Create a Pilot
Follow these steps to create your Pilot character for Salvage Union.
Fill out your Stats
Make a copy of the Character Sheet on p. 24; your Pilot starts with 10 Hit Points, 5 Ability Points, and 6 Inventory Slots.
Choose your Pilot Class
There are six core Pilot classes; Engineer, Hacker, Hauler, Salvager, Scout, and Soldier.
Each is differentiated by the different Ability trees they can pick from. Abilities are the unique actions a pilot can make in the game. Your Pilot starts with 1 Ability of your choice.
The Salvager is an exception. As a 'jack of all trades' Class, they can pick from any of the Core Ability trees. However, they can never advance beyond them.
Choose your first Ability
You may choose one Ability from your Pilot's trees during character creation. Abilities must be chosen in consecutive order, so you cannot choose a second level Ability unless you have the first Ability in the tree.
Select Two Pilot Equipment
You may choose two pieces of Tech 1 Pilot Equipment from the list. Note these in your inventory.
Choose your Callsign
Your Pilot's Callsign is the name everyone on the Union Crawler refers to them as. It is typically a nickname, but can be their actual name. Pick or roll on the Callsign Table, or have everyone else at the table choose one for your Pilot based on their impression of them. Callsigns may also change in play in this manner.
Choose your Background
Your Pilot's Background is where they came from before they joined the Union Crawler. They may have been a wastelander, a member of the corpos, a wanderer, or even a born salvager. If a Pilot takes an action that aligns with their Background they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
Choose your Motto
Your Pilot's Motto is a phrase they happen to be fond of using. They may say this phrase, as a Free Action or Reaction, at a time during the game that feels appropriate, and another Pilot may re-roll the dice, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
Choose your Keepsake
Your Pilot's Keepsake is an item that is personal and important to them. It could be an old photograph, a childhood bobblehead toy, or a music mixtape from an old sweetheart. Consider why this Keepsake is important and what it means to your Pilot. If a Pilot takes an action that aligns with why their Keepsake is important to them, they may re-roll the dice on the action, accepting the second result. This Ability can be used once, a Pilot regains the use of this Ability following Downtime.
Choose your Appearance
Briefly describe the appearance of your Pilot, and consider their gender and pronouns. Are they alluring, fancy, glamorous, tall, stocky, sloppy, or intimidating? Do they have any iconic features such as scars, wildly spiked hair, a mischievous grin, or crooked teeth? What type of clothing do they wear? Do they go by she, he, they, or something else?
Source: Salvage Union Workshop Manual, p. 18