JUNK GUILDER

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In the Cosmic Era a turbulent Era marked by nearly continuous armed conflict between the Earth Alliance, Orb, Z.A.F.T., and several other factions. The Junk Guild serves a number of roles the most important of which is sslvage, and clearing of wreckage, though this also tends to lead to serving in the capacity of selling supply services, repairs, selling refrbished parts weapons material, and rescue operations.

Junk Guilders are a canny lot most of them made of sterner stuff than your average than most. Guild life can be dangerous work that can easily torn deadly as the clean up battlefields, space wrecks, and other disasters on a day to day basis.

**Requirements**

To qualify to become a Junk Guilder, a character must fulfill the following criteria.

**Allegiance:** Junk Guild

**Skills:** Computer Use 6 ranks, Craft (electrical) 6 ranks, Craft (mechanical) 6 ranks, Knowledge (technology) 6 ranks, Repair 6 ranks.

**Feat:** Skill Focus (Repair), Skill Focus [Knowledge (technology)]

**Class Information**

The following information pertains to the Junk Guilder advanced class.

**Hit Die:** The Junk Guilder gains 1d3 + the Characters Constitution modifier in Hit Points per level.

**Action Points:** 6 + one-half character level, rounded down, every time the Junk Guilder attains a new level in this class.

**Skill Points at Each Level: 6** + Int modifier.

**Class Features**

The following features pertain to the Bakev’thei advanced class.

**Master Of Wreck & Ruins**

Starting at 1st level the Junk Guilders can easily spot dangers such as structural weaknesses, traps, and other hazards when searching wreckage, or ruins. When exploring or searching ruins oe wreckage the Junk Guilder gains a +2 bonus to Listen, Search, and Spot checks made to avoid traps or hazards.

**Junk Hound**

Starting at 2nd level the Junk Guilder has a 10% higher chance of finding equipment, parts, weapons, or other loot when searching, or scavenging in wreckage or ruins.

**Make It Work**

Starting at 3rd level the Junk Guilder gains the ability to operate a vehicle even if they have no previous experience operating that type of vehicle using their Knowledge Mechanical Engineering skill at a penalty of -8.

**Mechanics Precision**

Starting at 4th level the Junk Guilder gains a +2 attack and +2 to damage to All called strikes or attacks made to disable a system on a vehicle.

**Make It Fit**

Starting at 5th level the Junk Guilder gains the ability to alter a vehicle system to fit on a vehicle one size category smaller than the systems minimum size requirement.

**Build It Out Of Junk**

Starting at 6th level the Junk Guilder gains the ability to build a vehicle system, device, Vehicle Weapon, or weapon out of spare parts, and junk that the Junk Guilder is familiar with. To be familiar with a vehicle system, ect the Junk Guilder must have repaired, maintenanced, or installed the item at least a total of ten times. A vehicle system or weapon built in this way requires 2 more equipment slots, and 2 more power slots to be installed.

**Cramfoo**

Starting at 7th level the Junk Guilder gains the ability to alter a vehicle system to fit on a vehicle 2 size categories smaller than the systems minimum size requirement.

**Build It Better Out Of Junk**

Starting at 8th level the Junk Guilder gains the ability to build a vehicle system, device, Vehicle Weapon, or weapon out of spare parts, and junk that the Junk Guilder is familiar with. To be familiar with a vehicle system, ect the Junk Guilder must have repaired, maintenanced, or installed the item at least a total of ten times. A vehicle system or weapon built in this way requires 1 more equipment slots, and 1 more power slots to be installed.

**Improvised Tools**

Starting at 9th level the Junk Guilder is always counted as having the necessary tools and facilities to make a craft or repair check provided the have junk and sape tools available to use.

**Advanced Space Saver**

Starting at 10th level the Junk Guilder gains the ability to reduce the Equipment slot cost of a vehicle structure trait, or vehicle sestem by 1.

**Advanced Energy Saver**

Starting at 11th level the Junk Guilder gains the ability to reduce the Power slot cost of a vehicle structure trait, or vehicle system by 1.

**Master Junker**

Starting at 12th level the Junk Guilder can uninstall, install, build, salvage, or repair a vehicle system in half the normal needed time.