New Lot in Life:

PIT SCAPPER

Background
General: Pit Scrappers are seen generally only in the large cities, especially Salt Lake City.  Though any Joe-blow can get augmentations or fight in the pits, only a true Pit Scrapper can make a life style.  Though often-professional fighters Pit Scrapper can also be bodyguards, bounty hunters and trouble-shooters; but all share the ability to find and make the contacts to gain more augmentations easier than the average person.  Most Pit Scrappers rely on a sponsor, be it a corporation or wealthy individual.  A few come from wealthy backgrounds (be it legal or ill-be-gotten), and still others simply have the knack for making friends were they need to.

Classes:  Pit Scrappers come from nearly all backgrounds; with a sponsor and strong body, even the lowest of commoners can take to the arena.  For the most part most Pit Scrapper are Rowdies simply because they already have many of the skills they need to fight up close and personal.  Mad Scientist are also very common, since many are driven by the need to prove their scientific skill to the masses, and if that means gutting someone in the ring, so be it.  Huckster, Braves, Shaman, and Blessed almost never become Pit Scrappers since augmentation interfere with their natural abilities and in case of Braves and Shaman totally against the laws of nature.  If they do become Pit Scrappers, it is likely not out of free will.

Relations:   Like ancient gladiators a true Pit Scrapper is regarded with awe and respect by fans that enjoy the sport and hatred by those whom disapprove of it.  Pit Scrappers enjoy adventuring since it can lead to better arenas and more worthy opponents.  It is common for a Pit Scrapper to travel with a Mad Scientist, since this person can be their sponsor or supplier and thus their best friend.  The Pit Scrapper tolerates most people and classes, as long they have no problem with his unusually life style choice, though they have no problem fighting even a friend for the right amount of money. 

Hit dice: d10


Requirements
Racial: None, augmentation will decrease natural quick recovery or regeneration by half ,and of course augmentations will not grow back.

Alignment:
Any, though most frequently Chaotic alignments. This is do to the fact that pit fighting and human augmentation is frowned upon by “proper society” and require at least a little bit of a nasty streak to stay alive, thus lawful characters are very rare.

Attack/Save Bonus:
+6 base attack bonus

Ability:
Str 13+, Con 13+

Skills
: Gather Info: 3 ranks, Knowledge (lore: Pit Sports OR Augments) 4 ranks, Tinkering 3 ranks.

Feats:
Improved Unarmed Strike, Great Fortitude, Toughness (at least on level)

Initiation rites:
The willingness to be transformed.  Must fight at least once in a pit fight and win before getting contacts for the transformation.

Other:
  You must also pick or roll for you contact, and role play occasional encounters with them (See Below under Augmentation Credit). Augmentations must be repaired, and don’t heal.  Transplants heal normally, though at half the normal rate (if there is any question about separate body rates).

Pit Scrapper Class Table

Level Attack Fort Ref Will Class Features
1 +1 +1 0 0 Augmentation Credit, Madness
2 +2 +1 0 0 Pit Feat
3 +3 +2 +1 +1 Augmentation Credit +$250
4 +4 +2 +1 +1 Pit Feat
5 +5 +3 +1 +1 Augmentation Credit+ $500
6 +6 +3 +2 +2 Pit Feat
7 +7 +4 +2 +2 Augmentation Credit +$1000
8 +8 +4 +2 +2 Extreme Toughness
9 +9 +5 +3 +3 Augmentation Credit +$2000
10 +10 +5 +3 +3 Partial Automaton


Class Skills, Points per level: Intelligence bonus +2
Climb, Craft(weapons smith, armour smith), Gambling, Gather information, Intimidation, Jump, Knowledge (Local, Lore: Pit Sports), Performance (pit sports), Science Knowledge (augmentations), Tinkering.
Weapons and Armor Proficiency: Any simple weapon or firearm. Also, automatically proficient in any weapon or armour physically attached to their body in the form of an augmentation. Thus, just wearing armour still requires a proficiency, but augmentation armour does not.
Class Features

Madness, level 1+: Each time the Pit Scrapepr gains a new level, they must make a Willpower save DC 10+ their current Pit Scrapper level or they suffer a dementia from the mad scientist table. This is from constant exposure to ghost rock and mad science itself, only a very few Pit Scrappers ever escape mental defects in their "old" age.

Augmentation Credit, levels 1, 3, 5, 7, and 9:
At each of these levels you get money to spend on augments or implants and the ability to find the contacts to get the augments or implants:
Amount of Money: $1d10 x 100 each time you reach the augmentation credit. Don't forget to add the indicated monitary bonuses apon the indicated levels(+$250 at level 3, +$500 at level 5, +$1000 at level 7, and +$2000 at level 9).

Add $1d4 x 100 credit for 5 or more ranks in these skills: Gather information, Lore: Pit Sports, and Science (Augments). (Thus with 5 ranks in each of these skills you gain a total bonus of 3d4x100).

This money is not liquid funds and must be spent on augments, augment repairs or augment upgrades at the indicated levels. However, though it can not be used as cash , the left over credit will add on to the next time the augmentation credit is avalible to the character. The character can of course add their own money into what ever they are buying, and may of course try to find augments on their own with their own cash at other times.

The Marshall may also assign some task or job the Pit Scrapper must do to get his augmentation credit from his contact, fighting in the pit (thus earning enough to pay off the augments, with interest) is the most common theme, though being a lab rat for other experiments or being the contact's personal lacky for a mission is also common.
The Marshal in certain situations may also limit this special ability:  Being in jail, captured, out in the middle of nowhere, or otherwise unable to make contact with a place likely to carry augments may delay using the credit for while, but should never last too long.
NOTE: if you can do your own repairs or build your own augments you may only use the credited money for the repair at the indicated level. NO, you cannot put your own augments in, unless they are really simple. You may build them if you're a mad scientist, typcially reducing the cost in half, again you may only use the augment credit at the indicated levels to use it's money to gather parts.


Contacts: If you cannot think of a contact here's a short list of few ideas. Note that contacts may change over time or from region to region, but you should roleplay this or have a good backstory.

ROLL 1d10 CONTACT/Sponsers
1 A young mad scientist looking to make a name
2 A host for pit fights who's looking for the next big champ
3 A wealthy buisness man looking for protection or entertainment (in the pits)
4 A rail baron needing a bounty hunter for special projects
5 A corporate (i.e. Kang or Hellstromme) lackey or scientist
6 A band of theives with stolen parts and contacts to do the operation
7 Experimental member of the Agency, Pinkertons, or Texas Ranger
8 A mysterious man whose motivation you really don't want to know
9 A wealthy family member or friend doing you a favour, "and in return..?"
10 A group of mad scientist, as an experiment, muscle, pit fighter, or all three.

Pit Feat, level 2 , 4 and 6: You make take one of the following feats without needing the normal prerequisites:
Expertise, Improved Bull Rush, Improved disarm, Improved trip, Cleave, Power Attack, Sunder, Sucker Punch (add to augment weapons).

Extreme Toughness, level 8: When rolling for your hit dice for this level (and this level alone) you may roll an additional 1d10 hit points. You also gain +1 to your Constitution score as well.

Partial Automaton, level 10: At this level you body is so intergrated with augments and implants that you now gain a Damage Reduction equal to your Constitution score + 5 against all attacks, including magical ones, and effects designed to harm or help creatures (such as soul blast, cure light wounds or magic missiles), this damage reduction is also effective against all weapons and explosives.

Spells designed to harm or help objects ignore this damage reduction (such as rusting grasp, mend). If no damage is listed for spells that harm or repair objects (such as mending and make whole) use a base of 1d8 damage per level of the spell (half for level zero spells). They are also considered metal or ferrous for the purpose of spells.

Pit Scrappers can not truely be animated, though these types of spells can be considered mind-influencing for game play (animate object could be considered to be equal to the Geas/Quest spell for it's duration).

Pit Scrappers can never be ploymorphed, for bad or good.

Critical attacks can still affect you, but first must get through your damage reduction, no matter how good the attack

Your are also immune to all normal and magical posions and immune to normal diseases (ghost fever is not natural or normal).

However, unlike a real construct or automanton you can still be affected by mind influencing effects (illusions, phantasms, and fear), paralysis, sleep, and death effects. You can still suffer fatigue, starve, drown, freeze to death, suffer massive damage (after damage reduction) or other environmental effects.

Pit Scrappers can still suffer damage from abiliy and energy drain attacks.