Wastrel (Humanoid) (Wastelander)

## Wastrel (Humanoid) (Wastelander) (Common)

Enduring.

Enduring against the sands and ripping winds and countless burden. Often, cast shadow the only shade, and the only company, for endless walks. Plucking through scraps of oldworld lore and memoria, the once was's of

## Common Knowledge

### Species

[Varies Greatly] - [Terran Desc.] [Orrin] [Rakkat] [Wretch] [BlackBloods] {etc. . .}

### Faction

[Independent] - [Small Tribes] [Small Raider Bands] [Small Gangs] [Various Small, Low-Pop, Middling Factions]

### Location

[Outer Eden] - [Tomb Worlds, Wasteplane Planets, Arid Planets, Scorched Planets, Frostbitten Planets, Any Low Pop. Planets or Areas, Ship Husks, War Graves]

## Attribute Spread

### [ASP]

[- -] - {+0}

lives before, lives not unlike their own. Through dunes and valleys and fields of mishapen scrap, leaving behind nothing but prints of footfall, as others have generations ago,- brushed away to be laid anew, like all that try and leave a mark upon their passing,-

Yet they still try.

Again, and again once more,-

Day in, and day out.

Enduring.

For what else is there?

A common sight in many forms, scattered through the rims of Outer Eden.

## Mechanics

**Wastrels** exist across countless lands scattered through the **Unknown Realms** of **Outer Eden**, and the forgotten **Tomb Worlds** bordering **The Grey**. Wherever there once was, wherever there may be, Wastrels can be found gathered in small groups, or bracing the wastes alone in hopes of better prospects.

If in a nomadic state, but grouped, Wastrels will usually travel in groups of **five** to **ten**,- but can be seen in parties as small as **three**, or as large as **twenty**, if some special event or dire circumstance is laid. When settled, smaller camps will have anywhere from ten to twenty Wastrels doing various activities, while larger **Named Settlements** may have upwards of **one hundred** wastrels, as well as partnered **Wastelander** types.

Wastrels are typically not hostile at first glance, and would much rather go about thier day undisturbed than pick a fight with a random group of **Caravaners, Mercenaries**, or **Voyagers**. This, of course, includes the player characters.

Being said, **Personality** and **Dispostion** varies heavily between one Wastrel and another. Many will not be trusting, and likely try and avoid the player if approached,- but some will be quite open to conversation, or even merchantile.

Several Wastrels would be more than happy to lighten their load of scrap and trinkets for a fair price or a few rations, though this is taditionally a Rust Merchant's job, and many Wastrels will not have resource above small scale bartering. Most are far more useful in the field of brokering information. **Information Trading** is a common practice in the Wastes of Outer Eden, and its residence are rather versed in the skill. If you know something they'd want, such as location to a stash or a cleared place to rest, they may have mountains of information on the local areas to give,- so long as you ask the right questions, and your intel is of some value.

Certain **States** and **Conditions,** such as **Starving**, **Dehydrated**, **Sick**, **Withdrawing**, or **Wounded** may make Wastrels hostile before even encountering the player characters, in which Wastrels may try to rob, steal from, or even kill the Voyagers for their equipment. Alternatively,- if outgunned and outmanned, they also may try **Begging** the Voyagers, to varied results.

If encamped, they will likely be indulging in some sort of leisure activity, or working around the camp. Many jobs need hands throughout the day, and several don't get enough. If so inclined, Voyagers can find a multitude of odd-jobs if in need of coin, or **Reputation**. Though wary, Wastrels are far more welcoming in larger settlements, and maintain larger inventories.

In the wild, Wastrels may be found doing a massive array of tasks. They act as the '**Everyman**' of Outer Eden, able to do most tasks to some sort of success, for a relatively cheap price. Actively trying to undercut professionals in their respective fields, **Wastrels** can be found as gunhands for roaming **Caravans**, working on machines and tending animals at **Dust Farms**, acting as surrogate **Couriers**, leading pack mules for **WaterRunners**, and much, much more. If aligned, or particularly desperate, Wastrels may even be found working for some of the more 'civilized' **Raider Bands**, or as **Gunarms** and **PackRats** for undermanned gangs.

All of this in mind,- Wastrels are *extremely* easy for Voyagers to recruit, given they aren't actively in the middle of something, and said Voyager isn't sociopathically leading them into a roaving WarBand. Small tasks, for small pay.

Being a varied people, each Wastrel is given a Random Trait from the pool below, as well as the '**Tough**' and '**Jury-Rigger**' Traits. View the full list of traits below.

A Wastrel's **Loadout** is also usually randomized from item-pools based on Variant, and limited by budget. Each section,- Armor, Weaponry, and Accesories/Inventory,- have their own pool of **500₠** to purchase items from**.** The 500₠ must be spent in its category, and can not carry over. All unspent currency is converted into lootables, or raw currency, and put in the Wastrel's inventory. A default Wastrel can have any armor, and any weapon, so long as it costs less than 500₠, and has the **Rustpunk** tag. A default Loadout for a baseline Wastrel can be seen on the right.

## Combat

If in Combat with a Wastrel, one must consider the Variant they are dealing with, and keep in mind that most Wastrels (Save for Veteran Wastrels and Deadeye Wastrels) are entirely unexperienced with formal combat, and have very little gunplay skills.

Wastrels equipped with firearms with attempt to Surpress the player characters at any given opportunity, and volley-fire in the general direction of where movement was last seen. Gunner Wastrels will attempt to lead underlings, with small buffs and Inspiration boons, but proper leadership is rarely seen in smaller parties. Due to the lack of training, some will take poor positions, group up at disadvantageous times, and make fatal mistakes.

On the other hand, Wastrels armed with melee weapons will rush Voyagers within range, and attempt to close distance by any means. If the opposition has taken a defendable position, Melee units will wait, and prepare a **Rush**, activated within range. If there is cover present, Wastrels will favor it and weave between lines of sight when avaliable.

## Variants

There is a total of six Wastrel variants, with three of them being combat orientated.

Wastrel Scrappers, BoltTurners, and BloodClotters can usually be found all around, with the same commonality as their baseline counterparts. Wastrel Gunners, Wastrel Deadeyes, and Wastrel Veterans are more likely to be seen in active war parties, or settlements, than randomly scattered about.

Settlements might also have the special seventh variant,- the Wastrel PostGuard,- a defensive unit for policing the area, and watching the walls.

## Traits

Wastrels have the following traits:

* **[Tough]** - *{Passive}* **|**: +25 Health
* **[Jerry Rigger]** - *{Passive}* **|**: Gain a +5 to Repair checks during Combat. Additionally, Duct-Tape, Cold-Weld, Makeshift Weapon Parts, and other instant repairs have a +2 to Damage Healed.

In addition, they are also able to chose one of the following traits to complete their set.

* **[Out The Gate]** - *{Passive}* Gain a +5 Movement Speed for the first **Three Rounds** of combat.
* **[Skirmisher]** - *{Passive}* If a Melee Attack lands, Gain **+5 Movement Speed** for the rest of your turn. Disengage also has a -10AP Reduction until the end of your turn.
* **[Spitting Distance]** - *{Passive}* **|** If within **10ft** of your target, you gain a **+5 to Hit** with ranged weaponry.
* **[Shake it Off]** - *{25AP} {4Round CD} {Active}* If under the effects of a status debuff *(Frozen, On Fire, Poisoned, Bleeding, Etc. Etc. . .)*, duration is reduced by **half** for **all effects**, to a minimum of **1 Round**. If you only have one effect, immediately clear it.
* **[Addict] -** *{Passive}* **|** This unit is an addict, to a chemical or narcotic that is commonly found in the area. Roll a 1d4. If odd, this unit is on the chemical during the encounter. If even, they are currently withdrawing. Units with this trait will also likely have some sort of other Drug on their person, from **Cigarettes** to **Combat Stimulants**. *(In the case of the wastrel, if starting with chems, the chems must fit within the budget of the Inventory/Accessory tab)*
* **[Brave]** - *{Passive}* **|** Gain +10 Morale Cap. In addition, this unit will *not* flee the battlefield, unless ordered to by a higher command, or **Mentally Broken**.
* **[Craven]** - *{Passive}* **|** At 50% Health, this unit will immediately attempt to flee the battlefield.
* **[Coward]** - *{Passive}* **|** If more than half of the party has fallen, this unit will immediately attempt to flee the battlefield.
* **[Endurant]** - *{Passive}* **|** This unit gains +10 Energy, and the debuffs of Sleepy are reduced by half.
* **[Restless]** - *{Passive}* **|** All negative debuffs inflicted through Lack of Sleep are reduced by half.
* **[All Roads Lead To Home]** - *{Passive}* **|** This unit, despite any and all weather conditions or mental afflictions, will always be able to return to their main homestead, or campsite. Terrain disadvantages such as Movement Speed and Attribute Debuffs still impact the unit as usual, but they can not become lost returning home by any means.