You start with 3 scrap, a +2 backpack (holds 2 additional ITEM SLOTS), and +1 ITEM SLOTS.
Backgrounds
- Stoner - Start with a hash pipe (Small Weapon) and baggy clothes.
- Biker - Start with a wrench (Small Weapon) and a leather jacket.
- Raccoon Person - Start with claws (deal 1d6 damage) and filthy clothes.
Abilities
Level 1: Scrap, The Gyver
Level 2: +1 ITEM SLOTS
Level 3: A Knack For Mischief
Level 4: +1 ITEM SLOTS
Level 5: A Nose For Garbage
Level 6: +1 ITEM SLOTS
Level 7: A Tendency For Danger
1: Scrap
You can collect Scrap. Each Scrap takes up one item slot. Whenever a tense situation is resolved, gain 1 Scrap that you found during the ordeal.
1: The Gyver
You can attempt to make a item that will break after one use, using debris and Scrap. Making it will consume one Scrap. Make a CHECK using your Scrapmaster LEVEL. If the result is less than 15, choose one of the following options. If the result is less than 10, instead take both:
- Making the item consumes an extra Scrap.
- Making the item takes longer than expected or attracts unwanted attention (whichever is more relevant).
If you would consume Scrap to make an item but have none available, you fail to make the item. Whatever you make out of Scrap takes up as many item slots as the Scrap used to make it.
3: A Knack For Mischief
Whenever you end your transformation, you gain one Nikoniko Point.
5: A Nose For Garbage
Whenever you gain Scrap after tense situations, gain 1d4 Scrap instead.
7: A Tendency For Danger
If you fail a CHECK to avoid harm, you may expend 3 Scrap to remake the check using your Scrapmaster LEVEL. If you succeed, you quickly and instantly construct a tool that prevents this harm.
.
.