
  Alpha-Centauri, 100 years later. One ship, the Valkyrie, 
  was designed to house multiple generations on board who 
  would act as the waking caretakers.
  Twenty years into the mission, however, the Dawncrest 
  experienced a massive anti-hydrogen malfunction, causing 
  an antimatter shockwave that dislocated the ﬂeet through a 
  rift in space. When all was settled, the ﬂeet was hopelessly 
  lost. With no solution in sight, the crew of the Valkyrie 
  chose to override emergency protocols, keeping the others 
  asleep until they could get them to safety. 
  But safety never came. Four hundred years after launching, 
  the ships were failing. Operating 300 years longer than 
  they were designed, the wear and tear was ﬁnally showing. 
  The implosion of the Inﬁnity before their eyes gave the 
  Valkyrie crew a horrible reality check. It was time to wake 
  the others.
  One planet within range offered an option for survival, the 
  ﬂeet had no other choice. It didn’t offer much, but a course 
  was set to land the ﬂeet on this “harmless little planet.” 
  An  electromagnetic  storm  caught  the  ﬂeet  in 
  atmosphere,  scattering  or  destroying  some 
  ships, and deterring others from attempting 
  to land. It is estimated that 61 ships made 
  it to the surface. A conﬁrmed 40 ships 
  crashed-landed near the target landing 
  zone, a vast playa near the planet’s 
  equator. At least two ships reversed 
  course and were never heard from 
  again.  The  day  came  to  be 
  known as the Grounding.
  At  ﬁrst,  the  survivors  were 
  able  to  live  on  what  few 
  nutritional supplement rations 
  weren’t  destroyed  in  the 
  crash.  They  stayed  near  the 
  wreckage, clinging to the familiar. They worked in vain to 
  repair the ships. They scanned radio frequencies for other 
  survivors and surveyed the land for resources they could 
  use to get the ﬂeet back into space. It wasn’t long before 
  the futility of this work became painfully clear.
  Many resisted relocating for some time, but the Dustlands 
  were no place to build a home. With sandstorms blasting 
  the  camps  with  annoying  regularity,  giant  dust  beetles 
  attacking, and the boiling temperatures of the wide open 
  dustlands, the survivors sent scouts to ﬁnd a better home. It 
  was time to accept the facts and settle in. 
  The scouts found a location in the protective shadow of a 
  large cliff. The survivors used the few remaining pieces of 
  undamaged  equipment  to  haul,  carry,  and  build.  They 
  gathered together materials and other survivors from most 
  of the nearby crash sites and began to build a new home. 
  They named the colony Petra. The people of the Valkyrie 
  had changed during their centuries in space and broke off 
  to form their own colony nearby. 
  Roughly 38,000 souls made it to these two new colonies. 
  They established a constant radio signal in Petra to call out 
  to other survivors. But with the planet practically trying to 
  kill them at every turn, not much hope was placed on 
  ﬁnding others. This was it. This was the end, and a terrible 
  new beginning. 
  SALVAGE | 7
  
  THE GRITTY DETAILS 
  It has been 103 years since the Grounding. The colony 
  recently  celebrated  its  centennial  and  it  was  met  with 
  mixed emotions. The colonists have little to show for their 
  time here and it always seems like “one step forward, two 
  steps back.” New threats are discovered with shocking 
  regularity,  and  the  heat  rises  with  each  passing  day 
  (ﬁguratively and literally).
  Step outside the tangled mass of metal that makes up the 
  colony, and you walk into the wild where every step could 
  be your last. Crumbling alien ruins host homicidal death 
  machines,  zealously  guarding  their  long-dead  makers. 
  Sandstorms rip and tear through trucks like butter. And 
  jungles, though very rare, offer no respite. Even the plants 
  are trying to kill you. 
  THE COLONY OF PETRA 
  The  human  colony  of  Petra  isn’t  exactly  a  thriving 
  metropolis, but life has found some semblance of order. 
  Salvagers come back from the Dustlands with valuable 
  scrap and tech to sell at the Bridge Market. Long-haul 
  truckers bring back the most amazing Berge water from 
  the polar lakes (nearly all the water near the colony is 
  riddled with parasites…of course). Small open-air eateries 
  roast large desert-coffa leaves for a passable cup of tea and 
  serve grilled shell-husk seeds for a nice crunchy snack. 
  The colony was given the name Petra after a city built into 
  a red cliff face back on Earth. The original was considered 
  to be one of the Wonders of the World.  This colony is a 
  wonder of its own kind. A teetering, metallic, massive 
  structural marvel, the entire colony is pieced together from 
  the wreckage of the ﬂeet.
  Petra can be a complicated place to live, ﬁlled with ﬂagrant 
  crime, classism, gangs running illicit activities of every 
  kind, and secret cabals focused on their own machinations. 
  Not  to  mention  widespread  epidemics  of  nihilistic 
  depression. With people quite literally living on top of 
  each other, fuses are short and tempers can ﬂare easily. 
  THE HOLD 
  The  colony’s  location  was  chosen  due  to  a  unique 
  formation of a cliff that provided protection on three sides. 
  A massive metallic wall protects the deepest area of that 
  gulch.  Inside,  the  most  powerful  in  the  ﬂeet  took  up 
  residence. Those in positions of authority and those with 
  “wealth” were able to secure a position inside. This area of 
  the colony is called the Hold. 
  Those on the inside live in an almost magical oasis. Power 
  is provided by the largest ship generators and solar panel 
  arrays. Plant life has been transplanted, and a secret and 
  highly protected fresh deep-spring well provides a source 
  of water kept from the rest of the colony.
  The Hold is also the seat of government for Petra, where 
  the Commission rules and Commissioners live steps away 
  in comfortable colonization pods. Nothing comes close to 
  what one would have considered a nice standard of living 
  back in the golden age on Earth. By comparison to the rest 
  of Omega, however, the Hold is pure luxury! Those who 
  ﬁnd  themselves  lucky  enough  to  live  there,  also  ﬁnd 
  themselves with the nickname Holder.
  THE WARRENS 
  Those who could not get a spot inside the Hold wanted to 
  live as close to it as possible. Instead of spreading out, they 
  began  to  build  homes  stacked  on  top  of  one  another, 
  welding together a lattice-work of scaffolding. Though not 
  the most pleasant way to live, this construction conserved 
  resources and provided the inhabitants a welcome sense of 
  safety and community. Not to mention, they were used to 
  being tightly conﬁned onboard the space ships. Living on 
  top of one another felt like home.  
  Most middle-class citizens are tightly packed and stacked 
  in this maze-like mountain of shipping container homes, 
  scrap-metal-walled shops, bars, and other businesses. This 
  area  is  called  the  Warrens  for  its  labyrinth  of  tight 
  alleyways, ladders, bridges and walkways. It is home to 
  most of the business on Salvage, both legitimate and not.
  Some buildings or clusters have power from solar units or 
  small generators, but power loss is never a surprise. Small 
  water tanks can provide for a couple units, but clean water 
  is hard to come by and used with great restraint.
  THE SPRAWL 
  The colonists named the outer fringe areas of the colony 
  the Sprawl. Tents turned into homes barely hold up against 
  the wind. Half-buried wreckage turned into dwellings poke 
  out from the sand. Without a packed, dense population, the 
  Sprawl is more natural, with no power and very, very little 
  access to resources or water.  People who live in the 
  Sprawl (or those who have chosen to live away from the 
  colony altogether) have earned the derogatory nickname 
  “Dusters” for the sandy dust that collects on their clothes.
  SALVAGE | 8
  
  GOVERNMENT 
  After the Grounding, the survivors gathered a commission 
  with a representative from each ship. They nicknamed this 
  group of 39 leaders the Grounding Fathers. These men and 
  women were the highest ranking ofﬁcers still alive from 
  each  vessel,  and  they  made  many  of  the  important 
  decisions on behalf of the survivors. 
  The Commission retained their authority during and after 
  the relocation and establishment of Petra. This governing 
  body was ratiﬁed as the ofﬁcial authority roughly two 
  years after the Grounding through the adoption of the 
  Principles of Petra.
  Commissioners appoint their replacements, usually with 
  unabashed nepotism. The conﬁrmation does require the 
  vote of the people, but it hardly ever fails. Whether this is 
  due to true faith in their leaders, absolute apathy, or a 
  corrupt voting process, no one is really sure. 
  The number of members on the Commission has dwindled 
  over the years. Typically, if a Commissioner dies before 
  they have appointed their successor, the position is simply 
  left vacant. Only once has the number increased, when 
  Aura Ku’iluna gathered the 10,000 signatures needed to 
  appoint her as a new Commissioner. 
  GEOGRAPHY 
  A large majority of the planet is nothing but scorched 
  wasteland, dried desert, jagged black mountains, and deep 
  red canyons. The planet has no large oceans, with water 
  composing only 20% of the surface. Evidence shows this 
  was not always the case, with most of the planet’s oceans 
  having receded extensively as the planet’s temperature has 
  risen. The only break from the constant desert is where 
  dense,  ravenous  jungles  hug  the  shores  of  the  few 
  remaining seas. Without an alpha species dominating the 
  planet, the plants and animals have been able to evolve, 
  unchecked.  These  species  have  adapted  to  the  harsh 
  conditions and most are extremely dangerous. 
  DUSTLANDS 
  The  vast  deserts  are  home  to  scorch  lizards  and  sand 
  beetles the size of large dogs. The Pox lay its ﬂat, massive 
  body under a thin layer of sand. Covering an area as large 
  as a building, you don’t know you’re on top of it until it’s 
  too late. The subtlest effect of the sandy surface breathing 
  is the only giveaway before it’s snapping in on you like a 
  Venus Fly Trap.
  WATERWAYS 
  The geography  of the planet would suggest it was once 
  quite  lush,  covered  with  lakes  and  rivers.  The  few 
  waterways that remain are ﬁlled with organisms of all 
  sizes, and nearly all are carnivorous. The most dangerous, 
  however,  is  the  smallest.  Very  early  on,  the  colonists 
  discovered that nearly all the water is brimming with a 
  deadly and resistant parasite, making it undrinkable.
  THE TANGLE 
  The few jungles that do exists on the planet are home to 
  too many man-eating creatures to name, where even the 
  plants will eat you alive (or at least drive their vines deep 
  into your skin and suck all the blood from your body).
  Captain  Prabal  Locke  (the  colony’s  most  veracious 
  explorer) named the closest jungle the Tangle. Its trees and 
  vines are so densely packed and intertwined that the area is 
  barely traversable.  
  One of the great star ships, the Calliope, landed on the 
  dense  canopy,  which  softened  the  crash.  It  and  the 
  passengers aboard were the least damaged of any during 
  the Grounding. They saw this as a sign and formed their 
  own  tribe  in  and  around  the  mostly  intact  ship.  They 
  mastered  the  treetops  and  the  dangers  of  the  Tangle, 
  making it their home.
  Over  the  years,  they’ve  kept  mostly  to  themselves, 
  becoming a bit of a mystery of their own. The colonists 
  call them many things, from “Calliopians,” to the accepted 
  slang, “The Verdant,” to the more derogatory, “Saplings.” 
  Tall tales abound of how they’ve gone primal and look like 
  they’ve mated with trees, becoming part tree themselves!   
  SALVAGE | 9
  ASTROGEOLOGY 
  Planetary Designation: Omega
  Star System: The Hyperion System
  Binary Stars: Helios and Eos
  Diameter: 3,176 miles in diameter (roughly 
  the size of Mercury from the Sol System) 
  Day: 26.5 hours
  Orbit: 377 days 
  
  THE ONAI AND RUSTERS 
  The human colonists were not the ﬁrst sentient race to live 
  on Omega. When approaching the planets, scans showed 
  ruins  and  the  remains  of  what  appeared  to  be  a  very 
  ancient  civilization.  This  race  was  referred  to  as  the 
  Original Native Inhabitants, which was soon shortened 
  to Onai. 
  Further inspection showed that they were indeed ancient 
  (having departed the mortal coil thousands of years prior to 
  the  arrival  of  humans),  but  they  were  also  quite 
  technologically advanced. This gave the people hope that 
  there would be remnants of technology that they could use. 
  Maybe there would be ancient alien spaceships that could 
  carry them once again to the stars, or maybe even back 
  home to Earth. 
  The leftovers of the Onai civilization dot the entire planet. 
  These range from large towns, to scattered machines and 
  transports, and from sand-covered roadways to gigantic 
  mysterious structures in the middle of nowhere. Almost all 
  of the technology is unusable, fried by the planet’s glaring 
  suns and half buried in the sand. 
  The ﬁrst colonists set out to explore these destroyed cities 
  and monuments with great enthusiasm, but they met with a 
  terrible  surprise.  Rusting,  but  still  functional  robotic 
  guardians stood sentry, protecting the fallen cities. Some 
  barely  functioned,  but  others  were  are  violent  death 
  machines to be avoided at all costs. All are covered in 
  corroding metal that earned them the name Rusters, and 
  they keep humans from gaining ground in their research of 
  the fallen race.
  Those few who have managed to get past the Rusters 
  describe amazing and strange places full of fascinating 
  technology  and  wonderful  artifacts.  However,  every 
  Salvager  brave  enough  to  venture  into  Onai  territories 
  repeats  the  same  strange  fact;  there  are  no  bodies, 
  skeletons, or physical remains of any kind! 
  So many questions remain about those that lived on this 
  planet. Who were they? What is the true extent of their 
  technology?  What  happened  to  them?  Perhaps  a  new 
  intrepid (or reckless) adventurer will ﬁnd the answers.
  More  information  about  Rusters  can  be  found  in  the 
  Adversary  section  (page 66).  More information  on  the 
  Onai  can  be  found  in  the  GM  ONLY section  of  this 
  document starting on page 74. 
  WEATHER 
  The planet and its weather are unwelcoming, to say the 
  least. It’s easy to get the impression that the planet is 
  actively attempting to destroy the human colony and all 
  those who live in it. Here are a few examples.
  ACID RAIN 
  Very rarely, a harmless cloud will drop fresh water carried 
  down from the polar bergs. When the colonists spot the 
  yellow clouds, however, they take cover. These polluted 
  and menacing couriers carry nothing but pain. The GM 
  should  use  the  rules  for  Fire,  Acid,  and  Corrosive 
  Atmospheres (Genesys Core Rulebook pg. 111), assigning 
  a rating based on how heavy the rainfall is. A character 
  suffers wounds equal to this rating at the start of their turn 
  if they are currently exposed to the rainfall.
  BINARY SUNS - EXTREME HEAT 
  Extreme temperatures are not uncommon, especially if a 
  character ﬁnds herself in the middle of the Dustlands with 
  no cover from the midday suns. This rule replaces the rules 
  for Heat found on page 31 of the Genesys Expanded 
  Player’s Guide.
  The GM can assign a Heat Rating using using Table 1-1: 
  Heat Ratings. At the beginning of an encounter, a character 
  SALVAGE | 10
  TABLE 1-1: HEAT RATINGS
  RATING
  DESCRIPTION
  1-2
  A typical hot midday in open Dustland. Can cause 
  heat cramps. 98° - 105°F  (36°- 40°C) 
  3-5
  A very hot midday in open Dustland. Can cause heat 
  exhaustion.  105° - 115°F (40° - 46°C)
  6-8
  A heatwave midday in open Dustland. Can cause 
  serious heat exhaustion. 115° - 130°F (46° - 54°C)
  9-10
  A severe heatwave midday in open Dustland. Can 
  often cause heatstroke. Above 130°F (above 54°C)
  TABLE 1-2: SANDSTORM RATING
  RATING
  DICE ADDED
  EXAMPLES
  1-2
  +1
  A constant, rough blowing wind.
  3-5
  +2
  A strong gale through which it’s very hard to 
  see. Larger objects can just be made out.
  6-8
  +3
  A severe storm in which you cannot see your 
  hand in front of your face.
  9-10
  -
  Hurricane strength winds. The force of the 
  sand can rip through nearly any material.
  
  subjected to this heat suffers strain equal to its rating. A 
  character suffers strain equal to the heat rating for each 
  hour  they  are  exposed.  Characters  can  make  a  Hard 
  (111) Resilience Check to reduce strain suffered by 1 
  for each s.
  SANDSTORMS 
  Sandstorms are common. They roll across the desert like a 
  solid wall or pop up suddenly and viciously. They provide 
  concealment and cause harm. The GM should assign the 
  sandstorm a rating using Table 1-2: Sandstorm Ratings.
   
  A character caught in a sandstorm suffers wounds equal to 
  the storm’s rating at the start of each turn, and also adds 3 
  and 3 per the rules for concealment on page 110 of the 
  Genesys Core Rulebook. Dust gear can negate some of 
  these negative effects (see Salvage Gear on page 41). 
  LIMITED WATER 
  Drinkable water is scarce and precious! Surface water is 
  ﬁlled with deadly parasites and must be treated heavily. 
  Hydrobores  drill  deep  for  clean  water  and  long-haul 
  truckers bring back melted ice from the polar glaciers. 
  Each organic citizen of the colony is issued a two-liter 
  canteen and a device that tests water for parasites. Treating 
  the  water  involves  an  expensive  chemical  the  average 
  colonist cannot afford.
  DEHYDRATION - ADDITIONAL RULES 
  The Dehydration Rules found on page 31 of the Genesys 
  Expanded Player’s Guide are in effect: characters cannot 
  heal strain at the end of encounters or through resting 
  unless they are able to have a drink of water. Inside the 
  colony, players do not have to keep track of water, but the 
  GM may spend hhh or d to cause the players to run 
  out of water.
  EXTREME DEHYDRATION  
  On trips out of the colony, characters must account for 
  water. If a character has not consumed at least 1 liter of 
  water in 24 hours, they become Disoriented (add 3 to all 
  checks). On the third day without water, the character also 
  suffers the Critical Injury: At the Brink; suffer 2 strain 
  each time they perform an action (Genesys Core Rulebook 
  Page 115). On the fourth day without water, the character 
  gains strain equal to their strain threshold plus one, passing 
  out. On the ﬁfth day without water, a character dies! If a 
  character consumes at least one liter of water, dehydration 
  effects are reset. This includes the removal of the Critical 
  Injury gained as the result of dehydration. 
  PARASITIC EFFECTS 
  The  Omega  Parasite  weakens  the  body’s  defenses. 
  Consuming parasite-infected water causes the character to 
  become Vulnerable (see callout below). Attempting to treat 
  a character suffering from a parasitic infection requires a 
  Daunting (1111) Medicine Check and cannot be done 
  without a Medic Kit.
  CHAINLINK ECONOMY 
  Federated  Credits  are  still  used  as  a  general  currency. 
  Credits can buy you food or a piece of equipment. But 
  there is something worth a lot more and that’s reputation. 
  Associations with certain groups could help (or hurt) in a 
  pinch. These associations are known as Links. 
  CHAINS 
  The word Chain is a metaphor used to describe the method 
  one uses to hold and display Links. These are as varied as 
  individuals are in the colony. Sometimes this is a literal 
  chain worn around the neck. Links can be woven into 
  clothing, braided into hair, or dangled from a belt. The 
  most  typical  Chain  seen  in  the  colony  is  a  series  of 
  bracelets with Links woven in and tied on.
  LINKS 
  Having a Link to a speciﬁc group can help or sometimes 
  harm  you.  Links  are  permanently  added  to  a  person’s 
  Chain with a lock-circuit. A Link can be removed, but a 
  link that has been tampered with or removed is considered 
  a broken link and wearing them is highly frowned upon. 
  Full details about Chains and Links and their in-game 
  beneﬁts can be found on page 34. 
  SALVAGE | 11
  NEW STATUS EFFECT: VULNERABLE 
  While  Vulnerable;  any  time  a  character  would 
  suffer any amount of strain or wounds, increase 
  that number by one.
  
  THE RIFT 
  If extreme heat, acid rain and rogue killer robots weren’t 
  enough  to  challenge  humans  in  their  new  home,  the 
  unpredictable and volatile Fracture Storms could easily be 
  the nail in their collective cofﬁn.
  With no warning, a searing bolt of electricity can rip 
  through the sky, forming a fracture. Lightning-
  like ﬁngers of electricity spark and ﬂy in all 
  directions from the growing tear. 
  What lies inside that rupture is a dark swirling 
  void that humans have named the Rift. No one 
  is sure what causes these fractures, how to 
  stop them, or what lies on the other side of 
  one.  Some  have  disappeared  through  a 
  fracture, only to return days or weeks later 
  with no memory of where they’ve been.
  Most fracture storms happen closer to Onai 
  ruins  than  to  the  colony,  but  they  are 
  happening with more frequency and less 
  predictability as each day passes. Lately 
  they have been seen closer, with one recent 
  storm happening in the Sprawl!    
  GAMEPLAY 
  A Fracture in the Rift has multiple stages 
  that  tend  to  happen  in  relatively  quick 
  succession as follows. 
  FORMATION  
  When  a  Fracture  Storm  begins  near  a 
  character, they are likely to notice a line of 
  scorching-white  light  hanging  in  midair. 
  Perhaps the hair on character’s arms or head 
  stands  on  end  as  the  atmosphere  charges. 
  Children in the colony are taught to run from 
  these light cracks. A fracture storm can form in 
  less than two minutes.
  IGNITION 
  Next, the crack of light in the air ignites, fracturing 
  the  sky  and  sending  out  bolts  of  electricity.  All 
  characters within short range of the Fracture when it 
  ignites immediately suffers eight damage. Characters may 
  make a successful Hard (111) Athletics Check as an 
  out-of-turn incidental to dodge the attack; if successful, 
  they do not suffer any damage.  Esso characters ignore this 
  effect, instead recovering ﬁve strain. 
  EMERGENCE  
  After the fracture has fully formed, strange semi-solid, 
  semi-corporeal beings have been witnessed emerging from 
  the Rift. These terrifying liquid-black beings have been 
  called Oilers for their dark, viscous appearance. They are 
  vicious and will attack any life form near them. Some 
  Oilers  have  been  seen  escaping  a  Fracture  and 
  wondering off into the Dustlands! See page 64 for 
  more information on Oilers. 
  PROTRACTION  
  Once the Fracture has opened and the Rift is 
  visible swirling inside, the GM may want to 
  begin a structured encounter. This stage of a 
  Fracture can last any number of rounds.
  Time seems to act differently close to a 
  Fracture.  Any  character  within  short 
  range of it during this stage gains an 
  additional free maneuver per round (still 
  with a maximum of two maneuvers per 
  round).  Additionally,  characters  within 
  short  range  of  the  Fracture  who  have 
  taken the Psychic Discovery Talent at least 
  once, suffer two strain at the start of every 
  turn  and  add  3  to  all  Psychic  skill 
  checks.
  Once  per  round  (between  any  two 
  character’s initiative slots) the Fracture may 
  “attack,” sending a single electricity bolt at a 
  single target, who immediately suffers eight 
  damage (this may be dodged as mentioned in 
  “Ignition”).
  Scientists  have  theorized  that  people  could 
  travel  into  the  Rift  during  this  stage  of  a 
  Fracture Storm. No true scientiﬁc research has 
  been  done.  Colonists  have  accidentally  fallen 
  into a Rift, and not all have returned. Those that 
  do remember nothing from their time inside.
  Any  character  who  crosses  the  threshold  of  the 
  fracture (voluntarily or not) disappears into the Rift. 
  If or when they return is up to the GM.
  IMPLOSION 
  The fracture closes in on itself in a burst of bright light. 
  Any character (including Oilers) within short range of the 
  Fracture when this happens is pulled into the Rift, and 
  disappears. 
  SALVAGE | 12
  
  PSYCHIC DISCOVERY 
  Not long after their arrival on this strange planet, odd 
  abilities began to emerge among the humans living there. 
  In the Salvage setting, characters can gain access to new 
  Psychic skills. Unlike other skills, however, each Psychic 
  skill must be unlocked with the Psychic Discovery talent. 
  The Psychic abilities introduced in the Salvage setting are 
  Astral  Projection,  Empathy,  Precognition,  Reiki, 
  Telekinesis,  and Telepathy. More detailed information 
  about the Psychic skills and using psychic powers can be 
  found on page 53.
  UNLOCKING PSYCHIC POWERS 
  The psychic skills are unavailable for any character to use 
  until unlocked. To unlock a psychic skill, a character must 
  take the Psychic Discovery talent (see page 28). When a 
  player takes this talent, they choose one Psychic Skill to 
  unlock and gains that skill as a career skill.
  PSYCHIC STRAIN 
  In  a  world  where  Psychic  abilities  exist,  so  does  an 
  increased mental vulnerability. Psychic Strain represents a 
  direct  mental  stress,  and  it  is  harder  to  prevent.  The 
  distinction of Psychic Strain only matters when receiving 
  the strain. It is added to your normal strain total and does 
  not need to be tracked separately. When receiving Psychic 
  Strain,  no  game  effect  can  ever  reduce  it  below  one. 
  Psychic strain can be suffered by any organic creature, 
  even non-psychic characters. 
  Psychic Strain is typically caused by Psychic Abilities or 
  psionic weapons. Full details on using Psychic Skills and 
  their various effects and abilities can be found on page 53. 
  PSYCHIC SOAK 
  Psychic Soak is a new (and rare) kind of soak that is 
  tracked  separately  from  normal  soak.  Psychic  Soak 
  reduces Psychic Strain received from any source, but does 
  not reduce regular strain. Psychic Strain can still never be 
  reduced below 1 for any reason. A character can gain 
  Psychic Soak through talents and rare equipment. 
  METTLE 
  Mettle  is  a  character’s  ability  to  endure  despite  the 
  difﬁcult  circumstances  around  them.  Every  time  a 
  character fails at an attempted skill check, they gain one 
  point of Mettle. Mettle has the following effects:
  At the start of the session, place one Story Point in the 
  GM’s available pool. Then, for each Player Character (PC) 
  with  at  least  10  Mettle,  put  one  Story  Point  into  the 
  players’ pool. For each PC that has less than 10 Mettle, 
  place one Story Point in the GM’s pool.
  Also, at the start of any session, if a PC has less than 5 
  Mettle, they automatically become softened for the rest of 
  that session (see sidebar).
  If a character starts a session with 10 or more Mettle, they 
  must spend 10 Mettle and become determined for the rest 
  of that session (see sidebar). Mettle points may have other 
  uses as well, in conjunction with Salvage-speciﬁc Talents.  
  SALVAGING AND SCRAP 
  With a planet covered in wreckage, salvaging those sites 
  can often mean hitting pay dirt (pun intended). Even bits 
  and pieces of scrap metal are worth something here. This 
  setting  introduces  a  new  Salvaging  skill  that  allows  a 
  character to pull parts and bits from the wreckage strewn 
  across the planet. The particularly skilled scrapper can 
  sometimes even pull full slices of working tech! More 
  details about Salvaging, Modding, Scrap and Tech can be 
  found on pages 45-52. 
  SALVAGE | 13
  OPTIONAL RULE - INNATE ABILITY 
  The GM may decide that characters may only ever 
  take the Psychic Discovery talent once. This would 
  represent  the  idea  that  each  character  has  the 
  potential to tap into a single special power within 
  themself.
  NEW STATUS EFFECTS 
  DETERMINED 
  When a character becomes determined, their wound 
  and strain thresholds increase by one for the rest of this 
  session. The character gains one Boon which they can 
  activate once during the session at any time to add 
  333 to a single check they perform. This may even 
  be done after the results have been determined.
  SOFTENED 
  When a character becomes softened, their wound and 
  strain thresholds are decreased by one for the rest of 
  this session. Whenever a softened character suffers a 
  Critical Injury, increase the result rolled on the Critical 
  Injury Result table by 10. 
  
  In this section, we will discuss the steps needed to create a 
  character for the Salvage setting. These largely mirror the 
  steps found in the Genesys Core Rulebook, with a few 
  additions and changes. 
  STEP 1: DETERMINE BACKGROUND 
  Where is your character from? Is your character from a 
  powerful family in the Hold, raised in relative comfort and 
  blissfully unaware of the terrible world around her? Is he 
  an orphan who grew up fending for himself in the Warrens, 
  making his way on petty crime and selling scrap? Maybe 
  they were raised in an Onai-worshipping cult commune 
  out in the Dustlands and needed to get away to the colony 
  to escape the fanatics. The character’s background can 
  determine a lot about them, and can be as detailed or 
  simplistic as you wish. More information about possible 
  backgrounds can be found on pages 15. 
  STEP 2: SELECT A CHARACTER ARCHETYPE 
  With time comes evolution. Science has given birth to 
  three  new  divisions  of  humanity.  From  mechanical 
  enhancements  to  genetic  manipulation,  technology  has 
  allowed for signiﬁcant changes to the human species.
  Actuals  closely  resemble  their  forefathers.  Deckers 
  enhance their bodies continually with mechanical parts and 
  biomechatronics. Nomes have tinkered with genetics for 
  centuries, signiﬁcantly altering their form in unique ways. 
  Essos are a major (and rather mysterious) breakthrough; 
  sentient life that has emerged inside synthetic forms.
  These four new archetypes are the tapestry of people that 
  make up the colony of Petra and “human” life on Omega. 
  These new options replace the archetype options found in 
  the Genesys Core Rulebook. More information about them 
  can be found on page 17. 
  SALVAGE | 14
  CHAPTER 2 
  CHARACTER CREATION
  Post-Humanity? I prefer to call our evolution 
  a continually improving definition of Humanity.   
  -Captain Prabal Locke
  ONLY HUMAN 
  Note:  Use  of  the  term  human  throughout  this 
  document  is  a  catch-all  term  that  refers  to  all 
  sentient beings descended from the spacefarers that 
  landed  on  Omega  including  Actuals,  Deckers, 
  Nomes, and even Essos. Use of the term colonist 
  throughout  this  document  refers  speciﬁcally  to 
  those living in Petra and/or Valkyrie Rock.
  
  STEP 3: CHOOSE A CAREER  
  The wild and unpredictable nature of life on Omega means 
  that  characters  need  to  be  ﬂexible  and  adaptable.  To 
  represent this, in the Salvage setting each career has four 
  assigned career skills and players can choose the last four 
  skills to count as career skills. There are many new careers 
  to choose from, and these replace the careers available in 
  the Genesys Core Rulebook. Players should choose one of 
  the Salvage Careers or Psychic Careers listed in more 
  detail on page 21. 
  After choosing a career, but before investing experience 
  points, each player should choose four of the their career 
  skills. They gain one rank in each of these four skills.
  STEP 4: INVEST EXPERIENCE POINTS 
  With your character nearly fully realized, the next step is to 
  invest  experience points (XP). Your chosen archetype 
  determines  how  many  experience  points  you  have  to 
  spend. With this XP you can increase characteristics and 
  skills and/or gain talents. 
  Information on how to spend starting experience points 
  can be found on page 44 of the Genesys Core Rulebook. 
  New Salvage-speciﬁc skills and talents can be found on 
  page 26. 
  STEP 5: DETERMINE DERIVED ATTRIBUTES  
  With the previous steps complete, you can now work out 
  your derived attributes. These are wound threshold, strain 
  threshold, defense, and soak value (Psychic Soak starts at 0 
  unless increased by talents or gear). 
  Information on how to determine these derived attributes 
  and how they function in the game can be found on page 
  45 of the Genesys Core Rulebook.
  STEP 6: DETERMINE FACTION AND MOTIVATION 
  Determining what your character wants in the world will 
  help you ﬁgure out how your character will respond to any 
  given situation. How Motivations work and the list of 
  Motivations to choose from can be found on page 46 of the 
  Genesys Core Rulebook. 
  While  there  aren’t  Salvage-speciﬁc  motivations,  the 
  Salvage  setting  introduces  Factions.  These  factions  do 
  come with a vague mindset that could be interpreted as a 
  motivation. You may choose to belong to a faction, with 
  the beneﬁts described, or gain additional XP to spend. 
  Details on Factions can be found on page 33. 
  STEP 7: SPEND CREDITS ON GEAR 
  Each character has 500 credits (plus any additional credits 
  granted to them during character creation) to spend on 
  starting  gear.  You  can  ﬁnd  information  about  Salvage 
  Weapons and Equipment on page 36. 
  Your character may keep any credits they don’t spend. In 
  addition, after you’ve ﬁnished purchasing starting gear, roll 
  1d100 (see page 11 in the Genesys Core Rulebook). Add 
  the value of the dice roll to any remaining starting funds. 
  This represents “pocket money” that your character has on 
  hand at the start of the ﬁrst session.
  Now that you’ve ﬁnished these steps, your character is 
  ready to venture into the unknown and brave whatever this 
  rough  little  planet  can  throw  at  them.  Let  the  dusty 
  adventure begin!
   
  STEP 1: BACKGROUND 
  The world humans have built since crash-landing a few 
  generations ago isn’t a massive sprawling society, but there 
  are still a variety of backgrounds to choose from in the 
  Salvage setting. Whether through class division, tribal self-
  preservation, or idealogical differences, humanity always 
  ﬁnds a way to split itself up. This section includes the 
  possible  backgrounds  a  player  might  choose  for  their 
  character (and suggested character-building choices that 
  may be closely associated with those background choices). 
  HOLDER 
  A Holder lives in the Hold, the inner-most sanctuary of 
  Petra walled away from the rest of the colony. Holders are 
  wealthy or powerful (or both), owning Hydracorps, leading 
  Firewall (Petra’s law enforcement), or members of the 
  Commission. Their families often never leave the safety of 
  the walled compound. With access to power and water, 
  why would they? The dirt and the rust still invade their 
  lives like everyone else, but they live in relative comfort. 
  Most Holders are Actuals and very few Nomes make their 
  homes  here.  Wealth  and  power  is  handed  down  from 
  generation  to  generation,  but  every  now  and  then,  an 
  outsider works their way into this golden circle.
  SALVAGE | 15
  
  The prevailing mindset inside the walls of the Hold reﬂects 
  the ideology of the Wayfarer faction (see Factions on page 
  33). Many inside the Hold proudly ﬂash their Links to 
  Firewall,  the  Commission,  Quinn  Hydracorps,  and  the 
  Federated Credit Union, among others. 
  PETRAN 
  The bulk of humans on this planet ﬁnd their home amongst 
  the welded walkways and stacked metallic containers of 
  the Warrens. The massive intertwining structures makes up 
  most  of  Petra  and  those  who  call  it  home  refer  to 
  themselves simply as Petrans. 
  In  these  winding  pathways  and  cramped  quarters,  the 
  hustle and bustle of everyday life brings all types together. 
  While the wealthiest and most powerful hide behind their 
  metal wall, real life takes place in the Warrens.
  Most Petrans are Actuals, Deckers and Essos, but some 
  Nomes call this area home as well. Petrans strive to make a 
  life and a living (some not quite legally). It’s no Utopia. 
  Gangs take control of large colony blocks and pick-pockets 
  snag what they can, but legitimate business can thrive here 
  as well.  
  The Warrens host nearly every ideology that has taken hold 
  in human culture.. A good majority favor the Terranaught 
  thoughts and beliefs, but quite a few Petrans think of 
  themselves as Wayfarers or Maelstrom as well. 
  You’ll see Links of all kinds in the Warrens.  These range 
  from a token representing the pub a character frequents, to 
  the unmistakable bead of the local crime syndicate.
  DUSTER 
  Wether living only a short distance outside the tightly 
  stacked homes of the Warrens in Petra, or in a commune at 
  the original Grounding site, those who live outside the 
  protection of the colony are mostly known as Dusters. 
  Living in the dry, sandy lands away from the packed and 
  metal-plated  ground  of  Petra  leaves  clothes  and  shoes 
  covered in dust. Some wear it as a badge of honor, others 
  wear it with shame. Either way, there’s no mistaking one 
  of these outsiders. 
  There  are  many  reasons  people  live  in  the  Dustlands. 
  Maybe someone landed on the wrong side of the Mod-
  Fathers Gang and was no longer safe living in Petra. Or 
  perhaps a person was so spellbound by the lure of mystery 
  surrounding the Onai that the Storm Shepherds Temple 
  easily recruited them to their “movement.”  Or perhaps 
  they simply desired a solitary life on their own land. 
  The  Dustborn  and  the  Maelstrom  factions  have  the 
  strongest foothold in the Dustlands. To live in the wild 
  here, one must either fully embrace their new home planet, 
  or embrace the chaos of life itself. 
  Dusters can brandish an extremely large variety of Links. 
  Many of them travel far more than most Petrans or Holders 
  and  meet  a  larger  assortment  of  people.  Some  have 
  befriended the Nomes of Valkyrie Rock and wear their 
  badge. Any number of trader, merchant, or trucker Links 
  adorn a large number of Duster chains. 
  VALKYRIE 
  A large majority of Nomes live in their own small colony 
  in a giant cave just outside Petra called Valkyrie Rock. 
  Their appearance still intimidates some of the colonists, 
  and the centuries alone in space bonded them. Because of 
  this, they tend to prefer to stay among their own kind. Here 
  they  have  built  a  tribal  society  where  children  are 
  scientiﬁcally conceived and raised by the village.
  While uncommon, it is not unheard of for a select few of 
  the other archetypes to ﬁnd their home at Valkyrie Rock, 
  and visitors are usually welcome. The prevailing mindset 
  here is Dustborn. Healer and Scientist Society Links are 
  commonplace here.  
  STEP 2: ARCHETYPE  
  Was your character born clinging to what remains of their 
  humanity? Have they only known life from the moment 
  they booted up, granted existence by the synthetic parents 
  that  programmed  them?  Have  they  spent  life  on  the 
  catwalks of the Warrens, drilling new tech into their arm 
  every night and testing the limits of their post-humanity 
  every day? Do they get stares when they visit Petra to buy 
  Coffa Leaves, astonished gasps at their dark grey skin and 
  curling horns?
  In this step, you choose the most important identifying 
  feature of your character, their archetype (Actual, Decker, 
  Esso, or Nome). In some senses, you can think of this as 
  the character’s race. An archetype comes with a variety of 
  important distinctions.
  In the next few pages, we look at the four new archetypes 
  that are available for the Salvage setting. These replace the 
  archetypes from the Genesys Core Rulebook.  
  SALVAGE | 16
  
  ACTUAL 
  Still claiming their superiority over life and the world 
  around them, Actuals remain the 
  most
   
  similar 
  archetype  to  their  human 
  ancestors  in  form  and 
  function.  They  are 
  sturdy  by  nature,  and 
  versatile by necessity.
  Actuals look very similar to their ancestors from Earth, 
  and make up a majority of the humans living on the planet. 
  Socially, Actuals still retain the lion’s share of political 
  power and wealth in the colony. With chaos as the new 
  normal, however, that is certainly in ﬂux. 
  Many Actuals don’t look kindly on all the genetic and 
  mechatronic manipulation others are using to change their 
  bodies and some struggle to give up their long-held belief 
  that synthetic lifeforms are meant to serve them.
  This archetype works for most careers and backgrounds 
  easily. It offers a nice starting place for a player who wants 
  a balanced character. If you want to play the reluctant hero 
  or a character pushed from obscurity and forced into the 
  extraordinary, an Actual may be the right choice.
   
  ARCHETYPE ABILITES 
  ‣Wound Threshold: 10 + Brawn
  ‣Strain Threshold: 10 + Willpower
  ‣Starting XP: 110 XP
  ‣Starting Skills: Actuals start the game with one 
  rank  in  three  different  non-career  skills  of  their 
  choice.  They  obtain  this  rank  before  spending 
  starting XP and still may not train any skill above 
  rank  2  at  character  creation.  These  cannot  be 
  psychic skills.
  ‣Human Privilege: Actuals start the game with 
  one of the following conditions, paying the XP 
  cost.
  • Charmed  Life  (0  XP):  Add  3  to  all 
  Charm, Leadership and Negotiation checks.
  • Aggressive (0 XP): Add 3 to all Coercion, 
  Deception and Leadership checks. 
  • Legacy (5 XP): Choose two career skills, 
  Add  a  to  all  checks  made  using  these 
  skills. 
  • Inheritance (5 XP): Start the game with an 
  additional 500 credits. 
  SALVAGE | 17
  
  DECKER 
  Nicknamed for their afﬁnity to “deck” themselves out with 
  biomechatronic  mods,  Deckers  aren’t  shy  about 
  experimenting on their own bodies. Their choice to replace 
  parts of their body doesn’t come from a medical need, but 
  more from a desire to stick a mechanical middle ﬁnger to 
  the mundane and polite past of humanity. Deckers are 
  aware that the world has 
  changed and  fully 
  embrace that new 
  world order.
  Genetically,  Deckers  are  identical  to  Actuals,  but  the 
  extensive  body  modiﬁcations  have  set  them  apart  in 
  society.  Their  no-holds-barred  approach  to  body 
  modiﬁcation has lead others in the colony to question and 
  mistrust  Deckers.  Much  of  the  technology  they  use  is 
  home-made and the result can still be visually jarring.
  Their bulky modiﬁcations can get in 
  the way sometimes,  but that 
  can be ﬁxed too, right?Deckers 
  are rebellious and have ﬁgured 
  out how to make the most of 
  this rough situation. If you like 
  the idea of being part machine 
  and  can’t  be  bothered  with 
  politeness, then a Decker might 
  be right for you.
   
  ARCHETYPE ABILITIES 
  ‣Wound Threshold: 10 + Brawn
  ‣Strain Threshold: 9 + Willpower
  ‣Starting XP: 110 XP
  ‣Starting Skills: Deckers start the game with one rank 
  in Streetwise or Mechanics. They gain this rank before 
  spending any starting XP and still may not train this skill 
  above rank 2 at character creation.
  ‣ Decked  Out:  Deckers  may  start  the  game  with  any 
  number  of  modiﬁcations  in  appearance  that  have  no 
  game effect and do not effect a character’s stats.  
  ‣ Modded:  Deckers  may  start  the  game  with  one 
  mechatronic mod (page 50) that costs a total of 1,000 
  credits or two mods that cost a total of 800 credits. They 
  do not need to make a skill check to install these. They 
  do not decrease their strain threshold for the ﬁrst mod 
  (but will decrease their strain threshold as normal for a 
  second and any future mechatronic modiﬁcations). 
  ‣ Hardwired: Once per session, a Decker may spend a 
  Story Point and any number of Mettle to heal strain 
  equal to the amount of Mettle spent.  
  SALVAGE | 18
  
  ESSO 
  The  word  Esso  comes  from  the  abbreviation  S.O.  for 
  Synthetic Organism. Essos started as robotic crew for the 
  starships. Shortly after arriving on Omega, however, some 
  of the Essos that survived the crash started to show signs 
  of conscious thought.
  Nobody knows whether they had evolved in space during 
  the human’s 400 year slumber, or if their evolution had 
  something  to  do  with  this  planet.  It  quickly  became 
  undeniable, though, that they had gained sentience and 
  needed to be treated as fully self-aware, intelligent beings.
  Commission  Member  Dr.  Chanceweather  passed  an 
  addendum  to  the  Principles  of  Petra  in  47  AG  (After 
  Grounding), establishing Essos as citizens. Robotic beings 
  must  pass  the  Chanceweather  Test  to  be  given  citizen 
  status. Non-sentient robots are referred to simply as Bots.
  Esso’s lithe frames and pneumatic muscles give them great 
  agility. The rest of their characteristics start at one, but they 
  have plenty of starting XP to customize as they need. This 
  means an Esso is perfect for specializing. If the idea of 
  ditching human emotion for efﬁciency and focus appeals 
  to you, then this might be the right choice. 
  ARCHETYPE ABILITIES 
  ‣ Wound Threshold: 11 + Brawn
  ‣ Strain Threshold: 8 + Willpower
  ‣ Starting XP: 170 XP
  ‣ Inorganic: Essos do not need to eat, 
  d r i n k 
  water or breathe. They are not affected by poisons or 
  toxins and may not beneﬁt from any chemicals. Essos do 
  not gain the beneﬁt of healing wounds with painkillers or 
  a Medicine check. Essos can be healed by using the 
  Mechanics  skill  instead  of  the  Medicine  skill,  but 
  otherwise following the guidelines detailed on page 116 
  of  the  Genesys  Core  Rulebook.  They  may  make 
  Mechanics checks to heal themselves without penalty.
  ‣ Mechanical Mind: Essos may not train or use psychic 
  abilities. Essos do not suffer Psychic Strain.
  ‣ Dedicated Programing: When adding any number of 
  3 to a skill check using a career skill, this character may 
  choose the result of one of the 3 added.
  ‣ Machine:  Essos  have  access  to  certain  Mechatronic 
  Modiﬁcations (page 50). An Esso does not reduce their 
  Strain  Threshold  when  installing  a  mod.  An  Esso 
  character  starts  the 
  game  with  one 
  mechatronic  mod 
  costing
   
  600 
  credits or less. 
  SALVAGE | 19
  
  NOME 
  Nomes are named for their excessive experimentation with 
  the human genome. 400 years on a scientiﬁc space vessel 
  provides  ample  opportunity  for  trial  and  error.  After 
  generations of focused genetic tinkering, Nomes barely 
  resemble their human kin.
  Their isolation and mutations bonded the Nomes together, 
  and they tend to keep to themselves. After the crash, they 
  built their own colony from the remains of their ship, the 
  Valkyrie.  Most  Nomes  live  as  a  tribal  society  in  this 
  smaller colony called Valkyrie Rock. Nome Children are 
  conceived through a careful scientiﬁc fertilization process 
  and are typically raised by the whole tribe.
  Most people view Nomes with semi-respectful curiosity 
  and awe. Everyone knows that it was the crew of the 
  Valkyrie that saved the ﬂeet, and yet they’re still a little 
  strange to see. 
  Nomes are tall and bulky, with thick skin typically in a 
  shade of blue or gray. They have mutations that range 
  from vestigial tails to distinctive horns on their 
  heads.  They are are (un)naturally much stronger 
  and heartier than any of the other archetypes. If 
  you  like  the  idea  of  “bigger,  stronger, 
  better” as a mantra and don’t mind looking a 
  little wild, then Nomes may be right for you. 
  ARCHETYPE ABILITIES 
  ‣ Wound Threshold: 11 + Brawn
  ‣ Strain Threshold: 11 + Willpower
  ‣ Starting XP: 90 XP
  ‣ Thick Skinned: Nomes have +1 soak.
  ‣ Genetic Mutation: Nomes begin the game with any 
  number of the following mutations, paying the XP cost 
  or adding the bonus to their starting XP.
  • Horns (Gain 5 XP): Add 3 to all social skill checks 
  this character makes.
  • Color-Changing Skin (5 XP): Add 3 to all Stealth 
  and Survival checks. Adversaries add 3 to Perception 
  checks to spot this character when they are hiding. 
  • Vestigial Tail (15 XP): Increase your starting agility 
  from 1 to 2. Add 3 to all social skill checks.
  • Gendermorph (5 XP): This character can swap their 
  gender at will once per day. The narrative effects of 
  this and how the character chooses to identify are up 
  to you and the GM. 
  SALVAGE | 20
  
  STEP 3: CAREER 
  The next step is to think about what your character has 
  chosen to do with their life on Omega. In the Salvage 
  Setting, each career comes with four (4) predetermined 
  career skills. Once you have selected a career (but before 
  spending any XP) your character gains one rank in each of 
  these four skills
  You can choose the remaining four skills to take as career 
  skills. This represents the diverse experience that can come 
  from living on a brutal planet like Omega. Each Salvage 
  Career and Psychic Career also comes with a free Tier One 
  talent. Your character obtains this talent before spending 
  experience during character creation. Record it in one of 
  the slots of the Tier One row of your talent pyramid. 
  BASTION 
  The Bastian are strong and robust and carry within their 
  value system an unending need to protect the weak. Started 
  as a volunteer peacekeeping force, a Bastian can be very 
  stubborn about following where their moral compass leads.
  A  Bastian  counts  the  following  as  career  skills: 
  Leadership,  Melee,  Ranged  (Heavy),  and  Resilience. 
  Before spending experience during character creation, a 
  Bastian gains one rank in each of these four career skills, 
  then chooses four additional skills to count as career skills. 
  A Bastian automatically gains Tier One talent Toughened: 
  Each rank of Toughened increases your wound threshold 
  by two.
  BREAKER 
  Adroit with tech, coding, and computers, a Breaker can 
  tear down digital security walls or physical security locks. 
  They’re also not so bad with a hot-wire or rigging an 
  engine to over-perform. Breaking may be a devious solo 
  past-time to some, or a full-time job for others.
  A  Breaker  counts  the  following  as  career  skills: 
  Computers, Mechanics, Perception, and Skulduggery. 
  Before spending experience during character creation, a 
  Firewall gains one rank in each of these four career skills, 
  then chooses four additional skills to count as career skills.
  A Breaker automatically gains Tier One talent: Knack for 
  It:  When  gaining  this  talent,  select  one  skill.  Your 
  character removes 33 from any checks they make using 
  this skill (this cannot be a Psychic Skill). 
  FIREWALL 
  The Firewall are the closest thing the colony has to law 
  enforcement and they have embraced their own special 
  melee ﬁghting techniques. Only the very elite earn the 
  coveted special weapon, an Inferno Blade.
  A Firewall counts the following as career skills: Athletics, 
  Coercion,  Discipline,  and  Melee.  Before  spending 
  experience during character creation, a Firewall gains one 
  rank in each of these four career skills, then chooses four 
  additional skills to count as career skills.
   
  A Firewall automatically gains the Tier One talent Parry: 
  Suffer three strain to reduce incoming damage of a melee 
  hit by 2 plus your rank in Parry. You must be wielding a 
  melee weapon. 
  HAULER 
  Drive a big truck and carry a big gun. With a massive, 
  barreling transport, a Hauler can earn a nice living moving 
  people, cargo, or contraband. A Hauler is never surprised 
  to ﬁnd themself speeding headﬁrst into a massive sand 
  storm to make their delivery on time. 
  A Hauler counts the following as career skills: Driving, 
  Knowledge  (Geography),  Mechanics,  and  Ranged 
  (Heavy).  Before  spending  experience  during  character 
  creation, a Hauler gains one rank in each of these four 
  career skills, then chooses four additional skills to count as 
  career skills. 
  A Hauler automatically gains Tier One talent Let’s Ride: 
  Mount or dismount a vehicle, or move to another position 
  inside a vehicle as an incidental. If you suffer a short-
  range fall from a vehicle, suffer no damage.
  HAZARD 
  Step into the cage, throw some punches, and collect your 
  Hazard Pay. Hazard Fights are one of the colony’s guiltiest 
  pleasures, a no-holds-barred cage match. Hazard training 
  has some obvious beneﬁts outside the cage as well.
  A Hazard counts the following as career skills: Athletics, 
  Brawl,  Cool,  and  Coordination.  Before  spending 
  experience during character creation, a Hazard gains one 
  rank in each of these four career skills, then chooses four 
  additional skills to count as career skills.
  A Hazard automatically gains Tier One talent Jump Up: 
  Stand from a prone or seated position as an incidental.
  SALVAGE | 21
  
  MUCKRAKER 
  Muckrakers began as an attempt at legitimate journalism in 
  the ﬂeet and the colony. Bribes, seedy dealings, and the 
  desire to titillate quickly overtook the desire to provide the 
  truth. Muckrakers have their ﬁngers on society’s pulse and 
  know how to use information to their advantage. A little 
  petty crime here and there couldn’t hurt either, right?
  A Muckraker counts the following as career skills: Charm, 
  Computers, Deception, and Streetwise. Before spending 
  experience during character creation, a Muckraker gains 
  one rank in each of these four career skills, then chooses 
  four additional skills to count as career skills. 
  A Muckraker automatically gains Tier One talent Bought 
  Info: During a knowledge skill check, spend credits equal 
  to ﬁfty times the difﬁculty to automatically succeed.
  SAWBONES 
  There may be no doctoral degrees available in Petra, but 
  medical help is always in demand. The Sawbones Society 
  is the closest thing to an organized medical group on the 
  planet. More of a talented medic than a doctor, a Sawbones 
  is still someone you want next to you in an emergency 
  (and there’s always an emergency).  
  A  Sawbones  counts  the  following  as  career  skills: 
  Knowledge (Human History), Medicine, Survival, and 
  Vigilance. Before spending experience during character 
  creation, a Sawbones gains one rank in each of these four 
  career skills, then chooses four additional skills to count as 
  career skills. 
  A Sawbones automatically gains Tier One talent Surgeon: 
  When making a Medicine check to heal wounds, heal one 
  additional wound per rank of Surgeon.
  SCRAPPER 
  Scrappers are in heaven among the wreckage of humanity's 
  failed mission and the ruins of the mysterious Onai. These 
  folks  are  skilled  at  making  something  out  of  nothing, 
  turning  junk  into  treasure…  and  sometimes  turning 
  treasure into junk. 
  A  Scrapper  counts  the  following  as  career  skills: 
  Mechanics,  Knowledge  (Onai  Lore),  Salvaging,  and 
  Survival.  Before  spending  experience  during  character 
  creation, a Scrapper gains one rank in each of these four 
  career skills, then chooses four additional skills to count as 
  career skills. 
  A Scrapper automatically gains Tier One talent One with 
  Nature: When in the wilderness, you can make a Simple 
  (-)  Survival  check  to  recover  strain  at  the  end  of  an 
  encounter (instead of Discipline or Cool).
  SHADOW 
  Shadows tend to take advantage of the chaos of humanity’s 
  current predicament. They are more interested in their own 
  gain  than  the  fate  of  mankind.  Cunning  con-artist  or 
  common sneak-thief, Shadows operate outside the rules of 
  government and the rules of society.
  A  Shadow  counts  the  following  as  career  skills: 
  Deception,  Melee,  Skulduggery,  and  Stealth.  Before 
  spending experience during character creation, a Shadow 
  gains one rank in each of these four career skills, then 
  chooses four additional skills to count as career skills. 
  A  Shadow  automatically  gains  Tier  One  talent 
  Unremarkable: Other characters add f to any check 
  made to ﬁnd or identify your character in a crowd.
  TRIGGER 
  Why run in swinging when you can take out the target 
  from afar with the squeeze of a ﬁnger? Steady, focused and 
  with a keen eye, a Trigger never met a gun they didn’t love 
  like their own child. 
  A  Trigger  counts  the  following  as  career  skills: 
  Perception,  Ranged  (Heavy),  Ranged  (Light),  and 
  Vigilance. Before spending experience during character 
  creation, a Trigger gains one rank in each of these four 
  career skills, then chooses four additional skills to count as 
  career skills. 
  A Trigger  automatically  gains  Tier  One  talent  Quick 
  Strike: Add 3 per rank in Quick Strike to any combat 
  check that you make against any target that hasn’t yet 
  acted in the current encounter.
  PSYCHIC CAREERS 
  The  following  Psychic  Careers  come  with  the  Psychic 
  Discovery Talent for the listed psychic skill. This skill is 
  marked as a career skill and does not count toward the four 
  additional career skills a player picks after choosing a 
  career. Essos cannot choose the following careers. 
  COUNSELOR 
  Providing an extremely necessary service, Counselors help 
  locals feel better about their lives and their bleak futures. 
  SALVAGE | 22
  
  Tapping into their power of Empathy, they can sense the 
  true  emotions  of  individuals  and  even  sometimes 
  manipulate them with extraordinary results. 
  A Counselor counts the following as career skills: Charm, 
  Cool,  Knowledge  (Human  History),  and  Perception. 
  Before spending experience during character creation, a 
  Counselor gains one rank in each of these four career 
  skills, then chooses four additional skills to count as career 
  skills. 
  A Counselor automatically gains Tier One talent Psychic 
  Discovery (Empathy): Gain access to the Empathy skill, 
  marking it as a career skill.
  ECHO 
  An Echo can observe the world without being in the world. 
  Leaving one’s body behind requires safety and trust, but 
  the  beneﬁts  outweigh  the  risk.  Spying,  patrolling,  or 
  scouting ahead in unknown terrain, Echos move as quickly 
  as a thought with no physical restraints to get in their way. 
  An Echo counts the following as career skills: Brawl, 
  Coordination, Stealth, and Vigilance. Before spending 
  experience during character creation, an Echo gains one 
  rank in each of these four career skills, then chooses four 
  additional skills to count as career skills. 
  An  Echo  automatically  gains  Tier  One  talent  Psychic 
  Discovery (Astral Projection): Gain access to the Astral 
  Projection skill, marking it as a career skill.
  LIFE WEAVER  
  Life  Weavers  are  typically  focused,  calm  individuals. 
  Although healing through the manipulation of energy was 
  once thought of as a myth, Reiki (or energy healing) is 
  now respected and almost revered as divine. 
  A Life Weaver counts the following as career skills: Cool, 
  Medicine,  Resilience,  and  Survival.  Before  spending 
  experience during character creation, a Life Weaver gains 
  one rank in each of these four career skills, then chooses 
  four additional skills to count as career skills. 
  A Life Weaver automatically gains Tier One talent Psychic 
  Discovery (Reiki). Gain access to the Reiki skill, marking 
  it as a career skill.
  LINK 
  Communication is key. Communicating covertly with a 
  thought  is  game-changing.  Links  can  cut  through  the 
  clutter to send telepathic communications to allies and 
  even  distract  weak-minded  enemies.  Links  consider 
  themselves connected, both to people and to the network. 
  They want to know everything, and be everywhere with 
  just a thought. 
  A Link counts the following as career skills: Coercion, 
  Computers, Discipline, and Negotiation. Before spending 
  experience during character creation, a Link gains one rank 
  in  each  of  these  four  career  skills,  then  chooses  four 
  additional skills to count as career skills. 
  A  Link  automatically  gains  Tier  One  talent  Psychic 
  Discovery (Telepathy). Gain access to the Telepathy skill, 
  marking it as a career skill.
  SCOUT  
  In a wild and desolate landscape, the ability to foresee 
  dangerous surprises before they can overtake you is an 
  impossibly valuable skill. A Scout reaches forward with 
  their mind, assessing possible futures and preparing to take 
  them on. 
  A Scout  counts  the  following  as  career  skills:  Cool, 
  Leadership, Perception, and Vigilance. Before spending 
  experience during character creation, a Scout gains one 
  rank in each of these four career skills, then chooses four 
  additional skills to count as career skills. 
  A Scout  automatically  gains  Tier  One  talent  Psychic 
  Discovery  (Precognition).  Gain  access  to  the 
  Precognition skill, marking it as a career skill.
  TINKER 
  Tinkers are often showmen or tricksters, charming small 
  audiences with their ability to juggle without hands or pull 
  a wallet from a nearby pocket. But most put their abilities 
  to a more practical use; pulling scrap from wreckage is 
  much easier when you don’t have to use your hands. You’ll 
  ﬁnd  most  Tinkers  with  a  bag  of  small  scrap  always 
  attached to their hip, ready to use as projectile weapons. 
  A Tinker counts the following as career skills: Charm, 
  Mechanics, Salvaging, and Streetwise. Before spending 
  experience during character creation, a Tinker gains one 
  rank in each of these four career skills, then chooses four 
  additional skills to count as career skills. 
  A Tinker  automatically  gains  Tier  One  talent  Psychic 
  Discovery (Telekinesis). Gain access to the Telekinesis 
  skill, marking it as a career skill. 
  SALVAGE | 23
  
  NEW SKILLS 
  This section covers all of the new skills speciﬁc to the 
  Salvage setting. Table 2-1 provides a full list of the Skills 
  used in the Salvage setting and whether they are found in 
  this document or the Genesys Core Rulebook (and the 
  page on which they are located).
  NEW GENERAL SKILLS 
  SALVAGING (CUNNING) 
  The planet is covered in wreckage and ruins, potentially 
  ﬁlled with valuable materials and technology. Salvaging 
  represents the ability to search, ﬁnd, dismantle and gather 
  those valuable pieces and parts. Full details on Salvaging, 
  scrap, tech and modding can be found on page 45. 
  NEW KNOWLEDGE SKILLS 
  HUMAN HISTORY (INTELLECT) 
  From the launch of the Odyssey Mission, to the building of 
  Petra, a lot has happened to humans in recent history. 
  However, the 400 year sleep leaves a blind spot for most. 
  Knowledge (Human History) represents an understanding 
  of  the  people  and  events  of  humanity’s  recent  history 
  before their trek through the stars up to the building of a 
  home on this distant rock. Some rare characters (especially 
  Nomes)  may  also  posses  knowledge  of  the  years  the 
  Odyssey Mission spent in space. 
  ONAI LORE (INTELLECT) 
  Not much is known about the Original Native Inhabitants 
  (Onai). Database entries are ﬁlled with an abundance of 
  speculation and theories. Few have come back from Onai 
  sites with real facts or knowledge. Knowledge (Onai Lore) 
  represents an understanding of the rumors and conjectures 
  surrounding the aliens as well as some understanding of 
  what little factual information actually exists, including a 
  very vague understanding of their language. 
  PLANETARY GEOGRAPHY (INTELLECT) 
  Omega  is  a  terrible  new  home,  full  of  challenging 
  landscapes  and  dangerous  conditions.  Knowledge 
  (Planetary Geography) represents an understanding of the 
  planet’s  physical  features,  terrains/biomes  and 
  atmospheres. It also represents a general understanding of 
  locations and how humans interact with them. This skill 
  can be used in conjunction with some Salvage talents to 
  specialize further in planetary botany or zoology.
  SALVAGE | 24
  TABLE 2-1: SKILLS FOR THE SALVAGE SETTING
  SKILL
  CHAR
  TYPE
  SOURCE
  Astral Projection
  WIL
  Psychic
  Salvage (page 25)
  Athletics
  BR
  General
  Core Rulebook (page 58)
  Brawl
  BR
  Combat
  Core Rulebook (page 67)
  Charm
  PR
  Social
  Core Rulebook (page 54)
  Coercion
  WIL
  Social
  Core Rulebook (page 55)
  Computers
  INT
  General
  Core Rulebook (page?)
  Cool
  PR
  General
  Core Rulebook (page 59)
  Coordination
  AG
  General
  Core Rulebook (page 59)
  Deception
  CUN
  Social
  Core Rulebook (page 56)
  Discipline
  WIL
  General
  Core Rulebook (page 60)
  Driving
  AG
  General
  Core Rulebook (page 60)
  Empathy
  PR
  Psychic
  Salvage (page 25)
  Human History
  INT
  Knowledge
  Salvage (page 24)
  Leadership
  PR
  Social
  Core Rulebook (page 56)
  Mechanics
  INT
  General
  Core Rulebook (page 60)
  Medicine
  INT
  General
  Core Rulebook (page 61)
  Melee
  BR
  Combat
  Core Rulebook (page 67)
  Negotiation
  PR
  Social
  Core Rulebook (page 56)
  Onai Lore
  INT
  Knowledge
  Salvage (page 24)
  Perception
  CUN
  General
  Core Rulebook (page 62)
  Planet Geography
  INT
  Knowledge
  Salvage (page 24)
  Precognition
  CUN
  Psychic
  Salvage (page 25)
  Ranged Hv
  AG
  Combat
  Core Rulebook (page 69)
  Ranged Lt
  AG
  Combat
  Core Rulebook (page 68)
  Reiki
  WILL
  Psychic
  Salvage (page 25)
  Resilience
  BR
  General
  Core Rulebook (page 63)
  Salvaging
  CUN
  General
  Salvage (page 24)
  Skulduggery
  CUN
  General
  Core Rulebook (page 64)
  Stealth
  AG
  General
  Core Rulebook (page 64)
  Streetwise
  CUN
  General
  Core Rulebook (page 65)
  Survival
  CUN
  General
  Core Rulebook (page 65)
  Telekinesis
  WIL
  Psychic
  Salvage (page 25)
  Telepathy
  PR
  Psychic
  Salvage (page 25)
  Vigilance
  WIL
  General
  Core Rulebook (page 65)
  
  PSYCHIC SKILLS 
  No one knows how or why these strange new abilities 
  began to emerge in a select few not long after landing on 
  Omega.  Reactions  varied  from  wonder  to  fear.  Not 
  everyone was pleased, and some are still extremely fearful 
  of the origin of the powers and what they mean. A small 
  group of very vocal opponents even call for banning the 
  use of mental powers and imprisonment of those who 
  manifest them! 
  This section covers the new Psychic Skills available in the 
  Salvage setting that are unlocked by taking the Psychic 
  Discovery Talent, and how they are used narratively. More 
  detailed  information  about  gaining  Psychic  Skills  and 
  using them in encounters can be found on page 53. 
  ASTRAL PROJECTION (WILLPOWER) 
  Astral Projection is the ability to temporarily relocate one’s 
  consciousness outside of one’s body to experience places 
  and events without being physically present. Typically the 
  psychic energy manifests in the form of a shimmering 
  psionic ghost, but some very talented Astral Projectors can 
  do so without any visible trace.
  EMPATHY (PRESENCE) 
  While  many  people  can  read  body  language  of  others 
  around them, Psychic Empaths are able to truly sense the 
  emotions of other beings in a very real way… and affect 
  them. They can detect fear, joy, love, sincerity, and deceit, 
  in fact, they can sense nearly every emotion. A particularly 
  powerful  empath  can  wield  emotions  like  a  weapon, 
  crippling opponents or emboldening allies.  
  PRECOGNITION (CUNNING) 
  Precognitive characters can gain a vague glimpse of their 
  near future. While they can’t see it in its entirety, their 
  slight peek can still be quite beneﬁcial. A Precognitive can 
  gain advantage in a ﬁght or in a social debate. One thing 
  they know for certain is that the future is never certain. 
  However, powerful Precognitives can use their foresight to 
  bend the future in their favor.
  REIKI (WILLPOWER) 
  Reiki practitioners can draw on their own energy and the 
  energy of their patient to heal injuries. While outwardly it 
  may  appear  mystical,  Reikis  believe  it  is  the  psychic 
  manipulation of real energies that does the healing. While 
  being able to heal wounds by channeling energy can be 
  extremely helpful in a battle or emergency, Reikis can 
  sometimes pay a high price from their own bodies. 
  TELEKINESIS (WILLPOWER) 
  The ability to move objects “with one’s mind” may have 
  once been a parlor trick done with invisible wires, but a 
  Telekinetic character’s ability to move objects is far more 
  real, and more useful. From causing an object to ﬂoat 
  through  the  air,  to  hurling  an  object  with  their  mind, 
  telekinetics can ﬁnd limitless use for their abilities. 
  TELEPATHY (PRESENCE) 
  Communicating  without  words  or  radios.  Untraceable. 
  Undetectable. A skill like that can change the tides of battle 
  quickly! If a team can coordinate, especially without the 
  enemy hearing, they gain the upper hand. A telepath can 
  hear thoughts and send their own, and all without ever 
  saying a word. 
  SALVAGE | 25
  
  NEW TALENTS 
  This  section  introduces  the  new  talents  speciﬁc  to  the 
  Salvage setting. These new talents, as well as the talents 
  listed from the Genesys Core Rulebook in Table 2-2 may 
  be be used in any game set in the Salvage setting. 
  Additionally, many of the Tier 1 Talents will grant your 
  character their ﬁrst Links to various groups in and around 
  the colony. The Chainlink reputation system is explained 
  in further detail on page 34.
  TIER 1 
  BOTANIST 
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Your  character  adds  3  per  rank  of  Botanist  to  any 
  Knowledge (Planetary Geography) skill check they make 
  to identify, gain information about, or make use of plant-
  life on the planet (including the creation of food, poison, 
  medicine, etc.). The ﬁrst time you take this talent, your 
  character gains a Link from the Botanist Association.
  DIRTY DEALER 
  Tier: 1
  Activation: Active (Incidental) 
  Ranked: No
  When making any social skill check while in the Warrens 
  of Petra, your character may use Streetwise instead of the 
  normal social skill required. When you take this talent, all 
  Links your character possesses from any merchant inside 
  the  Warrens  (shop,  restaurant,  trade  group,  etc),  are 
  immediately broken. Your character may not gain Links to 
  any such group as long as they have this talent.
  DUST DWELLER 
  Tier: 1
  Activation: Passive 
  Ranked: Yes
  This  talent  may  only  be  chosen  by  characters  with  a 
  Duster background (see page 15 for details on Salvage 
  backgrounds). Reduce the amount of Strain suffered from 
  heat effects by one per rank in Dust Dweller and remove 
  one 3 added to a skill check due to dehydration per rank 
  in Dust Dweller. In addition, gain the Link: Mark of the 
  Dust Dweller.
  SALVAGE | 26
  TABLE 2-2: TALENTS FOR THE SALVAGE SETTING
  TALENT
  RANKED
  SOURCE
  Tier 1
  Botonist
  Yes
  Salvage (Page 26)
  Bought Info
  No
  Core Rulebook (page 72)
  Clever Retort
  No
  Core Rulebook (page 73)
  Defensive Sysops
  No
  Core Rulebook (page 73)
  Desperate Recovery
  No
  Core Rulebook (page 73)
  Dirty Dealer
  No
  Salvage (Page 26)
  Duelist
  No
  Core Rulebook (page 73)
  Durable
  Yes
  Core Rulebook (page 73)
  Dust Dweller
  Yes
  Salvage (Page 26)
  Dust Walker
  Yes
  Salvage (Page 28)
  Grit
  Yes
  Core Rulebook (page 73)
  Hamstring Shot
  No
  Core Rulebook (page 73)
  Hardened
  No
  Salvage (Page 28)
  Hoarder 
  No
  Salvage (Page 28)
  Hot Wire
  No
  Salvage (Page 28)
  Jump Up
  No
  Core Rulebook (page 73)
  Knack For It
  Yes
  Core Rulebook (page 73)
  Know Somebody
  Yes
  Core Rulebook (page 74)
  Let’s Ride
  No
  Core Rulebook (page 74)
  One With Nature
  No
  Core Rulebook (page 74)
  Parry
  Yes
  Core Rulebook (page 74)
  Patcher
  Yes
  Salvage (Page 28)
  Popular
  No
  Salvage (Page 28)
  Proper Upbringing
  Yes
  Core Rulebook (page 74)
  Psychic Clarity
  Yes
  Salvage (Page 28)
  Psychic Discovery
  Yes
  Salvage (Page 28)
  Psychic Serenity
  Yes
  Salvage (Page 28)
  Psychic Superiority
  Yes
  Salvage (Page 29)
  Quick Draw
  No
  Core Rulebook (page 74)
  Quick Fixer
  No
  Salvage (Page 29)
  Quick Learner
  Yes
  Salvage (Page 29)
  Quick Strike
  Yes
  Core Rulebook (page 74)
  Rapid Reaction
  Yes
  Core Rulebook (page 74)
  Reclamation
  Yes
  Salvage (Page 29)
  Scavenger Instinct
  Yes
  Salvage (Page 29)
  Second Wind
  Yes
  Core Rulebook (page 74)
  Surgeon
  Yes
  Core Rulebook (page 74)
  Swift
  No
  Core Rulebook (page 75)
  Tinker
  No
  Salvage (Page 29)
  
  SALVAGE | 27
  TALENT
  RANKED
  SOURCE
  Toughened
  Yes
  Core Rulebook (page 75)
  Unremarkable 
  No
  Core Rulebook (page 75)
  Zoologist
  Yes
  Salvage (Page 29)
  Tier 2
  Another Man’s Treasure
  Yes
  Salvage (Page 29)
  Coordinated Assault
  Yes
  Core Rulebook (page 75)
  Counteroffer
  No
  Core Rulebook (page 75)
  Daring Aviator
  Yes
  Core Rulebook (page 75)
  Defensive Stance
  Yes
  Core Rulebook (page 75)
  Defensive Sysops (Improved)
  No
  Core Rulebook (page 76)
  Dual Wielder
  No
  Core Rulebook (page 76)
  Dust Guide
  Yes
  Salvage (Page 29)
  Fan the Hamer
  No
  Core Rulebook (page 76)
  Hard Hitter
  Yes
  Salvage (Page 29)
  Heightened Awareness
  No
  Core Rulebook (page 76)
  Hoarder (Improved)
  No
  Salvage (Page 30)
  Hot Wire (Improved)
  No
  Salvage (Page 30)
  Inspiring Rhetoric
  No
  Core Rulebook (page 76)
  Inventor
  Yes
  Core Rulebook (page 76)
  Lucky Strike
  No
  Core Rulebook (page 76)
  MacGyver
  No
  Salvage (Page 30)
  Mad Tinker
  Yes
  Salvage (Page 30)
  One Man’s Junk
  No
  Salvage (Page 30)
  Psychic Balance
  No
  Salvage (Page 30)
  Psychic Boost
  No
  Salvage (Page 30)
  Psychic Strength
  No
  Salvage (Page 30)
  Scathing Tirade
  No
  Core Rulebook (page 77)
  Scavenger Intuition 
  Yes
  Salvage (Page 31)
  Schadenfreude
  Yes
  Salvage (Page 31)
  Side Step
  Yes
  Core Rulebook (page 77)
  Uranga Technique
  No
  Salvage (Page 31)
  Tier 3
  Animal Companion
  Yes
  Core Rulebook (page 77)
  Check Again
  No
  Salvage (Page 31)
  Dodge
  Yes
  Core Rulebook (page 78)
  Duct Tape It
  No
  Salvage (Page 31)
  Dust Demon
  No
  Salvage (Page 31)
  Eagle Eyes
  No
  Core Rulebook (page 78)
  Field Commander
  No
  Core Rulebook (page 78)
  Forgot to Count?
  No
  Core Rulebook (page 78)
  TALENT
  RANKED
  SOURCE
  Full Throttle 
  No
  Core Rulebook (page 78)
  Grenadier 
  Yes
  Core Rulebook (page 78)
  Heroic Will
  No
  Core Rulebook (page 79)
  I’ll Be Your Shield
  Yes
  Salvage (Page 31)
  Inspiring Rhetoric (Improved)
  No
  Core Rulebook (page 78)
  Natural
  No
  Core Rulebook (page 79)
  Painkiller Specialization
  Yes
  Core Rulebook (page 79)
  Parry (Improved)
  No
  Core Rulebook (page 79)
  Psychic Elation
  No
  Salvage (Page 31)
  Psychic Shield
  Yes
  Salvage (Page 31)
  Scathing Tirade (Improved)
  No
  Core Rulebook (page 79)
  Tinker (Improved)
  No
  Salvage (Page 31)
  Tier 4
  Bound and Determined
  No
  Salvage (Page 32)
  Can’t We Talk About This?
  No
  Core Rulebook (page 79)
  Deadeye
  No
  Core Rulebook (page 79)
  Defensive
  Yes
  Core Rulebook (page 80)
  Defensive Driving
  Yes
  Core Rulebook (page 80)
  Dust Devil
  No
  Salvage (Page 32)
  Eduring
  Yes
  Core Rulebook (page 80)
  Elusive
  No
  Salvage (Page 32)
  Fullmetal Hack
  No
  Salvage (Page 32)
  Field Commander (Improved)
  No
  Core Rulebook (page 80)
  How Convenient!
  No
  Core Rulebook (page 80)
  Inspiring Rhetoric (Supreme)
  No
  Core Rulebook (page 80)
  Keen Eye
  No
  Salvage (Page 32)
  Mad Inventor
  No
  Core Rulebook (page 80)
  Overcharge
  No
  Core Rulebook (page 80)
  Psychic Momentum
  No
  Salvage (Page 32)
  Quick Grab
  Yes
  Salvage (Page 32)
  Scathing Tirade (Supreme)
  No
  Core Rulebook (page 81)
  Tier 5
  Dedication
  Yes
  Core Rulebook (page 81)
  Dust Ghost
  Yes
  Salvage (Page 32)
  Indomitable
  No
  Core Rulebook (page 81)
  Master
  No
  Core Rulebook (page 81)
  Mod God
  No
  Salvage (Page 32)
  Overcharge (Improved)
  No
  Core Rulebook (page 81)
  Psychic Mastery
  Yes
  Salvage (Page 32)
  Ruinous Repartee 
  No
  Core Rulebook (page 81)
  
  DUST WALKER 
  Tier: 1
  Activation: Passive 
  Ranked: Yes
  Your character adds 3 for each rank of Dust Walker to any 
  Perception or Survival checks they make in the Dustlands.  
  HARDENED 
  Tier: 1
  Activation: Active (Incidental)
  Ranked: No
  Oncer per turn, your character may use this talent to spend 
  a  number  of  Mettle  after  making  a  skill  check.  Your 
  character reduces the strain they suffered as a result of that 
  check by one for each Mettle spent. This talent cannot be 
  used to reduce Psychic Strain.
  HOARDER 
  Tier: 1
  Activation: Passive
  Ranked: No
  When your character makes a Salvage skill check (page 
  45), they always gain a minimum of 5 scrap. Additionally, 
  your  character  may  carry  up  to  50  scrap  without  any 
  encumbrance. When you take this talent, your character 
  gains a Link from the Scrapper’s Union.
  HOT WIRE 
  Tier: 1
  Activation: Active (Maneuver)
  Ranked: No
  Once per turn, your character may use this talent to make a 
  mechanics check to attempt to start a working vehicle 
  without a key. Your character adds 3 equal to their ranks 
  in Skulduggery to this check. If they suffer any strain as a 
  result of this check, they suffer additional strain equal to 
  the 3 added.
  PATCHER 
  Tier: 1
  Activation: Active (Incidental)
  Ranked: Yes
  Before making a Mechanics Skill Check to repair a device, 
  gear, vehicle, or robot (including an Esso), your character 
  may use this talent to spend an amount of scrap no greater 
  than 5 times their ranks of Patcher. For every 5 scrap they 
  spend, add s to the results of the check. If the check still 
  fails, the scrap spent is lost and your character gains an 
  equal amount of inferior scrap. 
  POPULAR  
  Tier: 1
  Activation: Passive
  Ranked: No
  When you take this talent, choose four groups within the 
  colony  that  are  not  in  conﬂict  with  each  other.  Your 
  character gains a Link from each group chosen. If your 
  character is a Holder, choose ﬁve groups instead of four, 
  but one group must come from inside the Hold.
  PSYCHIC CLARITY 
  Tier: 1
  Activation: Passive
  Ranked: Yes
  When your character makes a psychic skill check, they 
  remove 3 equal to their ranks in Psychic Clarity. The ﬁrst 
  time you take this talent, your character gains a Link from 
  the Stranger’s Society. 
  PSYCHIC DISCOVERY 
  Tier: 1
  Activation: Passive
  Ranked: Yes 
  When  you  take  this  talent,  your  character  gains  one 
  psychic  skill  of  your  choice  as  a  career  skill.  Your 
  character may now use the associated psychic abilities. See 
  page 53 for details on psychic abilities. 
  PSYCHIC SERENITY  
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Gain +1 Psychic Soak. The ﬁrst time you take this talent, 
  your character gains a Link from the Stranger’s Society.  
  SALVAGE | 28
  DUSTLANDS? 
  Many item or game effects only trigger “in the 
  Dustlands.” To clarify, there are three basic zones 
  that exist in world of Salvage: the Colonies (Petra 
  and Valkyrie Rock), the Dustlands, and the Tangle. 
  All Waterways are in the Tangle. All Onai ruins are 
  considered to be in the Dustlands.
  If a character is not in the Tangle or Colony, 
  they are considered to be in the Dustlands.  
  
  PSYCHIC SUPERIORITY 
  Tier: 1
  Activation: Passive
  Ranked: Yes
  When your character makes a psychic skill check that 
  targets a character with no psychic skills, add 3 equal to 
  your character’s rank in Psychic Superiority. When you 
  take this talent, all Links from the Stranger’s Society that 
  your character has are immediately broken. Your character 
  may not gain Links to the Stranger’s Society as long as 
  they have this talent.
  QUICK FIXER 
  Tier: 1
  Activation: Active (Incidental)  
  Ranked: No
  Once per encounter, your character may use this talent to 
  repair one mod that broke during the current encounter. 
  The mod functions until the end of the encounter, then 
  becomes unusable until it has been repaired. When you 
  take  this  talent,  your  character  gains  a  Link  from  the 
  Mechanic’s Union.
  QUICK LEARNER  
  Tier: 1
  Activation: Passive
  Ranked: Yes
  When your character makes a check to use a Complex item 
  (see New Item Qualities on page 36), reduce the difﬁculty 
  of  the  check  once  per  rank  of  Quick  Learner,  to  a 
  minimum difﬁculty of Easy (1).   
  RECLAMATION  
  Tier: 1
  Activation: Active (Incidental)
  Ranked: Yes
  After making a Salvage check, your character may use this 
  talent  to  suffer  strain  no  greater  than  their  ranks  in 
  Reclamation. For each strain they suffer, they remove a 
  from the results of their check and add s. The ﬁrst time 
  you take this talent, your character gains a link from the 
  Scrapper’s Union. 
  SCAVENGER INSTINCT 
  Tier: 1
  Activation: Active (Incidental)
  Ranked: Yes
  When you take this talent, your character gains Salvaging 
  as a career skill. Before making a Salvaging skill check, 
  your character may convert one 3 in the dice pool into 1 
  per rank in Scavenger instinct.
  TINKER 
  Tier: 1
  Activation: Active (Incidental) 
  Ranked: No
  When making a Mechanics skill check to mod gear or 
  weapons with scrap, your character may spend triple the 
  amount of scrap normally required in order to mod the 
  gear  or  weapon  to  use  this  talent.  If  they  do,  they 
  automatically succeed on that check with s. 
    
  ZOOLOGIST 
  Tier: 1
  Activation: Passive
  Ranked: Yes
  Your  character  adds  3  per  rank  of  Zoologist  to  any 
  Knowledge (Planetary Geography) skill check they make 
  to identify, gain information about, or make use of animal-
  life on the planet. The ﬁrst time you take this talent, your 
  character gains a Link from the Zoologist Association.
  TIER 2 
  ANOTHER MAN’S TREASURE 
  Tier: 2
  Activation: Passive
  Ranked: No
  Each  piece  of  scrap  your  character  sells  is  worth  one 
  additional credit (your character still cannot normally sell 
  inferior scrap). When you take this talent, your character 
  gains a Link from the Market Union. 
  DUST GUIDE 
  Tier: 2
  Activation: Passive
  Ranked: Yes
  Your character must have purchased the Dust Dweller or 
  Dust Walker talent to beneﬁt from this talent. Allies within 
  medium range of your character add a equal to your 
  character’s rank in Dust Guide to the results of Perception 
  or Survival checks they make while in the Dustlands.
  HARD HITTER 
  Tier: 2
  Activation: Passive
  Ranked: Yes
  When your character makes a Brawl combat check with a 
  Brawl  weapon  (including  Mechatronic  arms  and  ﬁsts), 
  reduce the Critical Rating of the weapon a number of times 
  SALVAGE | 29
  
  equal  to  your  character’s  ranks  in  Hard  Hitter  to  a 
  minimum Critical Rating of 1. When you take this talent, 
  your character gains a Link from the Hazard Club.
  HOARDER (IMPROVED) 
  Tier: 2
  Activation: Passive
  Ranked: No
  Your character must have purchased the Hoarder talent to 
  beneﬁt from this talent. Pieces of tech do not count against 
  your encumbrance limit.
  HOT WIRE (IMPROVED) 
  Tier: 2
  Activation: Active (Maneuver)
  Ranked: No
  Your character must have purchased the Hot Wire talent to 
  beneﬁt from this talent.  When using the Hot Wire talent, 
  your character may add 1 instead of 3. If your character 
  suffers any strain during this check, they suffer additional 
  strain equal to the 1 added.
  MACGYVER 
  Tier: 2
  Activation: Passive
  Ranked: No
  When your character makes a Mechanics skill check to 
  modify gear or weapons, they do not increase the difﬁculty 
  of the check for not having a Mod Kit.
  MAD TINKER 
  Tier: 2
  Activation: Active (Incidental)
  Ranked: Yes
  Before your character makes a Mechanics check, they may 
  us this talent to add h equal to their ranks in Mad Tinker 
  to the results. They then add an equal number of s to the 
  results of that check. 
  MEDDLE  
  Tier: 2
  Activation: Active (Incidental, Out of Turn)
  Ranked: Yes
  When another character within short range makes a check, 
  your character may spend three Mettle to use this talent to 
  add 3 or 3 to that check. Your character may use this 
  talent a number of times per encounter equal to their ranks 
  in Meddle.
  ONE MAN’S JUNK 
  Tier: 2
  Activation: Passive
  Ranked: No
  If carrying at least 50 scrap, gain +1 defense. If carrying at 
  least 100 scrap, also gain +1 soak. 
  PSYCHIC BALANCE 
  Tier: 2
  Activation: Passive
  Ranked: No
  When your character makes a check to recover strain at the 
  end of an encounter, they add 3 equal to the number of 
  psychic skills they have marked as career skills. You may 
  not select this talent if your GM is using the Innate Ability 
  optional rule (see page 13). 
  PSYCHIC BOOST 
  Tier: 2
  Activation: Active (Maneuver)
  Ranked: No
  Once per turn, your character may use this talent to add a 
  equal to ranks in any one psychic skill they possess to the 
  next psychic skill check another character present in the 
  current encounter makes before the end of the round.
  PSYCHIC STRENGTH 
  Tier: 2
  Activation: Active (Incidental)
  Ranked: No
  SALVAGE | 30
  
  When your character makes a psychic skills check, they 
  may use this talent to increase the range of the power once, 
  without upgrading the difﬁculty of the check (see page 53).
  SCAVENGER INTUITION 
  Tier: 2
  Activation: Active (Incidental)
  Ranked: Yes
  After your character makes a successful check to recover 
  scrap, they may use this talent to upgrade an amount of 
  scrap that they found no greater than ten times their ranks 
  in Scavenger Intuition to superior scrap.
  SCHADENFREUDE 
  Tier: 2
  Activation: Active (Incidental, Out of Turn)
  Ranked: Yes
  Once per round, when an enemy suffers any amount of 
  wounds, your character may immediately recover strain 
  equal to their ranks in Schadenfreude. 
  URANGA TECHNIQUE 
  Tier: 2
  Activation: Passive
  Ranked: No
  The ﬁrst time during an encounter that your character 
  draws a ranged weapon, increase the weapon’s damage by 
  2 for the remainder of that turn. 
  TIER 3 
  CHECK AGAIN 
  Tier: 3
  Activation: Active (Incidental)
  Ranked: No
  Once per session, your character may use this talent to 
  reroll a Salvage check they make. When they do so, reduce 
  the  difﬁculty  of  that  check  by  one,  to  a  minimum  of 
  Simple (-). 
  DUCT TAPE IT 
  Tier: 3
  Activation: Active (Incidental)
  Ranked: No
  Once per session, after your character fails a Mechanics 
  check to attach a mod, they may spend a Story Point to use 
  this talent. If they do so, they ignore all results of the 
  check, and instead successfully attach the mod with s. 
  DUST DEMON 
  Tier: 3
  Activation: Passive
  Ranked: No
  Your character must have purchased the Dust Dweller or 
  Dust Walker talent to beneﬁt from this talent. When your 
  character makes a check to determine initiative order while 
  in the Dustlands, they add ssss to the results. 
  I’LL BE YOUR SHIELD 
  Tier: 3
  Activation: Active (Maneuver)
  Ranked: Yes
  Once per encounter, your character may spend Mettle no 
  greater than their ranks in I’ll Be Your Shield to use this 
  talent to increase their soak by the amount of Mettle spent 
  until the start of their next turn. Until the start of their next 
  turn, any combat check targeting an engaged ally targets 
  your character instead.
  PSYCHIC ELATION 
  Tier: 3
  Activation: Passive
  Ranked: No
  After  your  character  makes  a  successful  psychic  skill 
  check, they may spend aaa from the results to activate 
  Psychic Elation. Until the end of your character’s next 
  turn, all friendly characters who begin their turn within 
  short range of your character gain a second free maneuver 
  during their turn. 
  PSYCHIC SHIELD 
  Tier: 3
  Activation: Active (Maneuver)
  Ranked: Yes
  Your  character  must  have  purchased  the  Psychic 
  Discovery talent to beneﬁt from this talent. Once per turn, 
  your character may use this talent to upgrade the difﬁculty 
  of all psychic skill checks that target your character or 
  allies  within  short  range  once  until  the  end  of  your 
  character’s next turn. 
  TINKER (IMPROVED) 
  Tier: 3
  Activation: Passive
  Ranked: No
  Your character must have purchased the Tinker talent to 
  beneﬁt from this talent. When using the Tinker talent, your 
  character may spend double the amount of scrap normally 
  required to modify the gear or weapon, instead of triple the 
  amount.
  SALVAGE | 31
  
  TIER 4 
  BOUND AND DETERMINED 
  Tier: 4
  Activation: Active (Incidental)
  Ranked: No
  Once  per  session,  before  making  a  skill  check,  your 
  character may spend 10 Mettle to use this talent to roll the 
  skill check twice. Choose which set of results to use. 
  DUST DEVIL 
  Tier: 4
  Activation: Active (Incidental)
  Ranked: No
  Your character must have purchased the Dust Dweller or 
  Dust Walker talent to beneﬁt from this talent. One per 
  encounter, after your character has performed an action 
  that involved making a skill check, they may spend aa 
  and a Story Point to use this talent to immediately perform 
  one additional action.
  ELUSIVE 
  Tier: 4
  Activation: Active (Incidental, Out of Turn)
  Ranked: No
  Once per session, after an adversary makes a successful 
  combat check targeting your character, your character may 
  spend a Story Point and suffer 4 strain to use this talent to 
  cause the combat check to fail instead. Ignore all dice 
  results in the pool. 
  FULLMETAL HACK  
  Tier: 4
  Activation: Active (Action)
  Ranked: No
  While engaged with an enemy Ruster or Bot adversary, 
  your character may make a Hard (111) Computers 
  check to use this talent to take control of the adversary for 
  until  the  end  of  your  character’s  next  turn.  While 
  controlling the adversary, on their turn, your character may 
  spend a maneuver to have the adversary perform an action 
  and a maneuver of their choice. Your character may spend 
  aaa  from  the  results  to  maintain  control  for  one 
  additional round, or spend t to maintain control for the 
  remainder of the encounter. 
  KEEN EYE 
  Tier: 4
  Activation: Active (Incidental)
  Ranked: No
  After  making  a  successful  Salvaging  skill  check,  your 
  character may spend a Story Point to use this talent to 
  remove s from the results, and add t. 
  PSYCHIC MOMENTUM 
  Tier: 4
  Activation: Active (Maneuver)
  Ranked: No
  Once per encounter, your character may use this talent to 
  perform a psychic action as a maneuver. 
  QUICK GRAB 
  Tier: 4
  Activation: Active (Maneuver)
  Ranked: Yes
  During a structured encounter, your character may use this 
  talent to perform a Salvage skill check as a maneuver, 
  adding 3 per rank in Quick Grab.
  TIER 5 
  DUST GHOST 
  Tier: 5
  Activation: Active (Incidental, Out of Turn)
  Ranked: Yes
  While in the Dustlands, your character may spend 5 Mettle 
  to use this talent to upgrade the difﬁculty of a skill check 
  targeting them once per rank in Dust Ghost. 
  MOD GOD 
  Tier: 5
  Activation: Active (Incidental)
  Ranked: No
  After your character makes a successful Mechanics check 
  to mod gear or weapons (but before adding the mod), they 
  may spend aa to use this talent to give the item one 
  additional Hard Point. Your character may use this talent 
  multiple times on a single check, spending aa each time.
  PSYCHIC MASTERY 
  Tier: 5
  Activation: Active (Incidental)
  Ranked: Yes
  When you take this talent, choose one psychic skill. When 
  your character makes a check using that psychic skill, they 
  may suffer 2 strain to use this talent to downgrade the 
  difﬁculty of the check once per rank of Psychic Mastery. 
  SALVAGE | 32
  
  STEP 6: FACTIONS 
  Belonging to a group of like-minded people can provide a 
  person  with  protection,  resources,  and  relationships. 
  Players  can  choose  to  belong  to  one  of  the  following 
  ideological factions, gaining the associated bonuses. 
  If a player decides not to associate with any faction, their 
  character receives 15 additional XP after character creation 
  is complete (this means they cannot spend it on increasing 
  characteristic or other options during character creation). 
  THE DUSTBORN  
  Whether growing up in the Sprawl at the edge of the 
  colony or in a settlement in the wild, Dustborn feel they 
  belong on this planet and that the planet belongs to them. 
  They often refuse to call it Omega, preferring to refer to it 
  as Dustland or simply Domus (meaning home in Latin). 
  They believe it was destiny that brought them here.
  The founding member of this sect felt that they all shared a 
  connection  to  the  planet  itself.  Whether  or  not  that 
  connection truly exists, the Dustborn credit it as the reason 
  there are a higher percentage of psychic power wielders 
  amongst their ranks. 
  Sand Blasted: Once per session, after suffering a critical 
  injury, a Dustborn can spend a Story Point to reduce the 
  result of the roll by an amount equal to 10 times their ranks 
  in Survival, to a minimum of 01. If the Dustborn has no 
  ranks in survival they reduce the result by 10. 
   
  THE MAELSTROM  
  There is no meaning or destiny for the Maelstrom. They 
  have accepted their fate, knowing there is nothing more to 
  do but make the most of each moment. The Onai and 
  humanity will soon share this grave of a planet.
  This desperate nihilist viewpoint can be found across the 
  entire colony. Some hold these views secretly, others shout 
  them from rooftops.
  Embrace the Chaos: Once per session during a structured 
  encounter, a Maelstrom may spend a Story Point at the 
  start of a round to rearrange the order of all Initiative slots 
  into an order of their choosing. They cannot remove or add 
  slots when doing so.  
  TERRANAUGHTS 
  Pack up and go home. The mission failed and it’s time to 
  admit it, so let’s put energy into rebuilding and repairing 
  the ships and point them towards Earth. 
  The pragmatic Terranaughts are often the hard working 
  middle class of the colony. Heading back to Earth is a 
  known variable, and the least risky option. They work hard 
  to improve their skills and pass them on, knowing one day 
  those skills will be needed to return home.  
  Logical  Thinker:  Once  per  session,  while  making  a 
  Computers, Mechanics, or Salvaging check, a Terranaught 
  may decrease the difﬁculty of the check by an amount 
  equal to their ranks in Intellect or Cunning.
   
  THE WAYFARERS  
  The  general  viewpoint  of  most  members  of  the 
  Commission is that the mission will continue… someday. 
  And this is, therefore, the outwardly prevailing thought 
  across the colony. But truly dreaming of a future back 
  amongst the stars, is a luxury left mostly to those living 
  inside  the  Hold.  It’s  a  delusion  many  with  power  or 
  inﬂuence can enjoy freely. 
  Wayfarers  still  often  wear  the  rank  insignias  of  their 
  ancestors from the ﬂeet before the Grounding. They retell 
  the tales their grandparents told them of life on the star 
  ships. They know if they were to return to the stars, they’d 
  be in the positions of power.
  Inﬂuential and Inspirational: Once per session after a 
  Wayfarer or an ally within short range makes a social skill 
  check, they may choose to reroll a number of dice from the 
  results of that check equal to their ranks in Leadership. 
  SALVAGE | 33
  
  CHAIN LINKS 
  This  section  covers  the  new  Salvage-speciﬁc 
  rules regarding the Chainlink Economy.  Links 
  can come from groups as small as some local pub 
  owners  or  as  powerful  as  the  Commission. 
  Typically  Links  are  gained  narratively  and 
  granted at the GM’s discretion. The rules beneﬁts 
  to having a Link are listed again below, but any additional 
  narrative beneﬁt is up to the GM. 
  CHAINS 
  Each character may choose the method with which they 
  display their Links. There are endless ways to do this. Each 
  link is typically the size of a charm. Choosing not to 
  display  one’s  Chain  publicly  usually  invites  extreme 
  suspicion from other colonists. 
  The most typical Chain seen in the colony is a series of 
  bracelets with Links woven in, tied on, and dangling from 
  the various loops. 
  LINKS 
  Links can offer a beneﬁt when the bearer interacts with the 
  Link’s  associated  group.  However,  since  they  display 
  allegiances publicly, they can also cause problems for the 
  bearer if someone doesn’t like their allies.
  GAME MECHANICS 
  When making a Charm, Leadership or Negotiation check 
  with a member of a group from which you wear a Link (or 
  a  Coercion  check  with  a  member  of  a  known  enemy 
  group) add s to the results. 
  When making a Charm, Leadership, or Negotiation check 
  targeting a member of a group that is hostile towards any 
  of  the  groups  that  are  represented  on  your  character’s 
  Links, add f to the results.
  BROKEN LINKS 
  Wearing a Broken Link (a Link that has been removed and 
  then put back on) will add ff to all social skill checks 
  targeting members of the associated group. Removing the 
  Link permanently resets a relationship to neutral with no 
  beneﬁt or detriment.  
  It is highly unlikely, but a character may be granted a full 
  replacement Link by the issuing group under extraordinary 
  circumstances. 
  EXAMPLE LINKS 
  This section introduces some of the many, many groups in 
  the  colony  and  beyond  that  might  give  a  Link  to  a 
  character. This is not an exhaustive list, but simply covers 
  some of the more widely known groups and gives some 
  examples of the narrative beneﬁts that may be associated 
  with those groups. 
  BOTANIST ASSOCIATION 
  Location: The Hold
  Allied Groups: Zoologist Association
  Hostile Groups: None
  Details:  Sometimes  a  little  on  the  snobby  side,  this 
  Association  maintains  a  database  and  research  facility 
  inside the Hold. Given the odd ﬂora growing in the harsh 
  conditions  here,  it’s  no  surprise  that  rumors  abound 
  comparing these botanists to potion-making witches.
  Additional Beneﬁts: The Association can answer many of 
  the questions about the plant life on Omega. A Link from 
  the Botanist Association can gain you easy access to the 
  Hold to visit their facility. Members don’t typically leave 
  empty-handed either, often spotted with the strangest little 
  vials of this or that. 
  HAZARD CLUB 
  Location: Warrens / The Sprawl / Valkyrie Rock
  Allied Groups: Medic’s Association  
  Hostile Groups: Firewall / Commission
  Details: Hazard ﬁghts are a guilty pleasure in the colony. 
  The clubs offer some of the few sources of entertainment. 
  Belonging to the Hazard Club usually requires you to win 
  at least one ﬁght.
  Additional Beneﬁts: Someone wearing the Hazard Link 
  can usually ﬁnd a bed and a meal at one of the Hazard 
  Clubs, and maybe even some medical attention (away from 
  prying eyes). 
  SALVAGE | 34
  
  MARK OF THE DUST WALKER 
  Location: No set location.
  Allied Groups: ?
  Hostile Groups: The Commission 
  Details:  They  aren’t  fond  of  regular  meetings  or  get-
  togethers. You’ll rarely ﬁnd two in the same place at once. 
  However, they bond through their shared experiences of 
  spending time in the wilderness of the Dustlands. 
  Additional Beneﬁts: One must be marked by another Dust 
  Walker to gain this Link. Those bearing this mark on their 
  Chain show nearly instant trust for each other and are keen 
  to help one another, especially when in the Dustlands. One 
  Dust Walker is unlikely to turn down a request for help 
  from another.
  MECHANIC’S UNION 
  Location: Warrens
  Allied Groups: Scrapper’s Union / Petra Merchants
  Hostile Groups: None
  Details: The Mechanic’s Union has no formal negotiating 
  powers like the unions of ancient Earth. But in the scrap-
  ﬁlled land of this world, a Mechanic’s skills can be in 
  extremely  high  demand.  The  Union  makes  sure  their 
  members get ﬁrst dibs on any jobs. They are probably one 
  of the most powerful associations in the colony. 
  Additional Beneﬁts: Boasting an ofﬁcial Link from the 
  Mechanic’s Union will probably get you a discount at any 
  local pub or general store in the colony. And you’ll always 
  have a place to store your Rig. 
  SCRAPPER’S UNION 
  Location: “The Factory” in the Sprawl
  Allied Groups: Mechanic’s Union
  Hostile Groups: Non-Union Scrappers
  Details: Lone scrappers or salvagers can sometimes ﬁnd 
  themselves the target of the territorial Scrapper’s Union. 
  Beware of their bright orange ﬂag ﬂying near wreckage if 
  you plan to dive in without a Scrapper’s Link. 
  Additional Beneﬁts: Member’s of the Scrapper’s Union 
  will always ﬁnd a good price for their scrap at the Factory. 
  Someone ﬂashing their Scrapper’s Link can also ﬁnd a 
  place to rest or hide from the sun out in the Dustlands at 
  Scrapper Outposts.
  SHADOW CONGRESS  
  Location: Changes Regularly
  Allied Groups: Individual Crime Groups / Hazard Club
  Hostile Groups: Commission / Firewall
  Details: A meeting of great minds, or great thieves, the 
  Shadow Congress is a gathering of representatives from all 
  the major crime organizations and families. With a mutual 
  understanding and respect, members split up districts and 
  draw lines in the sand.
  Additional Beneﬁts: Honor among thieves. Members of 
  the  Shadow  Congress  can  help  procure  rare  or  black 
  market items and can help move illicit and stolen goods for 
  other members. Members can often help ﬁnd or pry  much-
  needed secret information from a reluctant source. 
  STRANGER’S SOCIETY 
  Location: Unknown
  Allied Groups: None
  Hostile Groups: None
  Details: Known only to other “Strangers,” this group is a 
  myth  to  most.  One  doesn’t  seek  out  the  Society,  the 
  Society  ﬁnds  those  demonstrating  powers  beyond  the 
  normal and recruits them. This group of psychics mainly 
  exists to ensure the safety and proper training of other 
  psychics, encouraging restraint above all else.  
  Additional Beneﬁts: The Society has met with almost 
  every psychic in the colony, helping them nurture their 
  budding powers. But not much interaction is had after that. 
  If they need you, they’ll call. If you need them, think twice 
  before calling. 
  ZOOLOGIST ASSOCIATION 
  Location: The Sprawl
  Allied Groups: Botanist Association
  Hostile Groups: None
  Details:  The  Zoologist  Association  consists  of  animal 
  enthusiasts who ﬁnd the planet full of fascinating new 
  species to study. They’ve set up a facility on the outskirts 
  of the colony and aren’t afraid to encounter a new beast or 
  bug. 
   
  Additional Beneﬁts: They can help identify species, treat 
  bites and stings (for a price) and may even pay for new 
  little friends to study.  They may even have a healthy Dust 
  Strider or two available for a treacherous journey.  
  SALVAGE | 35
  
  In a world covered with junk, a good weapon is a precious 
  gem, a solid pack to carry necessities is a lifeline, and your 
  canteen of water is the best friend you protect with all your 
  strength. In this section we cover examples of weapons, 
  armor and items that exist in the world of Salvage and 
  introduce a few new item qualities designed for this world. 
  NEW ITEM QUALITIES  
  COMPLEX [X] (PASSIVE) 
  A Complex item is particularly difﬁcult for an unskilled 
  individual to use. The Complex quality always has an 
  associated skill and rating. When making a check to use a 
  Complex item, a character must have a number of ranks in 
  that skill equal to the Complex rating. For each rank the 
  character is deﬁcient, they increase the difﬁculty of that 
  check  by  one.  For  example:  If  a  certain  item  has  the 
  Complex (Computers) 3 item quality, then a player must 
  have at least 3 ranks in Computers to use the item. If, 
  however, the player using device has only 1 rank in the 
  Computers skill, they will increase the difﬁculty of the 
  check by 2. 
  FEEDBACK (PASSIVE) 
  Some weapons are too powerful for their own worn casing, 
  have exposed wiring, or access large amounts of electric 
  energy. Using these types of weapons can cause damage to 
  the  wielder.  When  a  character  uses  an  item  with  the 
  Feedback item quality, they immediately suffer strain equal 
  to the Feedback rating, even if the check was unsuccessful. 
  INTIMIDATING (PASSIVE) 
  While carrying or wearing an item with the Intimidating 
  quality, the character adds a number of s to the results of 
  Coercion or Negotiation checks they make equal to the 
  item’s  Intimidating  rating,  and  a  number  of  f  to  the 
  results of Charm or Leadership checks equal to the item’s 
  Intimidating rating.
  OVERHEAT (PASSIVE) 
  When making a check to use this item, add h to the 
  results of the roll for each prior consecutive round during 
  which the item has been used. In addition, after making a 
  check to use this item, the GM may spend hhh or  d 
  to cause it to overheat. An overheated item must cool 
  down, meaning it cannot be used for a number of rounds 
  equal to its Overheat rating.
  PSIONIC (ACTIVE) 
  A weapon  with  Psionic  item  quality  can  deal  Psychic 
  Strain to the target. When the Psionic quality is activated, 
  it inﬂicts Psychic Strain equal to the weapon’s Psionic 
  rating. Psychic Strain Damage is not reduced by normal 
  soak. It can be reduced by Psychic Soak, but can never, for 
  any reason, be reduced below 1. Psychic Strain can be 
  suffered  by  any  organic  being,  including  non-psychic 
  characters. Items with Psionic Only can only deal Psychic 
  Strain Damage, and no regular wounds. 
  REINFORCED (PASSIVE)  
  This is an update to the Reinforced quality on page 88 of 
  the Genesys Core Rulebook. Items with the Reinforced 
  quality are also immune to Salvage skill checks.
  SCRAP (PASSIVE) 
  An item with the Scrap item quality has been assembled 
  from  pieces  of  scrap  found  in  the  wreckage  strewn 
  throughout the planet. Typically these items or weapons 
  are prone to falling apart easily. An item with the Scrap 
  item  quality  can  only  become  damaged  two  steps  (to 
  moderate damage). If it is damaged a third time (major 
  damage), it is destroyed instead. Additionally, the GM may 
  spend hh or d from any check made to use this item to 
  cause it to become damaged one step. 
  SALVAGE | 36
  CHAPTER 3 
  EQUIPMENT
  When you have nothing, then the smallest 
  something becomes everything.  
  -Captain Prabal Locke
  
  SALVAGE BRAWL WEAPONS 
  SCRAP CLAWS 
  A somewhat  barbaric  weapon,  scrap  claws  have  been 
  outlawed in all recreational ﬁghting. This weapon is made 
  of  shards  of  scrap  metal  that  have  been  sharpened  to 
  fearsome points and attached to rings that ﬁt on the end of 
  individual ﬁngers. 
  SCRAP KNUCKLES  
  These crude weapons are scrap metal molded into a series 
  of four consecutive rings with protruding blunt barbs. This 
  set  of  “knuckles”  ﬁts  on  the  four  ﬁngers  of  a  ﬁst, 
  increasing the effectiveness of a punch.  
  VOLTERS   
  Volters are a glove-like device worn on the hands. A small 
  kinetic battery inside charges the circuitry, allowing for the 
  Volters to discharge an electric shock. Volters are a favorite 
  among Hazard ﬁghters.
  SALVAGE MELEE WEAPONS 
  ARCKNIFE 
  An Arcknife is made of an extremely rare and unique 
  black stone called arc stone. This stone is malleable 
  and able to be hewn into shape easily. However, its 
  unique properties make it a superconductor. When 
  an  electric  current  is  introduced,  the  stone 
  becomes extremely solid. Legend says the stone 
  has ionic memory, tuning into the owner’s ionic 
  frequency over time. 
  If the wielder of this weapon has owned it for 
  longer than 6 months, they ignore its Feedback 
  quality.
  BOW STAFF 
  Long pieces of metal piping pulled from 
  ships and ﬁlled in with melted metal or 
  quickcrete, Bow Staffs are a very common 
  weapon  seen  throughout  the  colony  and 
  Dustlands.  They’re  inexpensive  and  very 
  effective  for  making  a  your  point  without 
  dealing much lethal damage. 
  INFERNO BLADE 
  This  specialized  weapon  is  given  to  the  elite  of  the 
  Firewall force. It is ﬁerce, dangerous, and awkward to use. 
  If mastered, however, it can be brutal in combat. The 
  sword has a superheated edge that can slice through most 
  enemies  like  butter.  However,  the  heating  core  has  a 
  tendency  to  overheat  quite  easily.  The  heat  function 
  requires a canister of Ignum and is typically paired to its 
  owner with a biometric computerized lock. 
  An Inferno Blade can be used without heat, losing the 
  special item qualities, but keeping its damage and crit stats. 
  SCRAP KNIFE 
  Simple, yet effective. A scrap knife is a single piece of 
  scrap metal, typically torn from the hull of a ship. The 
  edge  has  been  honed  and  sharped,  and  tape  or  cloth 
  wrapping form a crude handle. 
  SCRAP SWORD 
  Long pieces of scrap metal welded together and sharpened 
  to form a rough but dangerous weapon. Similar to the 
  scrap knife, the handle is tape or cloth wrapping. While 
  typically quite clunky, you still wouldn’t want to meet its 
  rough (often rusty), pointy end.  
  TRITHIUM SWORD 
  Trithium is an alloy of three metals found on the planet 
  and  has  an  incredible  combination  of  toughness  and 
  strength and is thought to be one of the most durable 
  materials  known.  This  makes  trithium  a  tremendous 
  material for weapons and armor, however, it is extremely 
  hard to work with. Trithium can only be utilized in special 
  high pressure, extreme heat kilns. Therefore, objects made 
  of Trithium are particularly hard to Salvage or destroy.
  MICROLATTICE KNIFE 
  This is the standard utility knife in the colony. The material 
  of this knife is surprisingly light and ﬂexible, so the knife 
  is easy to use and carry for most needs. The microlattice 
  structure also makes the weapon quite durable.
  SCRAP CLUB  
  Grab a blunt object and keep it nearby. In the early days 
  after the grounding, this was common practice. Many have 
  graduated to more brutal weapons for self protection (even 
  if they’re still made of scrap). Some still opt for this less 
  lethal club.  
  SALVAGE | 37
  
  SLAMMER 
  A Slam Hammer (aka Slammer) is a tool that was created 
  to help with two important tanks of colonization; mining 
  and terraforming rocky and mountainous terrain. Once the 
  supply of Slammers was broken into after the Grounding, 
  there was no putting that genie back in the bottle. Most no 
  longer have their hypersonic charge in working order, but 
  they still pack one hell of a punch.
  TORCHETTE 
  A  miniature,  self-contained  plasma  torch.  This  small 
  device is typically carried by scrappers, but the plasma 
  ﬂame can cause some serious damage if wielded as a 
  weapon. 
  Beyond its combat stats, it is very useful for scavenging. A 
  Torchette adds a 3 to any Salvaging skill check. 
  SALVAGE | 38
  3-1: SALVAGE WEAPONS
  NAME
  SKILL
  DAM
  CRIT
  RANGE
  ENCUM
  $
  RAR
  HP
  SPECIAL
  BRAWL WEAPONS
  Scrap Claws
  Brawl
  +3
  3
  Engaged
  1
  225
  1
  1
  Pierce 1, Scrap, Unwieldy 3
  Scrap Knuckles 
  Brawl
  +1
  4
  Engaged
  1
  150
  1
  1
  Disorient 2, Scrap
  Volters
  Brawl
  +2
  4
  Engaged
  1
  475
  2
  1
  Disorient 2, Ensnare 1, Feedback 1, Stun 3
  MELEE WEAPONS
  Arcknife
  Melee
  +2
  2
  Engaged
  1
  750
  5
  1
  Feedback 2, Pierce 3, Stun 2, Vicious 1
  Bow Staff
  Melee
  +2
  4
  Engaged
  2
  100
  1
  2
  Defensive 1, Stun Damage
  Inferno Blade
  Melee
  +5
  2
  Engaged
  4
  1375
  7
  2
  Pierce 4, Burn 2, Overheat 1, Unwieldy 3
  Microlattice Knife
  Melee
  +3
  2
  Engaged
  0
  700
  3
  0
  Defensive 1, Reinforced
  Scrap Club
  Melee
  +2
  5
  Engaged
  2
  125
  1
  1
  Disorient 2, Scrap
  Scrap Knife
  Melee
  +1
  4
  Engaged
  1
  75
  1
  1
  Scrap
  Scrap Sword
  Melee
  +2
  4
  Engaged
  3
  125
  2
  2
  Defensive 1, Scrap
  Slammer
  Melee
  +5
  3
  Engaged
  3
  900
  3
  2
  Cumbersome 3, Knockdown
  Slammer (Hyper)
  Melle
  +5
  3
  Engaged
  3
  1,900
  5
  1
  Concussive 1, Cumbersome 3, Knockdown
  Trithium Sword
  Melee
  +4
  3
  Engaged
  3
  1,000
  4
  2
  Defensive 2, Reinforced
  Torchette 
  Melee
  +3
  3
  Engaged
  1
  725
  3
  0
  Burn 2, Prepare 1
  RANGED WEAPONS
  Boltslinger
  Ranged Lt
  6
  3
  Medium
  1
  550
  2
  1
  Pierce 2, Accurate 1
  Flame Lobber
  Ranged Hv
  7
  4
  Medium
  3
  800
  3
  1
  Burn 3, Inaccurate 1, Overheat 1
  Lash Pistol
  Ranged Lt
  5
  5
  Medium
  2
  625
  2
  1
  Inaccurate 1, Inferior, Linked 3
  Lash Riﬂe
  Ranged Hv
  5
  5
  Long
  2
  825
  2
  1
  Inaccurate 1, Inferior, Linked 3
  Molten Riﬂe
  Ranged Hv
  9
  3
  Medium
  5
  1,125
  4
  3
  Pierce 3, Prepare 1, Vicious 1, Overheat 2
  Scrap Riﬂe
  Ranged Hv
  5
  4
  Long
  3
  375
  1
  1
  Blast 2, Limited Ammo 1, Scrap
  Scrap Shooter
  Ranged Lt
  5
  4
  Short
  2
  275
  1
  1
  Blast 2, Limited Ammo 1, Scrap
  Sonic Grenade
  Ranged Lt
  8
  5
  Short
  1
  80
  4
  0
  Blast 8, Disorient 3, Limited Amo 1, Stun Damage
  Sona-Cannon
  Ranged Lt
  8
  3
  Medium
  2
  425
  4
  1
  Disorient 3, Feedback 2, Stun Damage
  
  SALVAGE RANGED 
  WEAPONS 
  BOLTSLINGER 
  This weapon’s name is quite literal as 
  its ammunition are small rods of metal 
  accelerated  through  the  barrel  with 
  multiple  coils  of  electromagnetic  ﬁlament. 
  Fierce and accurate, a boltslinger in the right hands is a 
  killer combo.
  FLAME LOBBER 
  This Ignum-fueled weapon is extremely similar to a ﬂame 
  thrower. Instead of creating a constant stream of ﬂame, 
  however, this two-handed weapon spits out a small ball of 
  ﬂame. This allows it to be used at range instead of close-up 
  like a ﬂamethrower.
  LASH WEAPONS 
  By lashing together multiple weapon parts and muzzles, 
  this odd new weapon type can do some serious damage, 
  but is extraordinarily inaccurate and fragile. 
  When making a combat check with this weapon, the GM 
  can spend hh or d to have a piece of the weapon fall 
  off, reducing its Linked rating by 1. An Average (11) 
  Mechanics Check can be used to restore the part and the 
  weapon’s Linked quality to its original rating, as long as 
  the part was retrieved.
  MOLTEN RIFLE 
  Molten guns take scrap pellets, quickly melt them using 
  the same super-heating technology used on the Inferno 
  Blade, and then ﬁre the hot molten metal to devastating 
  effect.  These weapons can do serious damage, but do take 
  a moment to melt the loaded pellet. Molten weapons have 
  the same propensity for overheating as their melee cousin.
  SCRAP SHOOTER & RIFLE 
  Sometimes you gotta use what’s around you, so you throw 
  some small bits of scrap into the muzzle of a gun and ﬁre. 
  This gun has a wide blast and can therefore hit multiple 
  enemies, but does require it be loaded before each shot.
  SONIC GRENADE  
  Sonic Grenades were designed as an effective means of 
  crowd control on board a starship. Smoke bombs could 
  contaminate  the  closed  atmosphere  system,  and  shock 
  bombs could disrupt the electrical systems. Sonic grenades 
  could non-lethally effect a large group without damage.
  SONA-CANNON 
  This sonic hand cannon was a go-to weapon 
  on  Earth’s  starships  for  non-lethal  damage. 
  Most have been retooled and can deal serious 
  real damage if needed. The intense and focused 
  sonic signal can severely disorient the target. 
  SALVAGE ARMOR 
  COMBAT ARMOR 
  Combat armor offers very nice protection on its own, but 
  one of its greatest assets is that it comes mod-ready. The 
  strong plating has been pre-ported to handle the addition of 
  mods easily, with four hard points. 
  When making a mechanics check to modify this armor, 
  decrease the difﬁculty to Simple (-). 
  DUST GEAR 
  This  cloak  and  thick  protective  clothing  are  extremely 
  useful in the wild heat and sand storms of the Dustlands. A 
  character wearing this gear suffers two less strain anytime 
  they would gain strain from Heat, and one less wound any 
  time  they  would  gain  wounds  from  a  Sandstorm.  A 
  character wearing Dust Gear adds +1 to the “dice added” 
  level of concealment at all times while in the Dustlands 
  (see concealment rules on page 110 of the Genesys Core 
  Rulebook).  
  HEAVY SCRAP ARMOR 
  Bulky and a little messy, but it does the job. Scrap armor is 
  made  from  materials  found  and  collected  around  the 
  colony and from wreckage. 
  Once per session, a character can make an Average (11) 
  Mechanics  Check  to  spend  200  scrap  to  increase  the 
  armor’s ranged or melee defense by one.  For every level 
  of defense added to this armor, add one 3 to any Agility-
  based checks while wearing it. 
  SALVAGE | 39
  
  MICROLATTICE ARMOR 
  This extremely light, and extremely effective armor was 
  once  printed  by  3D  printers  on  board  the  starships. 
  Microlattice plating has made its way into the colony’s 
  markets, but it’s rare. Full Microlattice armor is typically 
  only found in the hands of the wealthy inside the Hold. It 
  can easily be worn under clothing without being noticed. 
  RECLAMAT SUIT 
  A reclamat  suit  can  reduce  the  need  to  carry  water, 
  recycling the body’s moisture and ﬁltering it. 
  A reclamat suit can produce 1/2 liter of drinkable water per 
  day when worn.  Additionally, wearing a reclamat suit 
  gives the wearer 48 hours before dehydration effects begin. 
  This suit can be worn under other armor. 
  SCRAP SUIT 
  Solid  plates  of  scrap  metal  welded  together  can  be 
  surprisingly  effective.  Some  have  sewn  the  plates  into 
  leather jackets or vests. Some are even molded to ﬁt the 
  body nicely to look like fashionable sleeves and legs. Of 
  course, some value function over fashion, and just string 
  the plates over top of everything, walking around as if 
  wearing a giant gong around their neck.
  SCRAPTOOTH ARMOR 
  Scraptooth armor is made of collected scrap. Here, all the 
  edges are bent outward to create a spiked skin effect across 
  the entirety of the armor. This armor has the Intimating 2 
  item quality. 
  Sharp edges: when the wearer makes a Brawl combat 
  check, they increase the damage of their attack by 2. When 
  the wearer makes an Agility-based skill check, the GM 
  may spend hh or d to cause them to suffer 1 wound.  
  SALVAGE CHEMICALS 
  AMPER 
  Amper  is  a  not-uncommon  drug  that  can  be  found 
  throughout the colony. This semi-legal stimulant is used to 
  help someone really get things done, but not without some 
  side-effects. 
  Once per encounter, as a maneuver, a character may inject 
  a dose of Amper. The character adds 33 to the next two 
  skill checks they make, and then 33 to the following two. 
  At the end of an encounter in which a character used 
  Amper, increase the difﬁculty of any Discipline or Cool 
  check used to recover strain by one.
  IGNUM 
  Also known as Black Sand, Ignum is the fuel of Omega. 
  Deposits of Ignum look like black sand and stand out in 
  the middle of the Dustland’s pervasive beige color scheme. 
  Raw ignum is gritty like sand (although much courser) and 
  is extremely ﬂammable. Ignum is measured in “bricks” the 
  size of a large hand.
  PATCH 
  Patch  is  a  bio-repair  chemical  administered  through  a 
  vacuum aided laser injector. Using an injection of Patch 
  heals 5 wounds. Each use of Patch after the ﬁrst in a single 
  day heals one less wound. Every use of Patch after the ﬁfth 
  use in a single day does nothing. This is the Salvage 
  equivalent  of  painkillers  from  the  Genesys  Core  Rule 
  Book, page 94 and 116. 
  PSYK 
  This strange orange liquid found its way into the black 
  markets rather recently. Even though no one seems to 
  know who makes it, demand for it grows by the day. Those 
  with psychic abilities say they can reach new heights of 
  SALVAGE | 40
  3-2: SALVAGE ARMOR
  NAME
  DEFENSE
  SOAK
  ENCUM
  HP
  $
  RARITY
  SPECIAL
  Combat Armor
  0
  +2
  2
  4
  600
  5
  Dust Gear
  2
  +0
  1
  1
  500
  4
  Scraptooth Armor
  1
  +1
  3
  1
  250
  4
  Intimidating 2
  Heavy Scrap Armor
  0
  +2
  2
  1
  500
  1
  Scrap Suit
  0
  +1
  1
  1
  50
  1
  Scrap
  Microlattice Armor
  1
  +1
  0
  1
  320
  6
  Reclamat Suit
  0
  +1
  1
  1
  680
  7
  
  their talent while using the substance. Those without 
  psychic  powers  take  it  hoping  to  unlock  latent 
  abilities  in  their  mind,  but  the  euphoria  they 
  experience while on it doesn’t hurt either.
  If a character with the Psychic Discovery talent 
  ingests a vial of Psyk, they add 3 to Psychic skill 
  checks they make and suffer one additional Psychic 
  Strain after making a Psychic skill check for the duration 
  of that encounter. During an encounter while using Psyk, 
  Psychic Strain may not be lowered below 2.
  A non-psychic character who ingests a vial of Psyk feels a 
  sense of euphoria and increases their strain threshold by 5 
  for the remainder of the encounter, but also adds 3 to 
  every check they make during that encounter. When the 
  encounter  ends,  their  strain  threshold  is  immediately 
  lowered back to normal. 
  ZERO   
  This rare inhalant was created aboard the Valkyrie to help 
  ease mental stress and help dull physical strain. It is hard 
  to come by in the colony and expensive, but this tiny 
  miracle vial can be worth the cost. 
  Once per session, a character may inhale a dose of Zero to 
  heal 5 strain. On any additional use of Zero in one session, 
  a character heals one less strain and then rolls one 1 per 
  use after the ﬁrst, suffering a wound for each f result 
  generated (ignore h results). 
  SALVAGE GEAR 
  BLASTPICK 
  This  device  can  be  inserted  into  any  mechanical  or 
  electronic lock, emitting a small electric blast to disable 
  the mechanism or circuitry. 
  A Lock Blastpick allows a character to attempt to open a 
  lock.  When  using  Mechanics  or  Skullduggery  with  a 
  Blastpick, the character adds ss to the result. 
  CROSPEC 
  A CROSPEC  (Cross  Spectrum  Scanner)  is  a  sensitive 
  portable device that can scan a variety of spectrums. The 
  device’s coils can be retuned once per day. It can be tuned 
  to scan for one of the following: Life Signs, Heat, Working 
  Technology, or Sound. A character must make an Average 
  (11) Computers Check to successfully use this device.
  DUST BREATHER 
  With  the  regular  occurrence  of  sandstorms,  a  ﬁltered 
  breathing device can make all the difference. 
  A character  wearing  a  Dust  Breather  suffers  one  less 
  wound  any  time  they  would  gain  wounds  from  a 
  Sandstorm (this effect can be stacked with the effect of 
  Dust Gear if wearing both). Dust breathers have the added 
  beneﬁt of ﬁltering gasses and poisons in the air as well. A 
  character wearing a Dust Breather ignores the effects of 
  gasses and airborne poisons. 
  DUST BOMB 
  Leave it to humans to weaponize their environment in any 
  way  they  can.  A Dust  Bomb  is  a  canister  ﬁlled  with 
  pressurized air and sand. When used, it creates a cloud of 
  sand, effectively a level 1 sandstorm (page 11) within short 
  range  of  the  point  where  it  detonated.  When  using,  a 
  character may spend a Story Point cause it to temporarily 
  blind a single target within range, adding 333 to the 
  target’s next check. 
  DUST GOGGLES 
  Dust goggles are specially tuned to ﬁlter bright sun glare, 
  heat distortion, and sand particulate. They make it easier to 
  see in a variety of desert conditions. 
  Add  3  to  any  perception  checks  made  while  in  the 
  Dustlands. Remove one 3 added to any skill checks due to 
  Sandstorms. A character wearing Dust Goggles cannot be 
  blinded by Dust Bombs. 
  HIFI RADIO CUFF 
  This  personal  communication  device  can  be  used  to 
  communicate with another Hiﬁ Radio or Hiﬁ Radio Cuff 
  within  long  range.  The  high-ﬁdelity  signal  can  pass 
  through walls and obstacles with no problem. The kinetic 
  battery keeps the radio charged, but exposure to extreme 
  heat or a roll in the sand can cause it to go on the fritz.  
  SALVAGE | 41
  
  JUNKER’S PACK 
  Carrying around scrap on this junkyard planet can be quite 
  cumbersome. Throw this satchel over your shoulder and 
  stock up on all the scrap your heart desires. Every 50 scrap 
  inside the Junker’s Pack is 1 encumbrance (instead of the 
  normal 20) and it can hold up to 300 scrap.
  MANGA-SHIELD 
  Worn on the forearm of a character’s non-dominant arm, a 
  manga-shield cuff can be activated with a maneuver to 
  provide temporary cover, giving the character +2 defense. 
  The used arm must be free and available to block, and 
  taking any other maneuver deactivates the shield.
  MECH KIT 
  A Mech Kit is a handy set of tools to help with a variety of 
  mechanical tasks. Reduce the difﬁculty of a Mechanics 
  skill check made using this kit by one. 
  ROPE 
  An often-overlooked tool, a length of cord can often be 
  extremely useful in many circumstances. Keeping a coil of 
  extremely durable woven micro-nylon rope nearby can get 
  a character out of a pinch.
  RUCKSACK 
  This versatile pack can hold all your gear, redistributing 
  the load and making it easier to carry. A character with a 
  rucksack gain +5 to their encumbrance threshold.
  SCRAMKIT 
  This emergency on-the-go medicine kit contains the bare 
  minimum of supplies needed to treat injuries without a 
  proper clinic facility. A Scramkit allows a character to heal 
  wounds or critical wounds without penalty (see Medical 
  Care rules on page 116 of the Genesys Core Rulebook). If 
  a Medicine check generates hhh or d, the materials 
  inside the kit are all used up and it may no longer be used. 
  SCRAP SAW 
  This handheld device uses and electromagnetic motor to 
  spin a ﬁlament of trithium metal at an incredibly fast 
  speed, making it the perfect tool for dismantling wreckage. 
  When using a Scrap Saw, reduce the difﬁculty of any 
  Salvaging skill check by one and remove 3 added for 
  particularly durable or difﬁcult wreckage. 
  SPARK 
  A spark is a pellet of compressed Ignum roughly the size 
  of a large marble with a micro ignitor in the middle used to 
  start small ﬁres. Twisting the two sides of the pellet will 
  ignite the core, giving the user 10 seconds to toss it into a 
  pile of wood before it bursts into ﬂame. This tool allows a 
  character to start a ﬁre with very little effort. 
  TORCH 
  Also known as a ﬂashlight, a Torch is a handheld electrical 
  light source. It provides light within medium range and 
  removes 3 added to checks due to darkness. 
  UTILITY BELT 
  One  of  the  most  common  fashion/utility  items  seen 
  throughout the colony is a utility belt. Being prepared for 
  any number of challenges can be the difference between 
  life and death. This belt hosts a large variety of pouches 
  and holsters to keep small important items close at hand. 
  While wearing a utility belt, your character increases their 
  encumbrance threshold by 2. 
  SALVAGE | 42
  3-3: CHEMICALS & GEAR
  NAME
  ENCUM
  PRICE
  RARITY
  Chemicals
  Amper
  0
  15
  1
  Ignum
  1
  40
  3
  Patch
  0
  25
  2
  Psyk
  0
  100
  7
  Zero
  0
  50
  4
  Gear
  Blastpick
  1
  200
  5
  CROSPEC
  2
  750
  5
  Dust Bomb
  1
  200
  3
  Dust Breather
  0
  300
  3
  Dust Goggles
  1
  300
  3
  HiFi Radio Cuff
  0
  250
  4
  Junker’s Pack 
  0
  100
  1
  MagnaShield
  0
  700
  7
  Mech Kit
  2
  300
  3
  Rope
  1
  5
  1
  Rucksack
  +5
  100
  3
  Scramkit
  1
  150
  2
  Scrap Saw
  4
  500
  3
  Spark
  0
  50
  4
  Torch
  0
  10
  1
  Utility Belt
  +2
  40
  1
  
  VEHICLES 
  On Omega, venturing out into the wild without a vehicle is 
  almost certain death. Those who never leave the safety of 
  the colony have little need for a truck, but might have a 
  Dust Bike for recreation or short trips to Valkyrie Rock. 
  Scrappers or Haulers, however, need something safe and 
  sturdy to make it back alive. This is just the a small sample 
  of the vehicles that may exist, given the abundance of parts 
  laying around. The GM and the players may choose to 
  invent some awesome junk-punk additions to this list. 
  ATLAS EXPLORATION TRUCK 
  The  Atlas  Armored  Trucks  were  designed  to  support 
  colony  teams  across  rough  terrains  and  inhospitable 
  atmospheres. They were originally meant to carry gear, 
  tools, and colonists in the course of their colonial duties. 
  Now, most have been retroﬁtted with heavy weapons for 
  more hostile purposes. Some even still have their vacuum 
  seals and oxygen scrubbers intact, making their cabins a 
  safe haven in wild sandstorms and acid rains. 
  Control Skill: Driving 
  Compliment: 1 Driver, 1 Gunner, 1 CROSPEC-Op.
  Passenger Capacity: 5
  Consumables: 3 Days
  Encumbrance Capacity: 70
  Price/Rarity: 14,000/8
  Weapons: Heavy Machine Gun (Fire Arc All; Ranged 
  [Heavy]; Damage 12; Critical 3; Range [Long]; Auto-ﬁre, 
  Personal Scale, Pierce 2, Vicious 2).
  All-Terrain: When making a Driving check to direct this 
  vehicle, your character may remove 33 added to this 
  check due to terrain. 
  DUST BIKE 
  Dust Bike construction has become a common hobby in 
  the colony. These powerful motorcycles are everywhere, 
  and each is as unique as its owner. The one commonality 
  are the tank-style sand treads on the front and back of the 
  bike. They’re fast, efﬁcient, and easy to drive. 
  SALVAGE | 43
  IGNUM 
  Ignum is the fuel on the planet of Omega. The 
  “Consumables”  listed  in  a  vehicle  description 
  represent how many days a vehicle can go without 
  needing to refuel with Ignum (and without needing 
  to restock food and water). 
  
  Control Skill: Driving 
  Compliment: 1 Driver
  Passenger Capacity: 0  (1 uncomfortably)
  Consumables: 12 Hours
  Encumbrance Capacity: 20
  Price/Rarity: 3,800/3
  Weapons: None. Characters add 3 to any Ranged combat 
  skill check made while driving a Dust Bike. 
  HAULER RIG 
  A Hauler Rig is a vital piece of equipment on Omega-
  Tessera. Haulers bring back much-needed Berg water or 
  transport  mounds  of  salvaged  goodies  for  a  proliﬁc 
  scavenger. Some Hauler crews have even become full-time 
  nomads, living on their rig together in a small, tight-knit 
  roving commune. 
  Control Skill: Driving 
  Compliment: 1 Driver, 2 Gunners, 1 CROSPEC-Operator, 
  1 Mechanic.
  Passenger Capacity: 10
  Consumables: 2 Weeks
  Encumbrance Capacity: 100
  Price/Rarity: 19,000/8
  Weapons: 1 scrap-shooter cannon (Fire Arch: Forward, 
  Left, and Right; Ranged [Heavy]: Damage 3; Critical 4; 
  Range  [Medium];  Inaccurate  1,  Vicious  2),  1  harpoon 
  launcher (Fire Arc Rear, Left, and Right; Ranged [Heavy]; 
  Damage 1; Critical 2; Range [Medium]; Ensnare 2; if 
  target is silhouette 3 or less, gunner may spend aa or t 
  from combat checks made with this weapon to move target 
  one range band closer to the Hauler). 
  Resilient: When the Hauler Rig suffers a Critical Hit and 
  your character is driving it, you may spend a Story Point to 
  roll a second result and choose the result you prefer.
  Spiked Hull: When a Hauler Rig is involved in a collision 
  (see page 222 of the Genesys Core Rulebook), all other 
  vehicles and characters involved in the collision add +30 to 
  the results of the Critical Hit or Critical Injury they suffer.  
  SALVAGE | 44
  
  SALVAGING 
  In the world of Salvage, the abundant wreckage provides 
  bountiful  opportunity  for  those  willing  to  work  for  it. 
  Hunting though the destroyed remains of spaceships can 
  yield some interesting ﬁnds, or at least a pretty nice payday 
  with  vendors  back  in  the  colony.  Some  more  daring 
  scavengers even risk their lives to rummage through the 
  Onai ruins. They may ﬁnd some extraordinary Onai Tech, 
  but it’s never long before the Ruster’s gun ﬁre is driving 
  them out with whatever they can grab on their way. 
  Salvaging is a new skill that a character may possess in 
  this setting. This skill is used to hunt and ﬁnd resources 
  from any wreckage or ruin. These resources are called 
  scrap and tech. 
  USING THE SALVAGING SKILL 
  A character can make a Salvaging skill check to attempt to 
  gain resources from wreckage. For each s, they gain ﬁve 
  (5) Scrap. A character can salvage a max of 20 scrap per 
  hour or a maximum determined by the size of the item they 
  are salvaging, whichever is lower (see Table 3-5: Salvage 
  Limits on page 46).
  The difﬁculty of the check is determined by how much 
  time the character can dedicate to searching (see Table 3-6: 
  Salvage  Difﬁculty  on  page  46).  Additional  3  may  be 
  assessed by the GM for particularly decayed, difﬁcult, or 
  durable  wreckage.  Wreckage  can  be  Salvaged  a  total 
  number of times equal to its silhouette (for example, a 
  silhouette 1 item can only be Salvaged one, ever). 
  When making a Salvage skill check, aaa or t results 
  can be used to discover a piece of working Tech (see Table 
  3-9: Tech Mods on page 49 ). These pieces come in two 
  levels and can be used directly to mod weapons and gear 
  without the use of scrap (see  Modding on page 47). 
  SALVAGE | 45
  3-4: SPENDING DICE RESULTS ON SALVAGING SKILL CHECKS
  COST
  RESULT
  a or  t
  Reduce the time to Salvage by 1 hour to a minimum of 1 hour. (You can select this option multiple times).
  Upgrade 5 scrap found to Superior Scrap. (You can select this option multiple times). 
  Add 3 to your next Salvage check.
  aa or  t
  Scrap found as a result of this check does not count towards your encumbrance limit.  
  Reduce the encumbrance of tech found this check by 1 (minimum of 0).
  aaa or  t
  Automatically gain the max scrap per hour (20). 
  If successful, ﬁnd a piece of Level 1 tech. (You can select this option multiple times, limited by silhouette).
  Decrease the difﬁculty of the next Salvage check on this item or wreckage by one to a minimum of Easy (1).
  t
  Gain the max scrap for the item’s silhouette, ignoring the max scrap per hour limit.
  One piece of tech found during this check gains an additional item quality.
  Upgrade all scrap gained from this check to Superior Scrap.
  Find a piece of Level 2 Tech (you can select this option multiple times limited by silhouette). 
  h or  d
  Increase the time to Salvage by 1 hour. (This option may be selected multiple times.)
  Downgrade 5 scrap found to Inferior Scrap. (This option may be selected multiple times.)
  Add 3 to the next Salvage check you make.
  hh or  d
  Scrap gained from this action causes 1 additional encumbrance.
  Reduce the amount of scrap found by 5. 
  hhh or  d
  Reduce the amount of scrap found by half of the total.
  Increase the difﬁculty of all future Salvage checks on this wreckage by one to a maximum of Formidable (11111). 
  d
  Lower the level of any Tech found as a result of this check by one to a minimum of level 1.  
  Your character suffers 2 wounds.
  Downgrade all scrap found from this check to Inferior Scrap.
  d d
  There is a terrible incident and your character suffers a Critical Injury. 
  This wreckage is completely rusted and decayed and you can ﬁnd absolutely no scrap from it.
  
  SCRAP 
  Scrap is a generic term given to material a character can 
  gain from salvaging wreckage and use to modify items. To 
  keep things simple, everything from a bolt to a hunk of 
  metal is considered scrap. The exact pieces found can be 
  left  to  narrative  gameplay,  or  simply  spoken  about 
  generically. Scrap may be used as ammunition for certain 
  weapons, to modify or ﬁx weapons or armor, etc. 
  SUPERIOR SCRAP  
  Not all scrap is created equal. Some scrap is better quality 
  and is considered Superior Scrap. During a Salvage check, 
  a player may spend a to make 5 scrap gained during that 
  test Superior.  When modifying with superior scrap, add 
  a to that check’s result. If modifying with only superior 
  scrap, the item you are modifying also gains the Superior 
  quality.
  INFERIOR SCRAP 
  Some scrap is much worse quality and is 
  considered  Inferior  Scrap.  During  a 
  Salvaging check, the GM may spend h to 
  make 5 scrap collected during that check 
  Inferior.  When  modifying  using  inferior 
  scrap,  add  h  to  the  check's  results.  If 
  modifying with any inferior scrap, the item 
  automatically gains the Inferior quality.
  SELLING SCRAP 
  Scrap can be sold to a Scrap Trader. In the colony, the 
  going rate is 1 Scrap for 2 credits. Superior scrap can be 
  sold for 4 credits. Inferior scrap cannot typically be sold.
  ENCUMBRANCE  
  Every  20  scrap  have  an  encumbrance  value  of  1.  A 
  Junker’s Pack changes that rate to 50 scrap having an 
  encumbrance  value  of  1.  Every  ﬁve  (5)  pieces  of 
  unattached tech has an encumbrance value of 1.
  TECH 
  Tech is the term for a solid, working piece of technology 
  pulled from the wreckage and is much more rare. These 
  modules will usually have a distinct function or beneﬁt that 
  they provide when added to weapons or gear. Examples of 
  the Tech Mods can be found in 3-9 on page 49.
  CRAFTING ITEMS (OPTIONAL RULE) 
  Simple items can be crafted from scrap, such as a ladder, a 
  blunt weapon, or any small item of silhouette 0 or 1 with a 
  narrative use. Ultimately it is up to the GM if an item can 
  be crafted. The amount of scrap required to craft an item 
  should be approximately double the amount of scrap that 
  can be Salvaged from an item of the same silhouette. It is 
  also up to the GM if an item should require superior scrap. 
  It typically should take 1-2 hours to craft an item and the 
  GM may require the character have tools in order to do so. 
  Additionally, the GM may determine that a character can 
  use a Story Point and the required scrap to build the item 
  they need without tools. 
  EXAMPLE: Mae the Tinker needs to craft a ladder to 
  escape a pit. Luckily, her backpack full of scrap fell in with 
  her. A silhouette 1 item can yield a max of 20 scrap, so to 
  craft an item of that size, it should cost around 40 scrap. 
  Because  much  of  a  ladder  is  empty  space,  the  GM 
  determines the cost to be 30 scrap. However, as it needs to 
  hold her weight, the GM decides it must be 
  Superior scrap.
  3-5: SALVAGE LIMITATIONS
  SIZE
  MAX SCRAP
  MAX TECH
  1 - Robot
  20
  2
  2 - Large Robot
  30
  3
  3 - Car
  50
  4
  4 - Large Truck
  70
  5
  5 - Small Ship
  130
  6
  6 - Large Ship
  ∞
  ∞
  7 - Ruins
  ∞
  ∞
  3-6: SALVAGE DIFFICULTY
  TYPE OF SEARCH
  DIFFICULTY
  TIME REQUIRED
  In-depth Inspection
  1
  8 Hours
  Deep Dive
  11
  4 Hours
  Decent Delve
  111
  1 Hour
  Casual Check
  1111
  10 Minutes
  Onai Location
  +1
  SALVAGE | 46
  
  MODDING 
  Characters can make an Average (11) Mechanics Skill 
  Check (Genesys core rulebook pg. 206) to attempt to 
  modify an item using the required scrap or to attach a piece 
  of tech they have found. See Tables 3-8 and 3-9 for lists of 
  available  Scrap  and  Tech  mods.  The  amount  of  time 
  required to modify an item or attach a piece of Tech is 
  roughly one hour. 
  The item being modded must have the required hard points 
  (HP) needed for the mod. See Table 3-7 on this page for 
  possible ways to spend dice results on a Mechanics skill 
  check made when modding.
  SUPERIOR/INFERIOR SCRAP 
  If a modiﬁcation requires Superior Scrap, at least 50% of 
  the scrap cost must be paid with Superior Scrap (and none 
  can be Inferior). If the entirety of its scrap cost is paid 
  using ONLY Superior Scrap, the item gains the Superior 
  Quality.  If  a  modiﬁcation  is  made  using  any  Inferior 
  Scrap, it gains the Inferior quality.  
  DAMAGED MODS 
  Modiﬁcations  in  the  world  of  Salvage  are  extremely 
  unreliable,  and  therefore  extremely  temporary.  After 
  making a skill check with a modded item, the GM may use 
  hhhh or d to permanently destroy a mod that has 
  been placed on that item. The mod cannot be Salvaged for 
  scrap. The item on which the mod was attached does gain 
  the hard points back that were being used by the mod.
  SCRAP MODS 
  Table 3-8 is a list of example mods that can be crafted 
  using  Scrap.  Characters  can  make  an  Average  (11) 
  Mechanics Check (Genesys core rulebook pg. 206) to 
  attempt to modify an item using the required scrap listed in 
  its cost. An item can only have one copy of a given mod. 
  This is not an exhaustive list, the players and the GM may 
  come up with additional creative scrap mods that can be 
  used in this setting.
  The GM may use hhh in a failed roll result to cause the 
  scrap used in the attempt to become Inferior scrap or 
  Inferior scrap to become unusable in any further modding 
  attempts. This scrap typically cannot be sold. 
  SALVAGE | 47
  3-7: SPENDING DICE RESULTS ON MODDING SKILL CHECKS
  COST
  RESULT
  a or  t
  Reduce the time it takes to craft this item.
  Reduce the cost to craft this item by 5 scrap.
  aa or  t
  Reduce the cost to craft this item by 10 scrap or 5 superior scrap. 
  Decrease the item’s encumbrance by one, to a minimum of 0.
  If the item is a single use item, craft one identical item (you may select this option multiple times).
  aaa or  t
  Increase the item’s hard points by one.
  Reduce the difﬁculty of future checks to craft this item by one (to a minimum of Easy (1). 
  The item gains the Reinforced quality.
  t
  Increase the item’s damage, critical rating, soak, defense, or other numerical beneﬁt by one. 
  Add a new narrative effect to the item, as approved by your GM.
  h or  d
  Increase the time to craft this item.
  Add 3 to the next crafting check you make.
  hh or  d
  Increase the crafted item’s encumbrance by one.
  Your character must purchase additional materials (equal to 1/4 the item’s cost). 
  hhh or  d
  If the item is a weapon, it gains the Inaccurate 1 quality.
  Decrease the item’s hard points by 1, to a minimum of 0. 
  Any tools you are using to craft are ruined and must be replaced. 
  d
  Whenever this item is damaged, it is damaged one additional step.
  Your character suffers 2 wounds.
  dd
  There is a terrible incident, your character suffers a Critical Injury.
  The components you are using to craft this item are destroyed, if you can still afford to pay the cost and have succeeded 
  this check, you can pay that additional component cost to ﬁnish crafting the item.
  
  SALVAGE | 48
  3-8: SCRAP MODS
  NAME
  COST
  USED ON
  HP
  EFFECT
  SCRAP MODS
  Arc Generator
  100 S
  Weapon
  1
  Add Stun 2 to this weapon. 
  Balanced Hilt
  200 S
  Melee Weapon
  1
  Weapon gains Accurate +1.
  Blunt End
  200 S
  Melee Weapon
  1
  This weapon gains Disorient +1.
  Deﬂective Plating
  150 S
  Armor
  1
  Add +1 ranged defense to this armor. 
  Dust Plating
  75 S
  Armor
  1
  Add +1 to concealment while in the Dustlands.
  Electro Charge Battery
  200 S
  Ranged Weapon
  1
  This weapon gains Disorient +1.
  Enhanced Parts
  100 S
  Weapon
  1
  Weapon gains + 1 damage. (Cannot be combined with Honed Parts).
  Grounding Wires
  90 S
  Weapon
  1
  Reduce the Feedback quality on this weapon by 1.
  Honed Sight
  200 S
  Ranged Weapon
  1
  Weapon gains Accurate +1.
  Jagged Spikes
  50 S
  Weapon
  1
  The weapon gains Intimidating 1 and increases its encumbrance by 1.
  Refractive Plating
  100 S
  Armor
  1
  When suffering strain from extreme heat, suffer one less strain. 
  Scrap Feeder
  70 S
  Weapon
  1
  If this weapon uses scrap ammunition, reduce the Prepare quality on it by 1.
  Scrap Plating
  250 S
  Weapon
  1
  Weapon gains Deﬂection +1. (Cannot be combined with Superior Plating).
  Scrap Shielding
  250 S
  Weapon
  1
  Weapon gains Defensive +1. (Cannot be combined with Superior Shielding).
  Scraptooth Spikes
  50 S
  Armor
  1
  The armor gains Intimidating +1 and gains +1 encumbrance when not worn.
  Upgraded Hilt
  50 S
  Melee Weapon
  1
  Add a to the results of combat checks made using this weapon. 
  Upgraded Sight
  50 S
  Ranged Weapon
  1
  Add a to the results of combat checks made using this weapon. 
  Welded Panels
  250 S
  Armor
  1
  This armor increases its soak by 1. 
  SUPERIOR SCRAP MODS
  Cooling Coils
  400 Ss
  Armor
  2
  Do not suffer any negative effects from extreme heat. 
  Extended Barrel
  200 Ss
  Ranged Weapon
  1
  Increase range by one range band (maximum long range). It gains +1 encum. 
  Grounding Coils
  250 Ss
  Armor
  1
  When suffering wounds or strain from electricity, reduce the amount by half.
  Grounding Encasement
  70 Ss
  Weapon or Item
  1
  Remove the Feedback item quality from this weapon/item. 
  Heat Vents
  150 Ss
  Weapon
  1
  Do not add h to the results of checks with this weapon due to Overheat. 
  Honed Parts
  100 Ss
  Weapon
  1
  Increase base damage by 2. (Cannot be combined with Enhanced Parts).
  Lightweight Materials
  100 Ss
  Any
  0
  Reduce this item’s encumbrance by 1, to a minimum of 0.
  Plasma Torch
  300 Ss
  Any
  2
  Add Burn +1 to Brawl or Melee combat checks made while using this item.
  Prime Machining
  90 Ss
  Weapon
  1
  After making a combat check with this weapon, spend a to add s.
  Prime Welding
  20 Ss
  Any
  1
  Remove the Scrap item quality from this item.
  Reﬂective Plating
  150 Ss
  Armor
  1
  When suffering strain from extreme heat, suffer two less strain. 
  Solid Scrap Panels
  250 Ss
  Armor
  1
  This armor increases its soak by 2. 
  Superior Plating
  250 Ss
  Weapon
  1
  The weapon gains Deﬂection +2. (Cannot be combined with Scrap Plating).
  Superior Shielding
  250 Ss
  Weapon
  1
  The weapon gains Defensive +2. (Cannot be combined with Scrap Shielding).
  Vacuum Sealing
  150 Ss
  Armor
  1
  Ignore corrosive environments (acid rain) for up to 1 hour. 
  
  TECH MODS 
  Table 3-9 is a list of example Tech pieces that can be found 
  when Salvaging and added to weapons, armor, or gear. 
  Characters can make an Average (11) Mechanics Skill 
  Check (Genesys core rulebook pg. 206) to attempt to 
  modify an item using one of these Tech pieces. An item 
  can only have one copy of a given mod and the item must 
  have the required amount of hard points (HP) available.
  This is not an exhaustive list; the players and the GM may 
  come up with additional creative Tech mods that can be 
  used in this setting.
  ONAI TECH 
  Items with (O) following the title are considered Onai 
  Tech. These may be special pieces of technology found 
  when  Salvaging  Onai  wreckage  or  in  ancient  Onai 
  buildings under mounds of sand. 
  Any item that has been modded with Onai Tech gains 
  Complex (Knowledge [Onai Lore]) 2 (see page 36) in 
  addition to the listed beneﬁt. Before making a skill check 
  with the item or weapon, the character may choose to 
  ignore the Complex status and not gain the beneﬁt of the 
  Onai Tech for that check.  
  SALVAGE | 49
  3-9: TECH MODS
  NAME
  USED ON
  HP
  EFFECT
  TECH 1
  Electro Emitter
  Weapon
  1
  This weapon gains Disorient +2 and Stun +2 to this melee weapon.
  Flame Lobber
  Ranged Weapon
  2
  At short range, this weapon gains the Burn 2 item quality. 
  Hyperpulse Module
  Weapon
  1
  This weapon gains Pierce +2.
  Kinetic Plating
  Armor
  1
  Wounds suffered when wearing this armor may be taken as strain.
  Kinetic Reclamator 
  Melee Weapon
  1
  When at least 1 damage is dealt with this weapon, recover 1 strain. 
  Magna Emitter
  Weapon
  1
  Add the Sunder item quality to this weapon.
  Plasma Amunition
  Ranged Weapon
  1
  The weapon gains Vicious +1.
  Shift Disruptor (O)
  Armor
  1
  Attacks targeting this armor cannot gain 3 from aiming or Accurate quality. 
  Shift Node (O)
  Weapon
  1
  The weapon gains Linked +1.
  Shift Plating (O)
  Armor
  1
  Add 1 Soak and 1 Defense. Add 3 to any stealth check.
  Targeting Laser
  Ranged Weapon
  2
  The weapon gains the Accurate item quality and does +1 damage. 
  TECH 2
  Auto Trigger 
  Ranged Weapon
  1
  This weapon gains Auto-ﬁre.
  HyperShift Module (O)
  Weapon
  3
  This weapon gains Breach 1.
  HyperShift Plating (O)
  Armor
  1
  This armor increases its soak by 3 and gains Disorient +2 during a brawl attack. 
  Inferno Module
  Weapon
  2
  This weapon increases its base damage by 2 and gains Burn +2 and Overheat +2.
  Kinetic Cycler (O)
  Armor
  2
  After suffering damage, add s to the next Melee or Brawl check your character makes.
  Mirco Coils (O)
  Armor
  1
  Add Ensnare +1 to Brawl or Melee combat checks made while wearing this armor. 
  Mirco Guidance System
  Ranged Weapon
  1
  This weapon gains Guided +2.
  Nanomite Distributor 
  Any
  1
  This item gains 3 hard points. 
  Nanomite Plating
  Any
  1
  The item gains the Reinforced item quality. 
  Scatter Ammunition 
  Ranged Weapon
  1
  This weapon gains Blast +1.
  Sonic Reﬂector (O)
  Armor
  2
  When suffering damage from a Brawl or Melee attack, the attacker suffers 2 damage.
  Sonic Module
  Melee Weapon
  2
  This weapon gains Concussive +1.
  
  MECHATRONIC MODS 
  Mechatronic Modiﬁcations (mechatronics) are mods that 
  can be installed on and in the bodies of characters that 
  have  chosen  the  Decker  or  Esso  Archetype  (with  the 
  exception  of  replacement  limbs  and  organs,  as  noted 
  below). Deckers choose to modify their bodies, not out of 
  necessity, but because they can. Essos see no harm in 
  adjusting and enhancing their already mechanical parts. 
  Mechatronics are similar to Cybernetic Modiﬁcations from 
  page 177 of the Genesys Core Rulebook, however, many 
  mechatronics also leave room for improvement in the form 
  of additional hard points, allowing the mods to be modded. 
  Scrap or Tech mods from this chapter can be attached to 
  mechatronics as appropriate and approved by the GM.
  INSTALLING MECHATRONICS 
  Installing these special pieces of gear on a Decker must be 
  done using an Average (11) Medicine Check and on an 
  Esso using an Average  (11) Mechanics Check. Increase 
  the difﬁculty by two if a character performs the procedure 
  on  themself.  For  Deckers,  mechatronics  cannot  be 
  removed without surgery, requiring an additional Average 
  (11) Medicine Check.
  For  each  type  of  mechatronic  modiﬁcation  installed,  a 
  Decker reduces their strain threshold by 1 (Essos do not 
  reduce their strain threshold for installing mechatronics). 
  Any given stat, skill, or characteristic cannot be increased 
  more  than  +1  by  mechatronics.  See  page  177  in  the 
  Genesys  Core  Rulebook  for  more  information  on  the 
  related rules of Cybernetics. 
  LIMB REPLACEMENT 
  Actuals and Nomes can use cybernetic replacements to 
  replace a lost limb. They are extremely expensive and hard 
  to come by, however. Typically this will require a visit to a 
  surgeon inside the Hold or at Valkyrie Rock. 
  A replacement  limb  costs  2000  credits.  However,  they 
  function as a normal human limb in all respects. 
  An Actual or Nome character may choose to visit a Mod-
  Clinic instead, gaining a robotic replacement limb for 1000 
  credits. This limb also functions as a normal human limb 
  in all respects. However, an Actual or Nome with such a 
  replacement limb also suffer a 3 to all social checks they 
  make going forward. An Esso can visit a robotic engineer 
  or mechanic for a replacement limb for 1000 credits. 
  MECHATRONICS 
  Here is list of mechatronic modiﬁcations that are available 
  to Deckers in the World of Salvage, some of which are 
  available to Essos as well. See Table 3-10 for their cost and 
  who can use the mod. This is not an exhaustive list of 
  available mods. A player may work with a GM to discuss 
  other thematically appropriate mechatronics to be used.
   
  AUTO-INJECTOR 
  This device is attached to a character’s neck and contains a 
  small vial of Patch, Zero, or Amper. The player should 
  keep  track  of  which  chemical  is  loaded.  Once  per 
  encounter, the character may activate the auto-injector as 
  an incidental; gaining the effects of the chemical. the auto-
  injector cannot be activated again until the character has 
  reloaded the device. 
  BIOMECHATRONIC LIMB 
  A biomech limb can replace a limb that has been lost. In 
  addition,  when  installing  a  Biomech  arm  or  leg,  the 
  character chooses either Brawn or Agility, and increase the 
  chosen characteristic by 1. A character can never gain 
  more  than  one  rank  in  the  same  characteristic  from 
  Biomech Mods. 
  BIOMECHATRONIC PORTS 
  A  Decker  who  prepares  is  a  Decker  who  survives. 
  Biomechatronic Ports reduce the difﬁculty of all future 
  checks to install mechatronics by one, to a minimum of 
  Easy (1). Additionally, next 4 mechatronics installed do 
  not reduce the character’s strain threshold. 
  CLAWS 
  Playful or deadly? A character with claws adds +2 damage 
  to any Brawl combat checks they make, and their unarmed 
  attacks have a Critical Rating of 3. 
  COM IMPLANT 
  A character with a Com Implant can communicate with 
  other characters who also have a com implant, any Esso 
  character, or a character with a radio. 
  EXTRA ARM 
  A Decker who chooses to add an additional arm to their 
  body gains an additional free maneuver each turn. They 
  still cannot spend more than 2 maneuvers per turn. This 
  hand can be used to ﬁght with two weapons, or even with 
  three weapons. 
  SALVAGE | 50
  
  When attempting to ﬁght with three weapons, follow the 
  rules  for  Two  Weapon  combat  in  the  Genesys  Core 
  Rulebook (page 108) assessing all three weapons instead 
  of two. If two weapons hit, the character may spend an 
  additional a or  t to hit with the third weapon as well. If 
  all  three  weapons  hit,  the  character  may  spend  an 
  additional a or t to activate item qualities from any 
  weapon. As with Two-Weapon combat, each hit deals its 
  weapon’s  base  damage  plus  one  point  of  damage  per 
  uncanceled s. The Dual-Wielder Talent (Genesys Core 
  Rulebook,  page  76)  can  be  applied  to  this  combined 
  combat as well.
  GAUNTLETS 
  Why replace your hands with something normal, 
  when  you  can  can  replace  them  with  giant 
  mechanical gauntlets? These massive ﬁsts feature 
  strong  hydraulic  ﬁngers  and  heavy  plating. 
  Gauntlets increase a character’s Brawn by 1, 
  and increase their ranks in Brawl by 1. The 
  character’s  unarmed  attacks  gain  the 
  Disorient 3 quality. 
  Unfortunately these massive mitts aren’t 
  great for delicate maneuvers. A character 
  with Gauntlets adds 33 to any Agility-
  based skill check. 
  HALO 
  Drilling  and  hardwiring  directly  into  the 
  brain can be dangerous, but the beneﬁts can be 
  plentiful. A Halo is a computerized mod that is 
  integrated  directly  into  the  brain.  A  Halo 
  increases  a  character’s  Intellect  by  1,  and  their 
  Psychic soak by 1.
  HEAT INSULATION 
  This  Thermo-insulation  material  helps  protect  machine 
  parts against extreme heat. A Decker must have at least one 
  other Mechatronic to install this mod. Any time a character 
  with this mod would suffer strain from extreme heat, they 
  reduce the strain suffered by 4.
  HEAT SCANNER 
  This device can scan for biological lifeforms, heat sources, 
  or other temperature information within medium range. It 
  is ineffective on some creatures of the Dustlands who’s 
  bodies reﬂect the heat. In most places, however, it can spot 
  a living being, even through walls or other objects. This 
  mod can be added on an arm with a readout display or 
  implanted directly into an eye socket. 
  IMPLANTED ARMOR 
  Plates of microlattice material can be implanted under the 
  skin and fused onto metal limbs. This implanted armor 
  increases a character’s soak by 1. 
  INTEGRATED WEAPON 
  Always be prepared… by installing your weapon directly 
  into your arm! An integrated weapon gives the character a 
  permanently attached weapon with the following proﬁle: 
  (Ranged [Light], Damage 6, Critical 3, Range [Medium], 
  Accurate 1). This weapon can be drawn as an incidental. 
  INTIMIDATING FACIAL MODS 
  Modding the face with strange looking parts, plates of 
  metal, or wires can have an intimidating effect on 
  others, even other Deckers. Intimidating Facial 
  Mods  increase  a  characters  ranks  in 
  Intimidating by 1 (they add s to the results 
  when making a Coercion or Negotiation check 
  and f to the results when making a Charm or 
  Leadership check per rank of Intimidating).
  MAGNA COIL 
  This device is integrated into a character’s chosen 
  hand. As long as this hand is free and able to be pointed 
  in  the  correct  direction,  the  character  may  recall  a 
  dropped weapon or piece of gear within short range to 
  their hand as an incidental. 
  MAGNA SHIELD 
  This mod is installed on a character’s non-dominant 
  arm.  As  an  incidental  (if  the  arm  is  free)  a 
  character  with  a  Magna  Shield  mod  can 
  activate  a  shield.  While  activated,  the 
  character increases their ranged defense by 2.
  MERCURY JETS 
  These small, low-powered jets are installed on 
  the character’s lower leg and heal. As a maneuver, a 
  character with Mercury Jets installed can ﬂy any direction 
  within short range (including vertically). See more about 
  ﬂying on page 100 of the Genesys Core Rulebook.
  MULTI-TOOL 
  This treasure trove of multiple tools is installed in the 
  forearm  and  increases  the  character’s  Mechanics  and 
  Salvaging skills by 1. 
  OCULAR IMPLANT  
  A  character  with  an  Ocular  Implant  increases  their 
  Perception by 1 and can remove 3 added due to smoke, 
  dust, or darkness. 
  SALVAGE | 51
  
  RUNNING BLADES 
  A character who replaces their lower legs with running 
  blades  becomes  very  agile  and  quick.  Running  Blades 
  increase a character’s Agility by 1, and grant the character 
  one additional free Move maneuver during their turn (they 
  still cannot take more than 2 maneuvers during their turn). 
  SONIC IMPLANT 
  This  simple  device  ﬁlters  ambient  noise  and  ampliﬁes 
  other sounds as desired and can give the user a keen sense 
  of  awareness.  A Sonic  Implant  increases  a  character’s 
  Vigilance by 1, and adds s to the results of any Vigilance 
  checks they make when determining Initiative.  
  TARGETING EYE 
  This device can be installed on the brow of the eye or 
  inside the eye socket itself. A Targeting Eye increases a 
  character’s  Ranged  (Light)  and  Ranged  (Heavy)  by  1. 
  When a character with a Targeting Eye performs an Aim 
  maneuver, instead of adding 3 to the check, they may add 
  sa or aa to the results of the check instead.
  TORCH FINGER 
  It’s a great trick to pull out at a party, or when the group 
  desperately needs to start a ﬁre on a frigid night. A torch 
  ﬁnger can start a ﬁre with no effort. It can also help 
  deconstruct wreckage. A character with a Torch Finger 
  adds 3 to all Salvaging skill checks they make. 
  SALVAGE | 52
  3-10: MECHATRONICS
  NAME
  ARCHETYPE
  PRICE
  TYPE
  HARD POINTS
  RARITY
  Auto Injector
  Decker Only
  2500
  Neck
  0
  4
  Biomechatronic Limb
  Decker Only
  2000
  Arm or Leg
  2
  4
  Biomechatronic Ports
  Decker Only
  900
  Body
  0
  4
  Claws
  Decker and Esso
  400
  Hand
  1
  5
  Com Implant
  Decker and Esso
  500
  Ear
  0
  4
  Extra Arm
  Decker and Esso
  2000
  Arm
  2
  6
  Gauntlets
  Decker and Esso
  1500
  Hands
  2
  5
  Halo
  Decker Only
  1500
  Brain
  0
  8
  Heat Insulation
  Decker and Esso
  1000
  Body
  0
  Heat Scanner
  Decker and Esso
  300
  Arm or Eye
  0
  4
  Implanted Armor
  Decker Only
  1000
  Skin
  1
  5
  Integrated Weapon
  Decker and Esso
  1500
  Arm
  2
  6
  Intimidating Facial Mods
  Decker Only
  200
  Face
  0
  6
  Magna Coil  
  Decker and Esso
  500
  Hand
  0
  5
  Magna Shield
  Decker and Esso
  1000
  Arm
  0
  6
  Mercury Jets
  Decker and Esso
  600
  Leg
  0
  7
  Multi-Tool
  Decker and Esso
  400
  Arm
  2
  5
  Ocular Implant 
  Decker and Esso
  800
  Eye
  1
  4
  Running Blades
  Decker Only
  1650
  Feet
  2
  6
  Sonic Implant 
  Decker and Esso
  600
  Ear
  0
  5
  Targeting Eye
  Decker and Esso
  1500
  Eye
  1
  4
  Torch Finger
  Decker and Esso
  300
  Hand
  0
  4
  
  ChNo one knows where these abilities came from or what 
  caused their emergence. One thing is for sure, however: 
  they didn’t exist in humans before landing on Omega-
  Tessera. 
  Typically psychic abilities begin to show during puberty 
  with wild unpredictable outbursts of psychic energy.  They 
  can manifest unexpectedly much later in some, however. 
  In the world of Salvage, the gaining of a new Psychic skill 
  is  called  Psychic  Discovery.  This  is  the  moment  an 
  individual discovers their newfound power. 
  RULES FOR PSYCHIC SKILLS 
  GAINING A PSYCHIC SKILL 
  Psychic skills cannot be trained, upgraded or used in any 
  way unless the player has purchased the Psychic Discovery 
  talent. When purchasing this talent, the player chooses one 
  Psychic  skill  which  becomes  a  career  skill  for  their 
  character and can now be used as described in this chapter.
  Unless  otherwise  decided  by  the  GM,  players  can  the 
  Psychic Discovery talent multiple times (following normal 
  ranked talent rules) accessing a new psychic ability each 
  time the talent is taken. There is no beneﬁt to taking the 
  Psychic Discovery Talent in the same Psychic skill more 
  than once. 
  USING PSYCHIC SKILLS  
  Each Psychic skill has a narrative ability and a mechanical 
  ability. A character can use a Psychic skill by spending a 
  maneuver  and  performing  an  Easy  (1)  Psychic  skill 
  check. during a combat or social encounter. A player can 
  attempt to add additional effects to a given Psychic skill by 
  increasing the difﬁculty of the check by the associated 
  difﬁculty as outlined on that Psychic skill’s table. 
  Some additional effects require the skill to be used as an 
  action  instead  of  a  maneuver.  After  deciding  which 
  modiﬁers a character would like to apply to the skill check, 
  if any of those modiﬁers say “action,” the character must 
  spend an action instead of a maneuver to use the skill.
  PSYCHIC STRAIN (PS)  
  Psychic abilities take their toll on the mind of the person 
  using them. Every attempt to use a Psychic skill (even 
  narratively) causes the character to suffer two strain after 
  the ability has resolved, regardless of the outcome. If any 
  Additional Effects of that psychic ability cause strain (see 
  the +PS column), that strain is in addition to the two strain 
  automatically suffered.
  This collective strain is called psychic strain (PS). No 
  game effect can ever reduce Psychic strain suffered 
  from a single source below one. 
  SALVAGE | 53
  CHAPTER 4 
  POWERS OF THE MIND
  Maybe our minds were trapped in their own 
  mediocrity for so long, we can’t help but fear 
  greatness.  
  -Captain Prabal Locke
  
  CONCENTRATE 
  In  some  cases,  psychic  abilities  can  be  extended  over 
  multiple rounds by Concentrating. A character may take 
  the Concentrate maneuver to continue an effect triggered 
  by a successful Psychic skill check, without an additional 
  skill  check.  After  taking  this  maneuver,  the  character 
  suffers strain equal to half the strain originally required to 
  activate the ability, rounding down.
  CONSEQUENCES 
  Using  psychic  abilities  can  have  more  serious 
  consequences than typical skills. Players should be aware 
  how dangerous it can be to tap into these powers. Table 4-1 
  shows some of the ways the GM may choose to spend 
  negative results from a Psychic skill check. It is easy to 
  become  overwhelmed  with  psychic  strain  and  psychic 
  abilities  shouldn’t  be  a  catchall  replacement  for  doing 
  things the “old-fashioned way.”
  MADNESS 
  The use of psychic abilities requires, by its very nature, the 
  opening of one’s mind. This frees the mind to go beyond 
  the physical limits of the body, but can also weaken the 
  mind’s hold on reality. During a Psychic skill check, the 
  GM may spend hhhh or  d  rolled by the character to 
  add one level of madness to that character.
  For  each  level  of  madness,  the  character’s  minimum 
  psychic strain increases by one. If a character reaches 
  madness level 5, their brain is no longer able to handle the 
  pandemonium and ceases to function, killing the character.
  While in a safe and familiar place, a character may make 
  an Average (11) Discipline check. A t result can be 
  used to heal one level of madness. 
  Alternatively, the mind is resilient and will heal itself over 
  time. If a character goes an entire session without using 
  any Psychic skills, they automatically heal one level of 
  madness at the end of that session. 
  SALVAGE | 54
  4-1: NEGATIVE EFFECTS OF PSYCHIC CHECKS
  COST
  RESULT
  h or  d
  Psychic efforts exhaust the character; they suffer 2 strain or 1 wound (player’s choice).
  Psychic backlash causes all allies in the encounter to add 3 to psychic checks for one round.
  The character suffers 2 additional Psychic strain.  
  hh or  d
  Psychic wavelengths damage a nearby item or weapon one step.
  The ability stalls, triggering at the start of the character’s next turn.
  hhh or  d
  The ability is more powerful than expected, effecting additional unintended targets (not in the player’s favor).
  Other psychic beings in the area may sense the use of psychic powers.
  Enemy psychic beings may be invigorated by the glut of psychic energy, adding 3 to their next check.
  hhhh or  d
  The character overexerts themself and cannot use psychic abilities for the remainder of the encounter.
  The target of the ability suddenly changes, chosen by the GM (or the players if rolled by an NPC).
  The character gains one level of madness.
  d d
  The character is completely overwhelmed by psychic energies, suffering a Critical Injury.
  The character goes into a psychic coma for a length of time determined by the GM.
  Other strange unintended consequences (unending nose bleed causing continual strain, confusing voices in their head, etc).
  WALLS UP? 
  Friendly or Guarded? These terms will be used 
  throughout the descriptions of Psychic Abilities.
  Friendly characters tend to have some level of 
  rapport with the player character. Whether they 
  are friends or co-workers, travel companions or 
  family, friendly characters have at least a small 
  level of trust.   
  Guarded  characters  can  be  strangers  or  even 
  acquaintances who have a reason not to trust the 
  player character.  These individuals have mental 
  and emotional barriers up.
  The players and GM can decide together if a 
  target  character  is  Friendly  or  Guarded,  but 
  ultimately the GM gets ﬁnal say. 
  
  SALVAGE | 55
  4-2: ASTRAL PROJECTION ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of long range.
  +1
  Fade: When in psionic ghost form, gain an additional level of concealment, raising it to +2. 
  +1
  Invisible (Action): When in psionic ghost form, become fully invisible.  This cannot be extended through concentrate. 
  +2
  +11
  Corporeal Touch (Action): When in psionic ghost form you may interact with solid objects.
  +2
  +11
  Protective Aura (Action): When in psionic ghost form, friendly characters in short range increase their defense by 2.
  +11
  Reverse Projection (Action): When the ability would end, instead of returning to the body, the character’s body 
  teleports to the location of the psionic ghost. 
  +4
  +111
  Embody (Action): This check becomes an opposed Astral Projection versus Discipline check targeting a character 
  within range. If successful, your psionic ghost may travel into the mind of the target, controlling it until the start of your 
  next turn. Use your own skills for any skill checks made while embodying another character, adding 33 to the check. 
  If attempting against a guarded character upgrade the difﬁculty of the opposed check twice. This effect cannot be 
  extended through the Concentrate maneuver. 
  +4
  +?
  4-3: EMPATHY ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of long range.
  +1
  Piercing Emotion: The target may be a guarded character. This check becomes an opposed Empathy versus Discipline 
  check targeting one guarded character in range, upgrading the difﬁculty twice. 
  +2
  +?
  Enervate (Action): The target suffers strain equal to your ranks in Empathy plus s generated by the Empathy check.
  +2
  +11
  Calm (Action): Target heals strain equal to your ranks in Empathy plus s generated by the Empathy check.
  +11
  Encourage: If successful, add a equal to your ranks in Empathy plus s generated by this Empathy check to the 
  target’s next skill check.
  +11
  False Emotion: (Action) This check becomes an opposed Empathy versus Discipline check targeting a character within 
  range. If successful, temporarily change the emotional state of that character. If the target is a guarded character, upgrade 
  the difﬁculty twice. 
  +4
  +?
  Paralyze with Fear: (Action) The target is staggered until the end of your next turn.
  +2
  +111
  ASTRAL PROJECTION (WILLPOWER) 
  This power allows a character’s mental essence to leave the 
  physical body in the form of a psionic ghost and can travel 
  within short range unrestricted by physical restraints or walls. 
  It is invulnerable to physical attacks. This psionic presence 
  can be seen by other player characters and NPCs and cannot 
  interact with any physical objects in any way.
  BASIC ABILITY 
  As a maneuver, a character may make an Easy (1) Astral 
  Projection check  to send their psychic essence anywhere 
  within short range for one round. This effect may be extended 
  through the Concentrate maneuver (page 54). While in Psionic 
  Ghost  form,  the  character  gains  1  level  of  Concealment 
  (Genesys Core Rulebook Page 110).
  EMPATHY (PRESENCE) 
  An Empath can use this ability to sense the general emotions 
  of people nearby, but typically cannot pinpoint those emotions 
  to a single person unless they are alone with them. When 
  around a group of people, the prevailing emotion may be the 
  only emotion an empath can sense. An empath can also sense 
  sudden dramatic changes in emotion. 
  BASIC ABILITY 
  As a maneuver, a character with the Empathy Skill can make 
  an Easy (1) Empathy check to sense the exact emotional 
  state,  motivations,  or  fears  of  another  engaged  friendly 
  character they are touching. If successful, the character adds 
  s on all social checks they make targeting that character until 
  the end of the encounter. 
  
  SALVAGE | 56
  4-4: PRECOGNITION ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of long range.
  +1
  Clarity: In addition to the normal effects, during the target’s next skill check, you may choose one die and force the 
  target to re-roll it. This effect may be added multiple times, affecting one additional die in the same skill check each 
  time.
  +1
  Portent: (Action) Instead of the normal effects of Precognition, all friendly characters within range increase their 
  ranged and melee defense by one per rank in Precognition until they take their next action. 
  +2
  +1
  Time Jump: Instead of taking a free maneuver, the target may take a free action as an out of turn incidental. 
  +2
  +11
  Affect the Future: (Action) If this check is successful,  in addition to the normal effects, during the target’s next skill 
  check, they may re-roll their entire die pool. 
  +2
  +11
  Boon or Doom: (Action) If successful, during the target’s next skill check, you may suffer 2 strain to change any one 
  die in the pool not displaying t or d to a different face of your choice. This can be repeated up to a number of times 
  equal to your ranks in Precognition. This may only be added to a Precognition skill check once per encounter, and may 
  not be combined with any other additional effects.
  +?
  +111
  Divergence: (Action) If successful, the target ally may roll their next skill check twice, deciding which set of results to 
  keep from the two. This may only be added to a Precognition skill check once per session. 
  +4
  +111
  PRECOGNITION (CUNNING) 
  Seeing into the future is not an exact science and no outcome 
  is  inevitable.  With  Precognition,  a  character  can  catch 
  glimpses of possible futures, vague ﬂashes and symbols of 
  what may be (sometimes even when they aren't looking). 
  BASIC ABILITY 
  As a maneuver, a character with the Precognition Skill can 
  make an Easy (1) Precognition check on an engaged target 
  they are touching to allow that target to immediately take a 
  free maneuver as an out-of-turn incidental. 
  4-5: REIKI ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of long range.
  +1
  Healing Blast: (Action) The ability affects one additional target within range. Additionally, if successful, you may 
  spend any number of  a to affect a number of additional targets equal to a spent.
  +2
  +1
  Restoration:  (Action) Select one ongoing status effect the target is suffering. This status effect immediately ends.
  +1
  Heal Critical: (Action) Select one Critical Injury the target is suffering. If the check is successful, the Critical Injury is 
  also healed.
  +4
  +11
  Revive Incapacitated: (Action) You may target an incapacitated character. 
  +2
  +11
  Drain: (Action) Instead of healing the target, the target suffers wounds equal to your character’s ranks in Reiki plus 
  uncanceled s. 
  +2
  +111
  Resurrection: (Action) The target may be someone who has died during this encounter. If successful, the target is 
  restored to life with wounds equal to their wound threshold. If the check fails, no characters may attempt to resurrect the 
  target again. This may only be added to a Reiki skill check once per session.
  +6
  +1111
  REIKI (WILLPOWER) 
  Healing through the transfer of energy can be a dangerous 
  feat. Almost all uses of Reiki to heal wounds or strain require 
  a skill check. However, once per session, a character with 
  Reiki may use the skill to automatically transfer all wounds 
  and strain from a friendly character they are touching onto 
  themselves (this does not require a skill check).  
  BASIC ABILITY 
  As a maneuver a character with the Reiki Skill may make an 
  Easy Reiki Check to heal one engaged friendly character they 
  are  touching,  who  is  not  incapacitated.  The  target  heals 
  wounds  equal  to  the  character’s  ranks  in  Reiki  plus 
  uncanceled s, and strain equal to the character's ranks in 
  Reiki plus uncanceled a.
  
  SALVAGE | 57
  4-6: TELEKINESIS ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of long range.
  +1
  Summon: Pull the object directly into your hand.
  +1
  Strength 1: (Action) Increase the silhouette of the object to silhouette 1.
  +2
  +1
  Strength 2: (Action) Increase the silhouette of the object to silhouette 2. (You must have at least 2 ranks in Willpower).
  +4
  +11
  Strength 3: (Action) Increase the silhouette of the object to silhouette 3. (You must have at least 3 ranks in Willpower).
  +6
  +111
  Projectile: (Action) Push the object at a target as a ranged attack: Range: Short, Damage 10 x Silhouette (min 5), Crit 4. 
  +111
  Float: (Action) Use this ability to lift yourself off the ground and move within short range in any direction.
  +1111
  TELEKINESIS (WILLPOWER) 
  Some may call them parlor tricks, causing bolts to dance in 
  the  air,  or  picking  up  a  tool  without  leaving  your  chair. 
  Moving around small and light items outside of high-pressure 
  moments is no sweat for a telekinetic. 
  BASIC ABILITY 
  As a maneuver, a character with the Telekinesis Skill may 
  make an Easy (1) Telekinesis check to move one inanimate 
  silhouette 0 object within short range without touching it. The 
  character must have one free hand to focus this power at the 
  intended object.
  4-7: TELEPATHY ADDITIONAL EFFECTS
  EFFECT
  +PS
  MODIFIER 
  Range: Increase the range of the ability by one range band. This effect can be stacked to a maximum of extreme range.
  +1
  Call Out: The ability effects one additional target within range. Additionally, if successful, you may spend any number 
  of a to affect additional targets equal to a spent.
  +2
  +1
  Distract: (Action) Target enemy within range adds 33 to their skill checks. The concentrate maneuver can be used to 
  maintain this effect.
  +1
  Collaborative Thought: (Action) Instead of the normal beneﬁts of assistance gained from telepathic communication, 
  characters involved in the telepathic communication add sa or aa to the results of their skill checks. 
  +2
  +11
  Sense Intent: Target guarded character. If successful, upgrade the difﬁculty of the target’s next attack against you once. 
  +11
  Hive Mind: (Action) If successful, during the next round of combat, move all friendly initiative slots to the top of the 
  round.
  +4
  +111
  Read Thoughts: (Action) This check becomes an opposed Telepathy versus Discipline check targeting one guarded 
  character in range. If successful, read the target’s thoughts brieﬂy; the information gained is up to the GM. The target 
  must add 3 to all combat checks they make targeting you for the remainder of the encounter.
  +2
  +?
  TELEPATHY (PRESENCE)  
  A telepath can send their thoughts out to nearby friendly 
  characters,  easily  enough.  Listening  into  the  thoughts  of 
  others, on the other hand, alway requires a skill check. One 
  exception may be if a friendly character’s mind is shouting out 
  for help!
  BASIC ABILITY 
  As a maneuver, a character with the Telepathy Skill may make 
  an  Easy  (1)  Telepathy  check  to  secretly  communicate 
  through thought with one friendly character within medium 
  range until the end of the telepath's next turn. Characters 
  involved in telepathic communication are also considered to 
  be assisting each other (Genesys Core Rulebook page 26) 
  until the end of the telepath's next turn. 
  
  The planet of Omega is vast and ﬁlled with sand and strife. 
  Even the small corner that humanity has carved out for 
  itself is full of inﬁnite characters and conﬂicts. Because so 
  many of the adversaries the characters encounter here are 
  so linked to various parts of the planet, we will present 
  these important elements (people and places) together in 
  this chapter. 
  The following is a list of adversaries the GM can use in 
  adventures set in the Salvage world. For many of these, 
  unless speciﬁed, they can be any of the four archetypes, 
  any gender (including non-binary), any race, any sexual 
  orientation, and any belief faction (as long as the faction 
  make sense for their career). These can proﬁles can be 
  adapted by the GM as they see ﬁt. And, as always, this is 
  not an exhaustive list, with thousands of humans living in 
  the colony and beyond.
  ADVERSARY RATINGS 
  We have utilized the adversary challenge rating system 
  introduced in the Genesys Expanded Players Guide. This 
  gives each adversary a combat power rating (c), a social 
  power rating (p), and a general power rating (g). The 
  combat power level is a measure of how dangerous an 
  enemy is in a ﬁght. The social power level is a measure of 
  how skilled an adversary is at winning a social encounter. 
  The general power level is a measure of how useful an 
  adversary is at supporting other characters or performing 
  tasks that don’t involve social or combat skills. If you do 
  not have the Genesys Expanded Player’s Guide, you can 
  use these as a general guideline for the threat an adversary 
  may pose. Otherwise, for more information on how to 
  utilize these statistics to build a balanced encounter, see 
  page 84 in the Genesys Expanded Player’s Guide.  
  SALVAGE | 58
  CHAPTER 5 
  ADVERSARIES AND 
  LOCATIONS
  This planet attempts to devour us every day. Think 
  of it as a reminder that you are always desired.   
  -Captain Prabal Locke
  
  COLONY ADVERSARIES 
  Inside the colony, the people are diverse in form, function, 
  and belief systems. One thing that brings them all together 
  is their uniﬁed struggle to survive. Even so, that hasn’t 
  bridged all gaps. Conﬂict, crime, and competition still exist 
  aplenty. Surviving among your own kind in the colony 
  may be just as hard as surviving the dust and heat. 
  COMMISSIONER [RIVAL] 
  Political control of the colony lies in the hands of the 
  members  of  the  Commission.  These  council  members 
  make up the ruling class of Petra.
  Skills:  Charm  4,  Coercion  2,  Cool  2,  Leadership  3, 
  Negotiation 5, Vigilance 1.
  Talents: Clever Retort (once per encounter, may add hh 
  to another character’s social skill check).
  Abilities: None. 
  Equipment:  Microlattice  Knife  (Melee;  Damage  +3; 
  Critical 2; Range [Engaged]; Defensive 1; Reinforced). 
  Fancy  Clothes  (adds  a  to  any  social  skill  check  this 
  character makes). Commission Link (adds s to any social 
  skill check this character makes when interacting with 
  someone of lesser social standing). 
  LEADER FRIDAY BARRIS [NEMESIS] 
  Friday Barris has been the head of the Commission for 
  nearly seven years. Under her leadership, the colony is 
  doing… ﬁne, and who can ask for more than that? With no 
  major catastrophes (and her ﬁercely formidable demeanor) 
  her command has not been challenged.
  Skills: Charm 4, Coercion 2, Empathy 2, Cool 2, 
  Leadership 3, Negotiation 5, Vigilance 1.
  Talents:  Scathing  Tirade  (use  this  talent  to  make  an 
  Average  (11)  Coercion  Check;  for  each  s, one 
  opponent within short range suffers 1 strain; for each a, 
  an  affected  opponent  suffers  one  additional  strain). 
  Adversary  2  (upgrade  difﬁculty  of  all  combat  checks 
  against this target twice). 
  Abilities: Emotional Intrusion (this character suffers no 
  penalty when making Empathy checks against guarded 
  characters). 
  Equipment:  Microlattice  Knife  (Melee;  Damage  5; 
  Critical 2; Range [Engaged]; Defensive 1, Reinforced). 
  Fancy  Clothes  (adds  a  to  any  social  skill  check  this 
  character makes). Commission Link (adds s to any social 
  skill check this character makes when interacting with 
  someone of lesser social standing).
  EMBER SLADE [NEMESIS] 
  Ember is one of the top scrap-dealers and scavengers in the 
  entire colony. Ember’s Emporium is an almost magical 
  wonderland of scrap, tech and perhaps some Onai artifacts. 
  With the right words, you may get to check out her black 
  market items. Ember is charming and a shrewd negotiator. 
  She’s also a wonderful Decker Surgeon, with a decking-
  shop through a door in the rear of the shop.
  Skills: Charm 3, Cool 2, Mechanics 2, Medicine 4, Melee 
  2, Negotiation 3, Salvage 3
  Talents: One Man’s Junk (if this character is carrying at 
  least 50 scrap, they gain +1 defense. If carrying at least 
  100 scrap, they also gain +1 soak (already added above). 
  Abilities:  Modder  (when  making  a  Medicine  check  to 
  install mechatronics, lower the difﬁculty by one). 
  Equipment:  Slammer  (Melee;  Damage  10;  Critical  3; 
  Range  [Engaged];  Cumbersome  3,  Disorient  2, 
  Knockdown). Mechatronic Arm (+1 Brawn, included in 
  proﬁle). Mechatronic Legs (+1 Agility, included in proﬁle). 
  100 Scrap. Decker Multitool (add 3 to any Medicine 
  checks made to install mechatronics). 
  SALVAGE | 59
  
  FIREWALL OFFICER [MINION] 
  Firewall was the military arm of the Odyssey Fleet, a 
  combination of trained military and ﬂeet-wide police force. 
  After  the  Grounding,  those  ofﬁcers  were  charged  with 
  creating a security force to protect the colony. Firewall 
  ofﬁcers are tasked with the safety of Petra from forces both 
  inside and out.
  Skills (Group Only): Athletics, Discipline, Melee, 
  Ranged [Light], Resilience, Vigilance.
  Talents: None.
  Abilities: None. 
  Equipment:  Boltslinger  (Ranged  [Light];  Damage  5; 
  Critical 3; Range [Medium]; Pierce 1).  Microlattice Knife 
  (Melee;  Damage  6;  Critical  2;  Range  [Engaged]; 
  Defensive 1, Reinforced). Plated Suit (+1 Defense, +1 
  Soak). 
  FIREWALL ELITE [RIVAL] 
  The top ﬁghters of the Firewall force, these elite ofﬁcers 
  are extremely skilled. As the very best of the best, these 
  soldiers  are  given  a  highly  specialized  and  extremely 
  coveted weapon, an Inferno Blade.
  Skills: Athletics 1, Discipline 2, Leadership 3, Melee 
  4, Resilience 2, Vigilance 2.
  Talents: Parry 3 (when this character suffers a hit from a 
  melee combat check, after damage is calculated [but before 
  soak is applied], they may suffer 3 strain to reduce damage 
  suffered by 5).
  Abilities: None. 
  Equipment: Inferno Blade (Melee; Damage 8; Critical 2; 
  Range [Engaged]; Pierce 4, Burn 2, Overheat 1, Unwieldy 
  3). Plated Suit (+1 Defense, +1 Soak).
  MOD-FATHER GOON [MINION] 
  The Mod-Fathers are a notorious crime mob of Deckers, 
  and probably the largest organized crime syndicate on the 
  planet. Their run-of-the-mill goons enforce their position 
  in the colony with enormous iron ﬁsts (literally). 
   
  Skills (Group Only): Athletics, Brawl, Resilience
  Talents: None
  Abilities:  Mechanical  Punch  (after  making  a  combat 
  check, may spend aa to knock target prone and have 
  them suffer 4 strain). 
  Equipment: Mechatronic Gauntlets (Brawl; Damage 8; 
  Critical 3; Range [Engaged]; Disorient 3, add 33 to all 
  Agility based checks). Amper Injector (once per encounter 
  as an incidental, activate to add 33 to the next two 
  checks and 33 to the following two). 
  PROXY FOXTROT [NEMESIS] 
  The owner of Proxyﬁre Pub, Proxy is the sweetest Esso 
  you ever did meet. She’s also the ﬁercest robo-assasin and 
  the head of the Bounty Hunter League. She’ll greet you 
  with the warmest hello at her pub, and with the coldest 
  bullet if you’re on her list. 
  Skills:  Charm 3, Coercion 5, Discipline 2, Leadership 2, 
  Ranged [Light] 4, Streetwise 4
  Talents: Dual Wielder (decrease the difﬁculty of combined 
  combat checks by one (see Two-Weapon Combat, Genesys 
  Core Rulebook page 108).  Adversary 2 (upgrade difﬁculty 
  of all combat checks against this target twice).
  Abilities:  One  Step  Ahead  (once  per  round,  after  an 
  opponent performs an action or maneuver, this character 
  may  spend  one  Story  Point  to  perform  an  action  or 
  maneuver as an out-of-turn incidental). 
  Equipment: Dual Modded Boltslingers (Ranged [Light]; 
  Damage 5; Critical 3; Range [Medium]; Pierce 2, Accurate 
  1). 
  SALVAGE | 60
  
  PUNCH STEELE [NEMESIS] 
  The Mod-Father’s top enforcer, you know you're in trouble 
  if he's sent looking for you. And it won’t take long to 
  realize it. All metal and scars, this massive brute sends 
  people scattering just by entering the room. 
  Skills: Brawl 4, Coercion 5, Resilience 3, Skullduggery 3, 
  Streetwise 4
  Talents: Adversary 2 (upgrade difﬁculty of all combat 
  checks against this target twice).
  Abilities:  Rocket  Pounce  (once  per  encounter,  as  a 
  maneuver, Punch may activate the rockets in this ﬁsts to 
  travel from medium range into engaged range of a target 
  and may then immediately perform a Brawl attack as a 
  second maneuver, suffering the required 2 strain). 
  Sonic Smash (this character may make an Easy (1) Brawl 
  Check; if successful, every character within short range is 
  knocked prone, suffering strain equal to the number of s).
  Equipment:  Enhanced  Mechatronic  Gauntlets  (Brawl; 
  Damage  9;  Critical  2;  Range  [Engaged];  Disorient  3, 
  Defensive 1, Deﬂective 1, +1 Brawn). Implanted Armor 
  (+1  soak).  Amper  Injector  (once  per  encounter  as  an 
  incidental, may activate to add 
  33  to  their  next  two 
  checks  and  33  to  the 
  following two).
  HAZARD PITS 
  The Hazard Pits are ﬁght clubs where a skilled combatant 
  can make a quick credit if they’re willing to take the risk. 
  They can be found in Petra, Valkyrie Rock, and any place 
  humans have gathered, if you look hard enough.  
  A character can choose to visit a Hazard club and engage 
  in a ﬁght. If they win, they limp away with a prize purse of 
  up to 2000 credits. If they lose, they might get wheeled 
  away on a gurney with much more than that in medical 
  bills… or they might be carried out in a body bag. 
  A character who does not have a Hazard Link may ﬁght a 
  rookie ﬁghter for a prize of 700 credits and gain a Hazard 
  Link. A character with a Hazard Link may ﬁght an ﬁghter 
  and win 1300 credits and an additional Hazard Link. A 
  character  with  at  least  two  Hazard  Links  may  ﬁght  a 
  veteran ﬁghter and win 2000 credits. And if you’re not 
  ﬁghting, you can always see the bookie to place a bet.
  A Hazard ﬁght ends if someone hits the ground or after 10 
  rounds. If ending to rounds, the winner is the character 
  furthest away from reaching their wound threshold. Losing 
  a ﬁght doesn’t cause a character to lose any Links they 
  may have gained in the past.
  ROOKIE HAZARD FIGHTER [RIVAL] 
  Don’t worry, they’re just as new to this “ﬁghting for sport” 
  thing  as  you  are.  A Rookie  ﬁghter  is  eager  to  prove 
  themselves and gain a solid rep… and even more eager to 
  walk away with the cash prize. 
  Skills: Athletics 3, Brawl 2, Resilience 3
  Talents: Jump Up (as an incidental, this character can 
  stand from a prone or seated position). 
  Abilities: None
  Equipment: Scrap Knuckles (Brawl; Damage 5; Critical 
  4; Range [Engaged]; Disorient 2, Scrap). 
  SALVAGE | 61
  
  AVERAGE HAZARD FIGHTER [RIVAL] 
  They’ve  been  here  before.  It’s  not  new,  but  it’s  not 
  something they’re used to yet either. An average ﬁghter 
  has learned a thing or two, and is ready to teach those 
  lessons to you.
  Skills: Athletics 3, Brawl 2, Resilience 3
  Talents: Jump Up (as an incidental, this character can 
  stand from a prone or seated position). Indomitable (Once 
  per encounter, when this character would be incapacitated 
  due to exceeding their wound or strain threshold, spend a 
  Story Point to use this talent. Then, this character is not 
  incapacitated  until  the  end  of  their  next  turn.  If  this 
  character reduces their strain or wounds to below their 
  threshold before the end of their next turn, they are not 
  incapacitated). 
  Abilities: Energy Surge (Once per encounter, after making 
  a Brawl attack (successful or not), may spend a Story Point 
  to  make  an  additional  Brawl  attack  as  an  incidental 
  increasing the difﬁculty by two).  
  Equipment: Modded Scrap Knuckles (Brawl; Damage 6; 
  Critical  4;  Range  [Engaged];  Disorient  2,  Knockdown, 
  Scrap).
  VETERAN HAZARD FIGHTER [NEMESIS] 
  A veteran ﬁghter is at home in the pit. They’ve earned their 
  reputation and the massive cheers from the spectators. And 
  those cheers are the sweet sustenance they need more of. 
  Skills: Athletics 3, Brawl 3, Resilience 3
  Talents: Adversary 2 (upgrade difﬁculty of all combat 
  checks against this target twice). Indomitable (Once per 
  encounter, when this character would be incapacitated due 
  to exceeding their wound or strain threshold, spend a Story 
  Point  to  use  this  talent.  Then,  this  character  is  not 
  incapacitated  until  the  end  of  their  next  turn.  If  this 
  character reduces their strain or wounds to below their 
  threshold before the end of their next turn, they are not 
  incapacitated). Second Wind 3 (once per encounter, this 
  character may heal 3 strain as an incidental). 
  Abilities: Energy Surge (Once per encounter, after making 
  a Brawl attack (successful or not), may spend a Story Point 
  to  make  an  additional  Brawl  attack  as  an  incidental, 
  increasing the difﬁculty by two).  
  Equipment: Volters (Brawl; Damage 8; Critical 4; Range 
  [Engaged]; Disorient 2, Ensnare 1, Feedback 1, Stun 2).
  OTHER COLONY LOCATIONS 
  THE BRIDGE MARKET 
  While not exactly on a bridge, the colony’s largest open-air 
  marketplace  is  located  on  one  of  the  enormous  pipes 
  spanning the wall that protects the Hold. This conduit it 
  practically the size of a bridge and is always a ﬂurry of 
  activity. Vendors of all types set up their wares to sell here.
  THE TROLL MARKET 
  Named “Troll Market” because of the idea of trolls living 
  under a bridge, this black market is hidden away under the 
  feet of the Bridge Market. The large pipe is presumed 
  blocked off, or ﬁlled in with quick-crete by those in power. 
  And so the large dark corridor makes a perfect home for 
  shady dealings and goings-on. But, you have to ﬁnd your 
  way in ﬁrst.
  THE TAILPIPE GRILL 
  The garage can serve up a greasy ﬁre scarab burger or ﬁx a 
  grinding servo motor. The scarab meat may leave your 
  mouth a little numb, but the motor will purr like a cat. The 
  owners are twin Nome brothers Tug and Torque who can 
  ﬁll your stomach with slop or ﬁll your tank with Ignum. 
  Most  would  say  their  mechanic  skills  outweigh  their 
  cooking talents, but their Strider Steak is the best in the 
  colony. The Tailpipe is the last stop at the edge of the 
  sprawl before open Dustland and the last chance to ﬁll up 
  before any long haul into the wild desert. 
  THE PHOENIX NEST 
  You’ll get a giant eye roll from your average citizen in the 
  colony at the name Phoenix Nest. This high perch  with a 
  pretentious name is built into the cliff wall high above the 
  colony and serves as the command center for the Firewall. 
  From here they have a view of both the Warrens and the 
  Hold.  Only  those  with  the  highest  level  of  security 
  clearance are granted access to the Nest. All lower level 
  Firewall Ofﬁcers operate at ground level out of the smaller 
  and less grandiose Firewall Station. 
  SALVAGE | 62
  
  SALVAGE | 63
  VALKYRIE ROCK 
  The Valkyrie was the primary science and medical vessel in 
  the Odyssey Fleet and the sole living ship among them. Only 
  the Valkyrie’s crew remained awake during the centuries in 
  space. They were tasked with scientiﬁc research and medical 
  oversight and acted as guardians for their sleeping brethren.
  When the ﬂeet was pulled to unknown coordinates in distant 
  space, the crew of the Valkyrie committed to getting the ships 
  to safety, no matter how long it took.
  Dr. Reis Tano’s obsession with genome experimentation led to 
  a breakthrough during those long years in space. By the time 
  the rest of the ﬂeet was forced to wake from hyper-sleep, the 
  humans on board the Valkyrie looked like anything but. 
  The work of Dr. Tano was praised as a miracle on board the 
  Valkyrie. It led to “enhanced” beings with strong bodies, but it 
  also contributed to the invention of a bio-repair substance that 
  came to be known as Patch. The entire population of the ﬂeet 
  would beneﬁt from this breakthrough. 
  The centuries together in space bonded the Nomes (as they 
  would  come  to  be  called)  and  gave  them  a  sense  of 
  independence from the rest of the ﬂeet. Once on the surface, 
  they decided it would be best to maintain their distance. Thus, 
  the colony of Valkyrie Rock was built from the wreckage of 
  their ship a short distance away from Petra.
  The  Nomes  are  private,  but  not  entirely  unfriendly,  and 
  Valkyrie Rock is still the best place to ﬁnd incredible medical 
  care and scientiﬁc research. 
  
  DUSTLAND ADVERSARIES 
  It’s a brutal world out there in the direct heat of two 
  blazing suns. There’s very little escape from the boiling 
  temperatures or from vicious beasts. Colossal distances 
  offer nowhere to hide, and running is so damned hard in 
  the sand. 
  But the Dustlands also host Onai Ruins, terrible jagged 
  mountains, and ample mysteries. Some adversaries can be 
  found in any and all areas of the Dustlands, so we’ll cover 
  those ﬁrst.
  GRINDERS [MINION] 
  These bandits wear masks and armor made of dismantled 
  Rusters  to  hide  their  deeds  from  their  fellow  humans. 
  These villains steal from other scavengers and salvagers, 
  sometimes with a smash and grab, and sometimes sneaking 
  into a camp at night. Then they remove their clanking 
  costumes and sell the goods as their own in the colony.
  Skills (Group Only): Athletics, Driving, Melee, Ranged 
  [Light], Skullduggery, Stealth.
  Talents: None.
  Abilities: Momentum (if this character performs a move 
  maneuver, they add +3 to the damage of one hit from a 
  successful Brawl or Melee combat check they make during 
  the same turn). 
  Equipment:  Scraptooth  Sword  (Melee;  Damage  6; 
  Critical 3; Range [Engaged]; Vicious 1). Scrap Shooter 
  (Ranged [Light], Damage 5; Critical 4; Range [Short]; 
  Prepare 1, Blast 2, Scrap). 
  STORM SHEPHERD [NEMESIS] 
  A Storm Shepherd is a powerful psychic who has found a 
  personal  connection  to  the  planet  and  the  Onai  at  a 
  fanatical level. They have left the colony to live a life 
  dedicated to the lore they’ve established in their heads. 
  They believe the planet and the Onai blessed them with 
  divine gifts.  
  Skills: Coercion 2, Melee 3, Knowledge [Onai Lore] 4, 
  Survival 4, Telekinesis 3, Telepathy 3, Vigilance 2.
  Talents: Adversary 2 (upgrade difﬁculty of all combat 
  checks against this target twice). Dust Devil (once per 
  encounter while in the Dustlands, after rolling dice for a 
  skill check, spend aa and a Story Point to use this talent 
  to take another action). 
  Abilities: Storm Caller (as an action, this character may 
  make an Average (11) Telekinesis Check targeted at the 
  sand.  If  successful,  this  character  calls  up  a  level  3 
  Sandstorm until the start of their next turn. This effect can 
  be  extended  using  the  concentrate  maneuver).  Psychic 
  Storm (once per session, as a maneuver, this character may 
  suffer strain up their ranks in Willpower to send out a 
  psychic storm. Then all other living beings within medium 
  range suffer double that amount of strain). 
  Equipment:  Arcknife  (Melee;  Damage  6;  Critical  2; 
  Range [Engaged]; Pierce 3, Stun 2, Vicious 1). Biolume 
  Halo (upgrade the difﬁculty of any Psychic skill check 
  made  targeting  this  character  twice).  Dust  Gear,  Dust 
  Breather, Dust Goggles. 
  OILERS [RIVAL] 
  These sludgy monstrosities emerge from fractures in the 
  Rift.  During  Fracture  storms,  they  crawl  out  of  the 
  crackling portal, and while most are sucked back in when 
  the storm collapses, some escape and shamble away into 
  the Dustlands. Their forearms are made of black blades 
  (Arm Glaives), and they can launch a strange sludge that 
  traps and drains its enemies.
  Skills: Brawl 3, Coordination 3, Perception 4, Ranged 
  [Light] 2, Survival 3, Stealth 3
  Talents: Adversary 1 (upgrade difﬁculty of all combat 
  checks against this target once).
  Abilities: Sludge Drain (if a character is ensnared by Oiler 
  Sludge at the end of their turn, that character suffers 2 
  SALVAGE | 64
  
  strain). Soul Sucker (when this character causes another 
  character to suffer any amount of strain, this character 
  heals 2 wounds). Susceptible (when this character suffers 
  strain or strain damage, increase the total strain or strain 
  damage by 1). 
  Equipment: Glaive Arms (Brawl; Damage 8; Critical 3; 
  Range [Engaged]; Pierce 3, Vicious 1).  Sludgy Skin (+2 
  soak). Sludge Spitter (Ranged [Light]; Damage 4; Crit 3; 
  Range  [Short];  Ensnare  10,  Pierce  5,  Prepare  1,  Stun 
  Damage,  the  Oiler  Sludge  ﬁred  can  be  targeted  as  a 
  silhouette 0 object with a wound threshold of 5 and 1 soak. 
  If it suffers wounds greater than its threshold, its target is 
  no longer immobilized).
  OPEN DESERT 
  The vast majority of the Dustlands is made up of open 
  desert, both rolling sand dunes and dry, cracked playa. Out 
  here in the open, if the weather or a ruster doesn’t get you, 
  a beast of one sort or another in lining up to take its turn. 
  FIRE SCARAB [MINION] 
  Not your average Earth beetle, these deep desert dwelling 
  bug-like creatures can grow to be the size of a cat. Their 
  hardened exoskeleton is a sparking reﬂective gold material 
  which helps camouﬂage the creature in sandy areas (and 
  catches a good price at market). Their bite is ferocious and 
  contains a chemical called Fire-Poison, so steer clear of 
  those mandibles! 
  Skills  (Group  Only):  Athletics,  Brawl,  Survival, 
  Vigilance, Stealth.
  Talents: None.
  Abilities:  Dust  Native  (this  creature  ignores  all 
  negative  effects  and  penalties  from  extreme  heat, 
  sandstorms,  and  dehydration).   Fire  Bite  (if  a 
  character  has  suffered  any  number  of  burn 
  damage from this creature’s ﬁre-poison, then 
  for the next 24 hours, any time they would 
  recover wounds or strain, they recover one less 
  wound or strain).  Burrow (as a maneuver, this 
  creature can burrow into any sand/dirt, gaining 
  ranged  defense  3.  While  burrowed,  as  a 
  maneuver this creature can emerge anywhere within short 
  range of its previous location and adds 3 to any combat 
  checks it makes this turn). 
  Equipment:  Mandibles  (Brawl;  Damage  4;  Critical  2; 
  Range [Engaged]; Pierce 2; Burn 2 [this burn effect is 
  chemical and cannot be stopped].  Armored Exoskeleton 
  (+2 soak, +2 wound threshold). 
  SCORCH FOX [RIVAL] 
  These furry creatures greatly resemble foxes from Old 
  Earth. They have perky long ears that stick straight up, big 
  black eyes, and a long bushy tail. Its large disc cranium, 
  however, is the home of a powerfully psychic brain. Its 
  sand-colored  fur  keeps  this  cute  creature  well 
  camouﬂaged.
  Skills: Astral Projection 2, Athletics 2, Brawl 2, Charm 3, 
  Perception 4, Reiki 2, Survival 2, Stealth 3
  Talents: None.
  Abilities: Astral Warp (when using Astral Projection, this 
  creature can change the size of its astral ghost; smaller to 
  lure in small prey or larger to scare away enemies).  Dust 
  Native  (this  creature  ignores  all  negative  effects  and 
  penalties from extreme heat, sandstorms, and dehydration). 
  Empathic  Comfort  (once  per  session  this  creature  can 
  spend  an  action  to  cause  an 
  engaged target to heal half 
  the  strain  they  are 
  currently  suffering). 
  SALVAGE | 65
  
  Psionic  Shield  (all  friendly  characters/creatures  within 
  short range increase their Psychic Soak by 1). Teleport (as 
  a maneuver, this creature can teleport anywhere within 
  short range). 
  Equipment: Razor Bite (Brawl; Damage 5; Critical 3; 
  Range [Engaged]; Knockdown, Vicious 2). Psionic Blast 
  (Astral Projection; Damage 5; Critical 4; Range [Short]; 
  Psionic only. If a character suffers a Critical Injury from 
  this attack, they also suffer 1 level of madness).
  VENUS SAND TRAP [RIVAL] 
  This  enormous  sand-dwelling  ambush  predator  buries 
  itself just under a thin layer of sand. A full grown Venus 
  Sand Trap (commonly known as a Pox) can cover an area 
  larger than a semi truck. A keen eye can spot the subtle 
  breathing movement under the sand, but most only realize 
  they’re on top of the creature when it’s already too late. 
   
  Skills: Brawl 3, Coordination 3, Perception 4, Survival 2, 
  Stealth 3.
  Talents: None.
  Abilities:  Quicksand  Trap  (as  an  action,  this  creature 
  creates a quicksand effect. All enemies within short range 
  are immobilized until the Pox dies, or the trapped character 
  makes a successful Hard (111) Coordination Check. 
  Bury (as an action this creature can make an Average 
  (11) Brawl check to bury an engaged and immobilized 
  enemy.  They  become  staggered  and  cannot  breathe.  A 
  character can hold their breath under the sand a number of 
  rounds equal to their Brawl characteristic, after which they 
  are considered to be Suffocating (Genesys Core Rulebook 
  page 112). The buried character can make a Formidable 
  (11111) Athletics check to get free. Another non-
  trapped character can make a Hard (111) Athletics 
  Check to pull a trapped character to safety). Trapped Prey 
  (when  this  creature  makes  combat  checks  targeting 
  immobilized  or  staggered  characters,  the  difﬁculty  is 
  Simple [-]).
  Equipment: Scorch Maw (Brawl; Damage 9, Critical 4; 
  Range [Engaged]; Burn 2).
  RUSTERS 
  What are Rusters? They are the only functioning remnants 
  of the Onai civilization left on the planet, and the primary 
  opponent of the Human settlement of Omega-Tessera.  As 
  a whole, this group of robotic machines has been given the 
  name Rusters as the decades have worn and eroded their 
  metallic exteriors. Functioning is also a generous term as 
  their programing seems to have deteriorated extensively 
  during all their time left alone.
  Some continue to run on a loop, attempting to complete 
  tasks they were programed to do, day after day and year 
  after year. Some have gone into a hibernation mode, or 
  have been forced to shut down as they’ve rusted in place 
  like the Tin Man in Oz. Others seem to have triggered an 
  emergency safety mode, and now assume humans are a 
  threat that they have to eliminate at all cost. There is also 
  conspiracy theories and ghost stories that small clans of the 
  Rusters have gained sentience.  
  Most  of  the  Rusters  seem  to  roughly  resemble  their 
  makers, the Onai (based on what little imagery has been 
  found of the long-dead species). Most are bipedal with 
  reversed knee joints and a large circular cranium, with the 
  most  striking  difference  from  the  Onai  being  Ruster’s 
  multiple arms.
  SALVAGE | 66
  
  FUNCTION DESIGNATIONS  
  Humans have given a name to the various functioning 
  levels of the Rusters. These categories also can help assess 
  their threat level.
  HOLLOW  
  A  Hollow  is  a  hibernating  ruster,  “a  hollow,  inert, 
  unmoving lump of metal.”  Although, it’s not completely 
  unheard of for these rusters to pop back to life without 
  notice. Many are known to have a failsafe to guard against 
  tampering, but with the years that have passed, not all 
  work correctly. Most, if any, research that has been done 
  on the Rusters has been performed on a Hollow.
  DRONE  
  A Drone is a Ruster who is actively going about a simple 
  and  unthreatening  task  and  seems  to  have  no  self-
  awareness or sentient ability whatsoever. They are often 
  extremely opposed to deviating from their task and will put 
  up a ﬁght to prevent it. 
  TWITCH   
  The  Twitch  are  Rusters  who  demonstrate  erratic  and 
  aggressive behavior due to the corruption of a primary 
  failsafe code, giving them a singular objective to protect 
  the  homes  and  belongings  of  their  makers.  The  vast 
  majority of Rusters fall into this category. 
  It is believed, thanks to the capture and study of one 
  Twitch, that a planet-wide signal triggered the dormant 
  emergency  programming.  It  is  also  believed  that  the 
  collective  networked  intelligence  of  these  Rusters  is 
  having a compounding effect on their animosity towards 
  humans now that they have registered them as a threat. 
  SALVAGE | 67
  
  VECTOR  
  The Vector are the theoretical evolved Rusters who exhibit 
  a level of Artiﬁcial General Intelligence. The speculation 
  of their existence comes strictly from anecdotal encounters 
  that  would  highly  suggest  they  have  surpassed  the 
  Artiﬁcial  Narrow  Intelligence  threshold  of  their  fellow 
  robotic kin. 
  They are called Vectors for two reasons. The ﬁrst (based 
  on stories that scavengers tell) is that they are actively 
  recruiting additional Rusters, spreading their sentience like 
  a disease. The second reason refers to their  worrisome 
  trajectory toward full super-intelligence. 
  There is a general fear that Vectors may soon become more 
  offensive than defensive, mounting actual attacks on the 
  human colonists. 
  RUSTER ADVERSARIES 
  Most, of the Rusters that characters encounter in Salvage 
  are Twitch-type, meaning they tend to stay at or near Onai 
  ruins and wreckage, although even these Ruster’s patrol 
  ranges are widening constantly. Rusters come in many 
  different models, but these listed here are a few of the 
  more prevalent ones.  
  Rusters and Initiative: Rusters are programmed to be 
  reactive. They can never begin combat in the ﬁrst position 
  in the initiative order. Some have abilities that can change 
  this during combat. This advantage cannot be guaranteed 
  against Vector-type Rusters (if they exist). 
  HORNET [MINION] 
  The Hornet model was named such for its ability to ﬂy and 
  the ominous buzzing sound it makes when doing so. These 
  Rusters tend to travel in groups. It’s hard to make out what 
  their original design was intended for, but their attack 
  protocols (ﬂy high, shoot a lot) can be extremely annoying. 
  Skills (Group Only): Computers, Perception, Mechanics, 
  Ranged [Light], Stealth, Vigilance.
  Talents: None.
  Abilities: Hive-link (unless the central core is severed/
  destroyed, individual Hornets still count toward the minion 
  group number even when disabled). Flying (this adversary 
  can  ﬂy).  Mechanical  (this  character  does  not  need  to 
  breathe, eat, or drink, and can survive in a vacuum or 
  underwater. They are immune to poisons and toxins). 
  Equipment:  Integrated  Shift  Blaster  (Ranged  [Light]; 
  Damage 4; Critical 3; Range [Medium]; Accurate 1; Pierce 
  1; Ensnare 1). Repair Arm (As an action, this adversary 
  can make an Easy (1) Mechanics check on itself or 
  another mechanical being to repair it; healing 1 wound per 
  s and 1 strain for each a). Hyperpulse Shield (as a 
  maneuver, this adversary can activate a ranged defense 
  shield  grid,  increasing  the  ranged  defense  of  all  other 
  rusters within short range by 1). 
  MANTIS [RIVAL] 
  A Mantis is a mean machine! These models were clearly 
  built for combat, their four strong arms ready to do some 
  serious ﬁghting. Two of these arms typically brandish long 
  fearsome blades and all these arms can swing in multiple 
  directions, unimpeded by limiting skeletal joints.
  Skills: Cool 3, Coordination 3, Melee 5, Ranged (Light) 4, 
  Stealth 1.
  Talents: Adversary 1 (upgrade difﬁculty of all combat 
  checks  against  this  target  once).  Quick  Strike  2  (this 
  SALVAGE | 68
  RUSTER WEAPONS 
  Most  Ruster’s  weapons  are  integrated  into  their 
  circuitry.  A  character  must  make  a  Daunting 
  (1111)  Mechanics  check  to  remove  any 
  Integrated  weapon  from  a  Ruster  body  without 
  permanently  destroying  it.  A Daunting  (1111) 
  Computers check is required to make any removed 
  Integrated weapon usable. 
  All Ruster weapons or devices gain Complex [Onai 
  Lore] 3 when being used by a non-Ruster.
  
  character  adds  33  to  any  combat  checks  they  make 
  against any targets that have not yet acted in the current 
  encounter. 
  Abilities: Adaptive Speed (at the start of each round, move 
  one NPC slot one space higher in the Initiative order for 
  each Mantis in the current encounter). Mechanical (this 
  character does not need to breathe, eat, or drink, and can 
  survive in a vacuum or underwater. They are immune to 
  poisons and toxins). 
  Equipment: Mantis Blades (Melee; Damage 8; Critical 3; 
  Range  [Engaged];  Pierce  3,  Vicious  1,  Linked  1). 
  Integrated Hyperpulse Blaster (Ranged [Light]; Damage 4; 
  Critical 4; Range [Medium]; Breach 1, Disorient 2, Stun 
  Damage.  Plated Exo-Skeleton (+ 1 defense).  
  SENTINEL [RIVAL] 
  These Rusters can be found standing guard across the Onai 
  ruins, and even more densely at Onai temple sites. Their 
  extremely efﬁcient use of swiveling limbs and sensors 
  makes them extremely effective with minimal movement 
  needed. They even have been known to latch into the 
  ground or a wall to stabilize while bombarding intruders 
  with hails of shot.
   
  Skills: Cool 3, Coordination 2, Perception 3, 
  Ranged [Heavy] 5, Survival 3, Vigilance 3.
  Talents: None
  Abilities: Adaptive Targeting System 
  (after this character performs an Aim 
  maneuver and then makes a combat 
  check  against  an  enemy,  it  may 
  perform the Aim maneuver as an 
  incidental  when  attacking  that 
  enemy for the remainder of the 
  encounter). Latch Down (as a 
  maneuver,  this  character  may 
  secure themselves to something 
  solid they are on or near (ie: 
  not sand). While “latched,” this 
  character  may  not  use 
  maneuvers to move. When in 
  latched position, this character 
  does not have to increase the 
  difﬁculty of combat checks to 
  use the Auto-ﬁre quality  and 
  this character cannot be knocked 
  prone. This character must use a 
  maneuver to unlatch in order to 
  become mobile again). Mechanical 
  (this  character  does  not  need  to 
  breathe, eat, or drink, and can survive 
  in a vacuum or underwater. They are 
  immune to poisons and toxins).
  Equipment:  Integrated  Hyper-Fire  Riﬂe 
  (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; 
  Auto-ﬁre).  Heavy Plated Exo-Skeleton (+ 2 defense). 
  SALVAGE | 69
  
  TANK [NEMESIS] 
  A Tank is a traveler. These Rusters were meant to cross the 
  distances  between  Onai  cities.  They  are  massive,  with 
  large all-terrain treads and multiple ranged weapons. They 
  were designed to carry supplies or even other Rusters.
  Skills:  Brawl  4,  Leadership  3,  Mechanics  3,  Ranged 
  [Heavy] 3, Resilience 3
  Talents: Adversary 2 (upgrade difﬁculty of all combat 
  checks  against  this  target  twice).  Improved  Field 
  Commander (this character may use this talent to make an 
  Average (11) Leadership check. If successful, up to 6 
  allies  may  immediately  suffer  1  strain  to  perform  one 
  maneuver as an out-of-turn incidental. Additionally, this 
  character may spend t to allow one ally to suffer 1 strain 
  to perform an action instead of a maneuver). 
  Abilities: Adaptive Strategy (as a maneuver, this character 
  may move one NPC slot one space higher in the Initiative 
  order). Deploy (if this tank is carrying any reinforcements, 
  as a maneuver it may deploy one such character (or group 
  in the case of minions). This new character takes the next 
  initiative slot after the Tank). Mechanical (this character 
  does not need to breathe, eat, or drink, and can survive in a 
  vacuum or underwater. They are immune to poisons and 
  toxins). Silhouette 2.
  Equipment: Mechanical Ram (Brawl; Damage 9; Critical 
  3; Range [Engaged]; Knockdown, Pierce 4). Shift Cannon 
  (Ranged [Heavy]; Damage 12, Critical 2, Range [Long]; 
  Blast 4, Ensnare 1, Slow-ﬁring 1). Heavy Plated Exo-
  Skeleton (+ 2 defense).  
  ONAI LOCATIONS 
  The Onai were an advanced but small civilization.  It 
  would be hard to call anything they left behind a city. 
  Perishing  towns,  rusting  vehicles,  and  a  few  unique 
  temple-like structures are all that can be found anywhere 
  near the colony of Petra. And all heavily guarded by those 
  damned Rusters. 
  RUINS 
  There are two ruins within a day’s journey of the colony. 
  These locations taunt humans as they get buried deeper 
  and deeper under blowing sand drifts every year. They’re 
  so close, and yet, so untouchable. 
  FATE VALLEY AND THE INFERNO 
  The most progress (yet still very little) has been made 
  delving  into  a  sand-blasted  town  surrounding  a  large 
  facility in a nearby scorching-hot valley. It has come to be 
  known as Fate Valley, named as a riff on Earth’s Death 
  Valley and the phrase “a fate worse than death.” 
  Most of the Ruster’s protective focus has been placed on 
  the large facility at the town’s center, given the name “the 
  Inferno.”  This  focused  attention  has  allowed  for  more 
  intrusion  on  the  town’s  outer  buildings  than  would 
  normally be possible. No human has made it far enough 
  into Fate Valley to even get a look inside the Inferno 
  before facing an army of Rusters. 
  THE ISLAND 
  Another small Onai town lies in the center of an expansive 
  playa. Humans call it the Island. This vast, ﬂat land gives 
  Rusters ample warning when invaders are coming. One 
  scavenger was able to make it in and out alive. She says 
  she traveled on foot covered in dust-camouﬂage, nearly 
  sweated away every last drop of moisture, and made it out 
  with only a small sack of trinkets to show for her trouble. 
  WRECKAGE 
  Wreckage is the easiest way to access Onai technology, or 
  any small nugget of information about them. Vehicles left 
  in random places, away from Onai towns make for a nice 
  surprise for a wandering scavenger. Most Onai wreckage 
  in the vicinity of Petra has been picked clean, but there’s 
  always a chance to stumble across something new! 
  Wreckage can vary in size from personal vehicles, to bus-
  sized transports. None are operational and no one has been 
  able  to  restore  them  to  working  order.  But  interesting 
  pieces of tech make for a great consolation prize. 
  CONSERVATORIES 
  Lonely temple-like structures dot the land, with at least 
  three known within a couple-day’s journey of the Colony. 
  The closest is due north, deep in the Blades. Not many are 
  willing to make that treacherous journey. Those that have 
  visited  any  of  these  “temple”  sites  say  they  are  more 
  ﬁercely guarded than any other Onai location. 
  Humans  assume  these  structures  carried  religious 
  signiﬁcance for the alien species. This could explain the 
  overprotectiveness  of  those  tasked  with  guarding  the 
  wellbeing  of  a  people.  Most  humans  refer  to  them  as 
  temples. Those who are a little more versed in Onai Lore 
  may call them by the accurate translation: Conservatories. 
  SALVAGE | 70
  
  SALVAGE | 71
  
  SALVAGE | 72
  Field Guide:
  Original Native Inhabitants
  ONAI: Original Native Inhabitants. My 
  research into the people and places that 
  once  occupied  the  planet  designation 
  Omega-Tessera  has  been  hamstrung 
  numerous times by the robotic guardians 
  that have somehow managed to continue 
  functioning.
  Clothing  and  artwork  show  a  bipedal 
  race, tall and graceful in form, with a 
  unique halo shaped skull. No physical 
  remains can be located, and no colonist 
  has yet been able to access any of their 
  computers or technological devices. 
  What little I have been able to gather 
  would suggest a vast and extremely old 
  civilization,  but  a  gentle  and  peaceful 
  species.  Their  thin  and  fragile  body 
  frames  would  suggest  they  did  not 
  engage  in  much  conﬂict  within  their 
  society or the world around them. It is 
  clear  by  the  aggression  from  their 
  machines,  that  they  delegated  manual 
  and physical matters to these robots.
  I look forward, with great anticipation, 
  to my next expedition. We’ve discovered 
  a prime Onai site to the north of our new 
  colony location. Further ﬁeld reports to 
  follow. 
  Captain Prabal Locke
  
  SALVAGE | 73
  This chapter reveals some of the mystery and lore that players can 
  discover during their adventures in the world of Salvage. It is highly 
  recommended that this section only be read by the Game Master. The 
  discovery of these secrets is a large part of the joy of the world of 
  Salvage. Turn back now if you are not the GM! 
  CHAPTER 6 
  GM ONLY
  A world full of mysteries is simply a 
  playground for an inquisitive mind.  
  -Captain Prabal Locke
  
  THE ONAI 
  WHO WERE THE ONAI? 
  The Original Native Inhabitants of the planet (Onai) were 
  an  extremely  old  and  extremely  advanced  civilization. 
  They lived in relative peace with themselves and with 
  the world they called home.
  The Onai knew a planet that was lush and 
  vibrant, covered in wandering rivers and 
  vast lakes. Their technology made life 
  easy, but they believed in keeping that 
  life  small  and  enjoyable.  They  never 
  allowed  industrial  growth  to  dominate 
  their world. 
  Clans  of  Onai  lived  together  in 
  small conclaves spread across the 
  planet.  Their  strong  belief  in  the 
  simple life prevented wars, as no 
  group  held  ambitions  to  expand. 
  Onai were free to come and go and 
  travel to other towns anywhere on the 
  planet. But no Utopia lasts forever. 
  TECHNOLOGY 
  The  Onai  developed  a  biotechnological 
  substance that became the basis for all of 
  their  technology.  This  living  material 
  mimicked the pathways of a brain and 
  provided a remarkably extensive and 
  fast conduit for computing. 
  Using this material, the Onai built 
  super-computers  and  robotic 
  servants. They cured diseases and 
  mastered  food  production.  The  clan-based 
  communal society meant no Onai had to fend for 
  themselves.
  And  they  lived  and  prospered,  and  built 
  incredible vehicles for traveling the land and the 
  skies.  Their  robots  worked  diligently  and 
  faithfully,  acting  as  guardians,  farmers,  and 
  builders. They wanted for very little. 
  PSIONS 
  Some among the Onai began to display a 
  new  evolution,  demonstrating  incredible 
  powers of the mind. These Psions (psychic Onai) were 
  lauded and celebrated as special by most. 
  But in all societies, when those in power feel a 
  threat, they tend to react poorly. Council leaders 
  began to whisper, planting seeds of fear into the 
  hearts  of  their  people.  They  suggested 
  these  new  abilities  threatened  the 
  delicate balance the Onai had spent 
  hundreds  of  thousands  of  years 
  building. Slowly and surely, this 
  fear permeated the towns. Those 
  with these powers began to feel 
  hatred. And so, they left. 
  THE ENLIGHTENED EXODUS 
  When  the  ﬁrst  Psions  had 
  grown  older  and  tired  of  the 
  hostility  towards  them,  they 
  convened a council of the mind. All 
  Psions  across  the  planet  joined  in  a 
  psychic  discussion,  and  a  decision  was 
  made to leave. 
  The Psions planned an exodus from the 
  towns of the Onai. Their unique abilities 
  allowed them a special connection to the 
  biotechnology built into the robots, and 
  many  hundreds  of  them  followed  the 
  Psions. This was not part of the plan, but 
  a welcome surprise.
  They  were  drawn  to  places  on  the 
  planet where psychic energy was the 
  strongest, and on these wellsprings 
  of  energy,  they  built  their 
  Conservatories.  Here  they  would 
  call out to, welcome, and teach new 
  Psions. They would give them a home 
  away from the judgement of the Onai. 
  The council leaders of the towns watched 
  the Psions and massive numbers of robots 
  walk away. They knew they were powerless 
  to stop the exodus. They would make more 
  robots, perhaps relying a little less on the bio-
  technology. And they would go back to their 
  lives, sending away any abnormal children to live 
  with the other oddities. Out of sight, out of mind. 
  SALVAGE | 74
  
  WHAT HAPPENED TO THE ONAI? 
  The  Onai  lived  this  way  in  peaceful  segregation  for 
  hundreds  of  years.  The  Conservatories  ﬂourished  into 
  beautiful citadels of enlightenment, with extremely loyal 
  robotic help. The robots were treated with great respect, 
  and  even  though  they  were  programed  to  love  their 
  makers, their devotion seemed to run deeper than basic 
  code. But a discovery by a Onai scientist would soon 
  change everything. 
  TRINARY SUNS 
  While the humans believe the Omega system to contain 
  binary stars, Onai murals and art depict a ternary star 
  system (a system with three suns). 
  An Onai scientist discovered that the orbit of the smallest 
  of these three suns was deteriorating, and it was being 
  pulled in to the largest. The scientist determined this would 
  cause a drastic rise in temperature on the planet, killing off 
  a large majority of the lifeforms there. The Onai had less 
  than  ﬁve  years  before  these  stars  would  join  and 
  temperatures would start to burn the planet. Putting their 
  best minds together, they had no choice but to go to the 
  Psions for help. 
  The Psions had been studying parallel universes for some 
  time,  but  were  reluctant  to  offer  this  as  a  solution. 
  Breaking the barrier between this universe and another was 
  something they had not found a safe way to do, and was a 
  choice they could not support. 
  The Onai leaders, however, became obsessed with the idea, 
  believing it to be their only hope of avoiding complete 
  annihilation. They sent in a spy to steal the Psion research.  
  THE TRINITY GATES 
  The theoretical plans called for enormous psychic gates to 
  be built in one of nature’s strongest shapes, the triangle. 
  The  research  proposed  that  multiple  average  psychic 
  beings could combine their mental strength and channel it 
  through these gates to tear a portal through the barrier 
  between universes.
  One merciless Onai leader saw in the science what no one 
  else did. Amplifying the mind-power of a single Psion 
  Elder would power a gate, but would end their life. The 
  leader saw this as a sad, but necessary sacriﬁce. 
  The gates were built using the stolen plans. And the town 
  leaders called for the capture of the eldest Psion of each 
  Conservatory across the planet. The ampliﬁers were rigged 
  into the Psions’ speciﬁcations without their approval. And 
  the date of the mass exodus was set. 
  THE PSYCHIC CATACLYSM 
  The Psion Elders were lead in chains to the amplifying 
  devices. The Onai packed belongings and formed massive 
  lines at the gates. Time was up. The suns had combined 
  and the ﬁrst ﬂare of heat was heading towards the planet. 
  There was no time for testing; this plan had to work.
  The ampliﬁers powered up, a high-pitched tone ﬁlled the 
  air across the entire planet. The ground shuddered as the 
  gates began to glow, tendrils of lightening-like electricity 
  sparking from their center. 
  The Elders spoke to each other across time and space and 
  agreed  that  they  would  do  their  best  to  save  their 
  ungrateful people. With a burst, they let out every last drop 
  of psychic energy they had. In the blinding-bright, ear-
  piercing moment that followed, every last  Onai and Psion 
  on the planet disappeared from existence. 
  The Psion Elders had believed that their ampliﬁed surge of 
  psychic energy would fully activate the gates, allowing 
  their  fellow  Onai  to  pass  into  an  alternate  dimension. 
  Instead  the  Elders  unleashed  an  apocalyptic  psychic 
  shockwave  that  removed  the  entire  species  from  the 
  physical world and had profound effects on the planet they 
  left behind. 
  PSYCHIC SHOCKWAVE 
  This  shockwave  permeated  the  planet  with  massive 
  amounts of psychic energy. It is this residual effect that has 
  gifted  humans  with  their  abilities  much  sooner  than 
  evolution alone would have. The planet itself is soaked in 
  psionic wavelengths that have had extraordinary effects on 
  humankind. 
  THE RIFT 
  The shockwave did indeed shift the species into another 
  plane of existence, but not in the way any had expected. 
  This plane, the Rift, is a dimension entirely consisting of 
  psychic energy. 
  In passing over, the Onai’s minds separated from their 
  bodies,  and  they  became  astral  entities.  Their  vacant 
  bodies  became  soulless  husks,  unguided  by  any 
  intelligence but instinctively searching for a way back to 
  the psychical world. The energies of the Rift scour their 
  SALVAGE | 75
  
  bodies even while they prevent the creatures from dying, 
  giving them a horriﬁc appearance. These terrible creatures 
  are the Oilers who crawl out of the Fracture Storms. 
  KNOWLEDGE [ONAI LORE]? 
  What does it mean to use Knowledge (Onai Lore) in the 
  game? What can a character know? What is a deep secret 
  they must learn through a narrative experience? Most of 
  the secrets laid out in this chapter aren’t things a character 
  would know with Onai Lore.
  For the most part, this skill will help identify Onai text and 
  items. Perhaps it helps a character know what a device was 
  intended for, or what a sign says. Additionally, a character 
  who  has  studied  Onai  Lore  tends  to  know  a  mix  of 
  conjecture, stories, and facts about the species. 
  Here are some examples of basic information available to 
  characters with Knowledge (Onai Lore). 
  •
  It is estimated that the Onai civilization was thousands 
  of years old, and disappeared from the planet hundreds 
  of years ago. (Theoretical, True). 
  •
  Whatever destroyed the Onai left no trace of physical 
  remains on the planet. (Factual, True). 
  •
  It doesn’t look like Onai buried their dead, as there 
  seems to be no graveyards of any kind. (Theoretical, 
  True). 
  •
  The cataclysm that scorched the planet is the same 
  event that wiped out the Onai. (Theoretical, False). 
  •
  The Onai were a religious civilization, putting great 
  importance  on  their  religious  temples.  (Theoretical, 
  False). 
  WEAPONS AND ARMOR 
  This section covers some special Onai weapons, armor, 
  and other artifacts that characters may discover during 
  their adventures. They are all fairly powerful artifacts, and 
  shouldn’t be found easily. 
  HYPERPULSE BLADE 
  This  strange  bright-white  metallic  blade  vibrates  at  an 
  incredible rate, giving the blade itself a slightly blurred 
  effect. The fast vibrations make this blade exceptionally 
  effective at phasing through solid armor like butter. 
  HYPERPULSE RIFLE 
  This double-handed gun has a long white metallic barrel 
  that causes the ammunition to vibrate at an incredible rate. 
  This allows the shots to phase through solid armor with 
  ease. 
  SHIFT GAUNTLETS 
  These strange alien gloves are made of a copper-colored 
  metal with orange glowing “veins” through their joints. 
  They hum slightly with an unknown technology. 
  After making a successful Brawl combat check using these 
  gauntlets, the character may spend aaa to immediately 
  relocate  the  target  to  any  location  in  a  straight  line 
  backwards from their current location and within short 
  range. If this would cause the target to smash into a wall or 
  solid object silhouette 2 or larger, increase the damage 
  inﬂicted by the combat check by 3. 
  SHIFT PISTOL 
  This strange alien handgun is made of a copper-colored 
  metal with orange glowing “veins" throughout its parts and 
  joints. It hums slightly with an unknown technology. 
  The ﬁrst time a target is hit from an attack with this 
  weapon  in  an  encounter  they  are  encased  in  a  “shift 
  bubble”  (hence  gaining  ensnare).  Additionally,  the 
  SALVAGE | 76
  8-1: ONAI WEAPONS
  NAME
  SKILL
  DAM
  CRIT
  RANGE
  ENCUM
  RARITY
  HP
  SPECIAL
  Hyperpulse Blade
  Melee
  +4
  3
  Engaged
  1
  9
  0
  Breach 1, Complex (Onai Lore) 2
  Hyperpulse Riﬂe
  Ranged Hv
  5
  2
  Long
  2
  9
  1
  Breach 1, Complex (Onai Lore) 2
  Shift Gauntlets
  Brawl
  +4
  3
  Engaged
  0
  9
  0
  Concussive 1, Complex (Onai Lore) 2
  Shift Pistol
  Ranged Lt
  5
  2
  Short
  1
  9
  1
  Pierce 2, Ensnare 2, Complex (Onai Lore) 1
  Shift Staff
  Melee
  +3
  3
  Engaged
  2
  9
  1
  Disorient 3, Deﬂective 1
  
  character  may  spend  aaa to  cause  the  target  to 
  continue to suffer additional hits from the weapon at the 
  end of each turn in which the target is ensnared. Each hit 
  deals the weapon’s base damage plus damage equal to the 
  s scored on the original check.
  SHIFT STAFF 
  This strange alien staff is made of a copper-colored metal 
  with orange glowing “veins” across its surface. It hums 
  slightly with an unknown technology. 
  After making a successful Melee combat check using this 
  staff, the character may spend aaa to suspend the target 
  in the air and immediately make a second Melee combat 
  check as an incidental increasing the difﬁculty by one. If 
  successful,  the  character  may  continue  making  Melee 
  combat checks as incidentals by spending a. Each time 
  the number of a required to make another combat check 
  increases by 1, and the difﬁculty of the combat check 
  increases by 1. 
  SHIFT ARMOR 
  This strange alien plating is made of a copper-colored 
  metal with orange glowing “veins” in its joint pieces. It 
  hums slightly with an unknown technology. This armor 
  gives the wearer 1 defense and increases their soak by 2.
  Attacks targeting this character do not gain 3 from the 
  Aim  maneuver.  This  character  adds  3  to  any  Stealth 
  checks they make. As a maneuver, this character can make 
  a Hard (111) Onai Lore check to disappear completely 
  until the start of their next turn. They cannot be targeted in 
  any way during this time, and they reappear exactly where 
  they were.
  BIOLUMICRON 
  This strange (and rare) substance glows and pulses with a 
  low bass vibration. It can catch a hefty sum on the 
  black market, even though most have no idea of 
  what it is. Artisans in the colony use it to make 
  jewelry or to adorn armor. Scavengers often 
  risk life and limb to bring back chunks of the 
  “soft  orange  rock”  to  sell  in  the  colony. 
  Biolumicron  can  only  be  found  in  Onai 
  wreckage or ruins.
  Most  assume  the  rocks  are  some  kind  of 
  natural  formation.  They  are,  however,  the 
  biotechnological base of all Onai technology. 
  Using bio-neural circuits, Biolume operates far 
  beyond the capacity of any human synthetic circuitry. 
  Finding living Biolumicron should be a rare occurrence. 
  When found, the average piece is roughly the size of a golf 
  ball. A piece must be this big to cause any effects. Smaller 
  pieces (which might be found slightly more often) can be 
  sold but have no game effect. A marble sized piece can sell 
  for between 100 - 200 credits. An average sized piece can 
  sell for 600 - 900 credits. An inert (non-glowing) piece will 
  fetch less than half of the glowing type. 
  This substance can be used to mod weapons and armor. 
  More commonly, however, it is worn as jewelry. Most 
  humans are completely unaware of its actual use. When 
  making a Mechanics check to mod an item using Biolume, 
  the character increases the difﬁculty by 1. Biolume can be 
  attached to an item or weapon without using Hard Points. 
  WEARING BIOLUMICRON 
  Attaching an average sized piece of Biolumicron to any 
  armor, or wearing it anywhere on a character’s person as 
  jewelry, increases their Psychic soak by 1. A character can 
  never increase their Psychic soak from Biolumicron by 
  more than 3.
  BIOLUMICRON AND WEAPONS 
  Attaching an average sized piece of Biolumicron to any 
  weapon gives it the Psionic 1 item quality. A larger piece 
  or  additional  average  pieces  can  increase  these  stats. 
  Smaller pieces  have no effect as they have zero potency 
  and no amount of combination can change that. A weapon 
  can never gain more than Psionic 3 from Biolumicron. 
  BIOLUMICRON AND TECHNOLOGY 
  Attaching an average-sized piece of Biolumicron to any 
  kind  of  personal  computer,  scanner,  or  digital  type  of 
  technology  permanently  decreases  the  difﬁculty  of 
  computer checks made with that device by one. 
  BIOLUMICRON AND ESSOS 
  Essos who implant an average sized piece of 
  Biolumicron into their neural network (this 
  would  require  a  Daunting  (111) 
  Mechanics check) increase their Intellect 
  by 1.
   
  DEAD BIOLUMICRON  
  Detached Biolume has an expiration date, 
  however. When using an item with attached 
  Biolume, when making a Psychic check while 
  wearing Biolume, or when an Esso makes an 
  SALVAGE | 77
  
  Intellect-based skill check with Biolume installed, the GM 
  may spend hhhh or d to cause the Biolume to die 
  out. The glow ﬂickers and stops, leaving a pretty (but inert) 
  translucent orange stone. Any abilities or bonuses gained 
  from this Biolume are lost. 
  CONSERVATORIES 
  Onai “temple” sites are apexes of great psychic energy. A 
  character with Onai Lore may be able to discover that the 
  word the Onai use for these locations translates closer to 
  Conservatory than Temple. They are often surrounded by a 
  series of large ﬂat monoliths, a great hiding place for the 
  plentiful armies of Ruster guardians. 
  The  ﬁrst  time  during  an  encounter  that  any  organic 
  character  enters  a  Monolith  Garden  surrounding  a 
  Conservatory they immediately heal 1d10 strain. These 
  monolithic structures were meant to provide a type of 
  protection. All organic characters increase their Psychic 
  soak by 1 while inside the perimeter. 
  RARE BIOLUMICRON CORE 
  Somewhere in a safe place deep inside every Conservatory 
  lies a special core formation of Biolumicron. The core may 
  be glowing normally or may have died off years ago. 
  However,  if  a  character  is  particularly  observant  or 
  thorough, they will see a blue glow at the core of the 
  formation.  Here,  they  will  discover  a  perfect  piece  of 
  biolume glowing bright blue instead of the typical orange. 
  This is a Biolumicron core.
  The ﬁrst organic character to take this core piece from its 
  formation will feel a surge of psychic energy. They should 
  make a Daunting  (1111) Discipline check. If they 
  fail,  they  immediately  suffer  an  amount  of  strain  one 
  greater than their strain threshold, becoming incapacitated. 
  They also suffer one level of Madness (see page 54). 
  If  they  succeed,  however,  they  immediately  gain  the 
  Psychic Discovery talent. This talent acquisition must go 
  in the next talent tier above any preexisting occurrences of 
  the talent. It can break the normal requirement of having 
  more talents in the tier below it. They only have access to 
  this talent as long as they have this piece of Biolume on 
  their person. If they lose the Biolume, they lose the talent 
  and the access to that Psychic Skill. This Biolume does not 
  die out.
  BIOLUMICRON CORE AND ESSOS 
  If an Esso character takes and installs a Biolumicron core 
  into their main neural net, they also immediately gain the 
  Psychic Discovery talent! This is a very special (and the 
  only) way for an Esso to gain psychic powers. An Esso can 
  only  ever  gain  the  Psychic  Discovery  talent  once, 
  regardless of the number of Biolume cores they install. 
  SALVAGE | 78
  LET THE ADVENTURE BEGIN! 
  You ﬁnd yourself at a small pub in the sprawl called the Tailpipe. This grease-covered eatery has been built 
  out of the massive hollow cone of a starship engine. Charred black soot still clings to the inside. The scrap-
  made tables and chairs are tightly packed into the space, and nearly all of them are full. The air is thick with 
  smoke from the grill, and the scent of the sizzling meat ﬁlls the room. Two shockingly short and wide Nome 
  twins with massive curling horns, Tug and Torque, serve the best grilled Fire Scarab in the colony. 
  That beat-up hauler-rig sitting outside is about to be your home for the next week, so you know you should 
  make the most of this meal. Joining this crew (whom you barely know) to travel into almost certain death... 
  this might not have been your best decision. But the pay is good. No, the pay is great. Which kind of makes 
  you question the job even more. Your new crew mates sit nearby. Each one questions you with their eyes 
  harder than the last. 
  The mission will require at least a week in the furnace, a steep decent into one of the deepest gulches humans 
  have yet found here on Omega. At least you won’t be bored. And if the job isn’t paying enough as-is, the 
  promise of an “even split” of whatever is salvaged from this untouched Onai Temple has credit symbols 
  lighting up your eyes. The others look capable enough. Maybe you’ll actually make it back alive…
  Stay tuned for more from this upcoming adventure: Under Fire.
  
  SALVAGE | 79
  CHARACTER NAME:
  ARCHETYPE:
  CAREER:                                                         FACTION:
  PLAYER:
  WEAPON
  SKILL
  DAMAGE
  CRITICAL
  RANGE
  SPECIAL
  GENERAL SKILLS
  CAREER SKILL?
  RANK
  ATHLETICS (BR)
  COMPUTERS (INT)
  COOL (PR)
  COORDINATION (AG)
  DISCIPLINE (WIL)
  DRIVING (AG)
  MECHANICS (INT)
  MEDICINE (INT)
  PERCEPTION (CUN)
  RESILIENCE (BR)
  SALVAGING (CUN)
  SKULDUGGERY (CUN)
  STEALTH (AG)
  STREETWISE (CUN)
  SURVIVAL (CUN)
  VIGILANCE (WIL)
  COMBAT SKILLS
  CAREER SKILL?
  RANK
  BRAWL (BR)
  MELEE (BR)
  SOCIAL SKILLS
  CAREER SKILL?
  RANK
  CHARM (PR)
  COERCION (WIL)
  DECEPTION (CUN)
  LEADERSHIP (PR)
  NEGOTIATION (PR)
  KNOWLEDGE SKILLS (INT)
  CAREER SKILL?
  RANK
  HUMAN HISTORY
  ONAI LORE
  PLANETARY GEOGRAPHY
  PSYCHIC SKILLS
  CAREER SKILL?
  RANK
  ASTRAL PROJECTION (WIL)
  EMPATHY (PR)
  PRECOGNITION (CUN)
  REIKI (WIL)
  TELEKINESIS (WIL)
  TELEPATHY (PR)
  COMBAT SKILLS
  CAREER SKILL?
  RANK
  RANGED HEAVY (AG)
  RANGED LIGHT (AG)
  TM
  
  SALVAGE | 80
  TALENT
  ACTIVATION
  NOTES
  GEAR
  ENCUM
  NOTES
  1
  2
  3
  4
  5
  LINK
  NOTES
  
  SALVAGE | 81
  
  SALVAGE | 82
  Scorching sand hot enough to melt tires. Homicidal alien robots. Wondrous relics 
  buried beneath mountains of junk. It’s all part of life on Omega, the last planet 
  anyone would want to call home. Unfortunately, you don’t have a choice. What 
  life will you salvage from the wreckage? Will you hunt down rusting mechanical 
  monsters? Salvage valuable scrap from the wrecked starships of your 
  ancestors? Discover mysterious technology within timeworn alien ruins? How 
  will you build your destiny in this dangerous land? 
    
  This setting supplement for the Genesys roleplaying game provides an original 
  science ﬁction, post-apocalyptic world for Game Masters and players to survive 
  and explore. This supplement includes: 
    
  ‣ 4 new archetypes, 16 new careers, and 50 new talents great for this 
  or any post-apocalyptic junkpunk setting.  
  ‣ New rules for six psychic powers including astral projection, 
  telekinesis, and reiki healing.  
  ‣ New rules for salvaging scrap and tech from wreckage and ruins, and 
  for using that scrap and tech to build or mod weapons and gear. 
  ‣ Weapons, gear, and vehicles to prepare you for treks into the harsh 
  and vicious Dustlands. 
  ‣ A wide assortment of adversaries, from merciless scavengers to deadly 
  alien robots.  
  ‣ A detailed setting full of mysteries to explore and uncover.  
  a s t d f h
  WELCOME TO THE END
  Dice App 
  available where 
  apps are sold.
  GENESYS Core Rulebook and either the 
  GENESYS Dice or Dice App are required to 
  use this supplement.
  TM
  
SOURCE: textdata/thevault/salvage (genesys)/Genesys - Salvage Sci-Fi Junkpunk Setting.pdf