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A quick, easy, humorous RPG about exploring derelict space ships and getting rich off the loot!
A quick, easy, humorous RPG about exploring derelict space ships and getting rich off the loot!
A quick, easy, humorous RPG about exploring derelict space ships and getting rich off the loot!
246 backers pledged $8,805 to help bring this project to life.

About this project

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$8,805

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  • $5,000 - UNLOCKED! - We are fully funded! 
  • $5,500 - UNLOCKED! - First Mini-Supplement 
  • $6,000 - UNLOCKED! - Second Mini-supplement 
  • $7,500 - UNLOCKED! Art - Scenario ship illustrations 
  • $8,000 - UNLOCKED! Art - Assorted threats & scenes 
  • $8,500 - Unlocked! Art - assorted spots and scenes 
  • $9,000 - Art - background/border + assorted loot/gear
  • $9,500 - Art - character sheet
  • $10,000 - Upgrade to hardcover + New cover art 
  • To be announced
 
Warring Factions; left to right; Unionist, Communitarians, Coriphate, Patriots, Techies
Warring Factions; left to right; Unionist, Communitarians, Coriphate, Patriots, Techies


Scavengers is a fast-paced, good-humored roleplaying game about space salvagers trying to get rich during the turmoil of galactic war. Here at Metal Weave Games, we want to raise enough funds to publish both a print and digital version of Scavengers, with enough high-quality art to make the game world come alive.

 
 
  • Scavengers is a game of dangerous but rewarding space-looting.
  • It constantly challenges the players to balance risk and reward by keeping the focus of the game on looting.  
  • Through randomly generating new shipwrecks, the GM can continually expose the salvaging crew to strange and dangerous locales.
  • The game’s unique setting not only places the player characters as salvagers, but also allows them to belong to a nascent faction of greedy entrepreneurs.
  • The game mechanics are simple and easy to learn, letting the players and Game Master fluidly tell the story of the characters’ salvaging missions.
  • Character development goes beyond simple mechanics, allowing improvement through narrative, talents, and gear over the course of the game. Not only does improvement help the characters survive, but they can make more money as well — the things scavenger dreams are made of!
  • The system supports a light, humorous tone. Characters and situations lean toward caricature and exaggeration. Travis Hanson’s excellent cartoon-inspired art style makes Scavengers fun to both read and play.
  • "All the characters are different: different skills and are played differently. But they all share the same motivation: greed. Not so different from the average D&D game, but this one puts it right out there in your face. That is [expletive deleted] awesome."
  • "Ensemble-cast dungeon-crawling, loot-hauling exploration in spaaace." 
  • "Scavengers is, quite simply, about scavenging. Not slaying dragons, rescuing princesses or freeing legions of the oppressed. It's about living in the seedy underbelly of a bloated futuristic world, collecting the gold from the pockets of the dead, and embracing the flawed and deeply human characters you play."
 

Check out the unedited Rules section here

The game system is simple. Using only D6s, the players have great liberty in running their characters. There are no standard actions and the players are free to pick their own approach when handling dangers. You want to fight the enemy, talk to them or hack their computers? The system handles it all effortlessly

Instead of using health points or similar mechanics, in Scavengers you must be careful not to get too many Danger Points. The longer the scavengers work and the more problems they overcome, the bigger the chance for a fatal accident. How much danger you are willing to risk is an important part of conducting a salvaging run. More loot may be just a wreck away, but so may be the final Danger Point that kills you.

A character’s skills and talents, modified by detrimental conditions, determine how many dice you roll when faced with obstacles during salvaging. There are many situations in which a Game Master may call for dice rolls, but none more significant as when the characters are confronting threats. When resolving threats, the salvagers must work together and roll more successes than the threat difficulty to successfully overcome it. Failure may do nothing at first, but as more Danger Points accumulate, death may be just a misstep away.

For the Game Master, the game is easy to pick up and play, and allows a lot of improvisation. When the PCs enter a new ship, you generate it randomly from a handful of random tables. The number of rolls a GM makes will depend on the size of the ship, but is easily done in a couple of minutes. The information from these rolls yield enough to get the GM started with creating the environment the PCs will be looting. They can either create much of the interior of the ship right away, or use it fluidly, adapting as the characters progress. You are guaranteed to get a cool new environment every time. At that point, your imagination and the players' decisions guide how much loot the salvagers manage to get away with.

 
Making a new character is quick and easy. At its simplest, it requires only a few minutes of work, though the player is free to flesh out their character at their leisure.

The most defining choice a player makes about their character is the character's crew position. The ships the salvagers use are easy to operate, so the crew positions are supposed to help in salvaging rather than operating a ship.

Crew positions found in the core book are:

  • Captain
  • Security Specialist
  • Safety Manager
  • Space Laborer
  • Appraiser
  • Efficiency Consultant
  • Engineer
  • Anthropologist

Each position offers its own blend of special talents, which gives unique abilities and opportunities to that position during play. For quick and easy character generation, each position also has amultitude of flavor-options to flesh out a character's appearance and associates.

Together, all the player characters make up a crew of greedy and enterprising salvagers, completely dedicated to getting rich. Everyone is in it for themselves, and gladly charge each other credits for event the tiniest amount of help. Amongst the salvagers, the richest is the winner.

An important part of running Scavengers is using a random ship generator to create new ships to loot. The Game Master does this by rolling on several tables and creating a coherent environment.

Available tables include:  

  • Ship allegiance  
  • Ship class 
  • Loot on board
  • Threats on board  
  • Other features

The first roll determines which faction the ship belongs to, which determines many of the random elements that come later. Each faction has its own flavor, along with many faction-specific threats and loot. The salvagers will, of course, loot happily from anyone but depending on their abilities may have favored targets.

The game’s five factions are:

  • Unionists: Dedicated to upholding tradition and their rigid class structure, they face every hardship with a stiff upper lip, determined to keep calm and carry on.  
  • The Coriphate: Situated close to the hot galactic core, the Coriphate is a culture of slaves and nobles. Strong in faith and temper, their decadence is overshadowed only by their reverence of the holy.  
  • Communitarians: Bound together for mutual protection, these poor planets value numbers over quality. Ruled by a central committee and organized by a gigantic bureaucracy, the Communitarians bring planned economy to the stars.
  • Patriots: Strengthened by their strong faith in personal responsibility and the pursuit of happiness, the Patriots are also weakened by the excess that their desire for luxury creates.  
  • Techies: Originally created when the intelligentsia of the other factions united and deserted their original allegiances. They are utterly dedicated to science and the bold exploration of new frontiers.

Using the ship generation system, no two looting jobs will be the same. One ship can offer the chance to steal the Patriots’ fabled Declaration of Interdependence or the Techies’ Energy Hyper-Cube, while on other ships they may be menaced by a Unionist Draw-and-Quarter-Bot or crushed by malfunctioning blast doors. If the prospect of relying on so much randomness in a game is daunting, the book also offer tools and advice on how to make the process as easy and successful as possible.

With funding from this Kickstarter, we hope to release the 200-odd pages of Scavengers in both print and digital book formats. The book will contain all the rules needed to play, as well describing the game's setting and history. Naturally, a large portion of the book will be spent on the various ship types the salvagers may encounter and the threats to be found within.

In addition to the rules and setting, the book also contains advice and help for the Game Master in running a Scavengers campaign, as well as pre-generated ships for when you want to set up for quick play.

Scavengers will be professionally edited and laid out in full color, with Eisner-nominated artist Travis Hanson providing the illustrations. With greater funding, we will have an opportunity to include even more quality artwork in the book.



  • $10 - Aspiring Scavenger — A PDF of the Scavengers core rulebook
  • $15 - Assistant Looter — A PDF of the Scavengers core rulebook and the PDF of the all unlocked supplement books
  • $35 - Looter — The print and PDF version of the Scavengers core rulebook.
  • $40 - Scavenger — The print and PDF version of the Scavengers core rulebook,and the PDFs of all unlocked supplement books.
  • $60 - Scavenger Entrepreneur — The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, We will use your first or last name for a survivor, notable vessel or brand name loot! Accompanied by a piece of spot art. Includes Free Shipping. (Limit 10)
  • $100 - Scavenger Captain — The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, Travis Hanson will use your likeness (or a likeness of your choice) in an image for the game’s art. Includes Free Shipping (Limit 10)
  • $250 - Scavenger Magnate — The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, Travis Hanson will use your likeness (or a likeness of your choice) as one of the games eight ship positions (classes). Which position is your choice, first-come, first-served. Includes Free Shipping (Limit 4)
  • $5,000 - UNLOCKED! - We are fully funded!
  • $5,500 - UNLOCKED! - We will write a Mini-Supplement
  • $6,000 - UNLOCKED! - We will write a Second Mini-supplement 
  • $7,500 - Art - scenario ship illustrations  
  • $8,000 - Art Assorted threats & scenes
  • $8,500 - Art - assorted spots and scenes  
  • $9,000 - Art - background/border + assorted loot/gear  
  • $9,500 - Artcharacter sheet  
  • $10,000 - Upgrade to hardcover + New cover art
  • To be announced

Mini-Supplements - We have a lot of ideas on how to expand the Scavengers Universe, so rather than us picking one we'll let you, the backers, vote on what supplements we will write. These supplements will not be delivered before GenCon.

Options are:

  • Loot
  • Threats
  • Ship classes
  • Scenario ships
  • Pre-generated encounters
  • Anchor station scenes
  • Play modes
  • Factions
  • Crew positions
  • Rules for extended campaigns

Karl Larsson (Lead Writer) has over twenty years experience with roleplaying games in a wide variety of genres and systems. He has written several supplements and scenarios for other games, but Scavengers is his first standalone game.  

Andreas Walters (Publisher)  is a gamer, project manager and transportation analyst by trade. He is also the frontman of Metal Weave Games, a new face in the indie RPG scene. Having published supplements for Monte Cook Games’ innovative roleplaying games, Numenera and The Strange, he has already successfully kickstarted both Non-Player Cards ($16k) and the beloved Baby Bestiary ($25k). As a member of the Indie Game Developers Network, he continues to expand Metal Weave Games in exciting directions.

Andrew Montgomery-Hurrell (Content Review) is a software developer, hacker and all-around geek living on the south coast of England who enjoys everything from Dungeons & Dragons to DevOps. Andrew has been playing roleplaying games for over 15 years and writing poetry and fiction for even longer.

Gareth Hodges (Editor) has been running and playing games for 30 years. His other industry work includes writing for the Myst RPG and a position on the Monte Cook Games editorial board. Trading previous careers in business communication, teaching, and astronomy to devote himself to his favorite hobby, he has almost achieved his lifelong ambition of being a Full Time Gamer, which makes him very happy.

Travis Hanson (Artist) is an Eisner-nominated fantasy illustrator with a huge imagination who can work across a variety of genres. For the last 15 years he has worked in comics, children’s art, RPG fantasy, and games. You may recognize some of his work as a successful kickstarter creator, or from his other work at Bean Leaf Press.

  • Kickstarter Ends - Early March
  • Editing and Art Begins - Mid March
  • Layout completion - End of April
  • Deliver digital Files - Early May
  • Receive Print Books - Late May
  • Ship out books - Early June

Note: this is a very advanced schedule and I think we can pull this off, meaning we can deliver the product before Gencon! However, that assumes there are no delays. If we deviate from the release schedule above, we'd deliver in Summer 2015.

Mockup Cover
Mockup Cover

Risks and challenges

Nice and simple; we are making a RPG that is already 90% written! No shirts, no dice, no pencils, all of which will reduce potential roadblocks.

We have an aggressive schedule planned (to deliver before GenCon) and the challenge is to ensure that the product stays on that development schedule. This is where my experience as a project manager comes in, to make sure that art, editing and design are all coming in as expected. The other challenge of this project is to remain completely open, engaged, and honest with you, the backers. Communication is key for any investor relationship, and with experience from my last two kickstarter projects I have learned many things about shipping (for example, if it’s destined for Canada and there’s no tracking code on it, the package will disappear). I have incorporated this experience in my planning for this project and will continue to perfect my approach as we move forward with Scavengers.

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    Pledge $10 or more About $10

    ASPIRING SCAVENGER — A PDF of the Scavengers core rulebook

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    ASSISTANT LOOTER — A PDF of the Scavengers core rulebook and the PDF of the all unlocked supplement books.

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    LOOTER — The print and PDF version of the Scavengers core rulebook.

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    SCAVENGER — The print and PDF version of the Scavengers core rulebook, in addition the PDFs of the all unlocked supplements.

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    SCAVENGER ENTREPRENEUR— The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, We will use your first or last name for a survivor, notable vessel or brand name loot! Accompanied by a piece of spot art. Includes Free Shipping.

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    SCAVENGER CAPTAIN— The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, Travis Hanson will use your likeness (or a likeness of your choice) in an image for the game’s art. Free Shipping.

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    SCAVENGER MAGNATE — The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, Travis Hanson will use your likeness (or a likeness of your choice) as one of the games eight ship positions (classes). Which positions is your choice, first-come, first-served. Free Shipping

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    LAST MINUTE ART SCAVENGER— The print and PDF versions of the Scavengers core rulebook and all unlocked stretch goals. In addition, Travis Hanson will use your likeness in an image for the game’s art (Scavenger or Faction threat)

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Funding period

- (32 days)