
Check out the Arcverse's first novel

Faelvur, the dark elven god of fire


Check out the Arcverse's first novel

Role Play Games for Beginners
Discover Worlds. Tell Stories. Create Legends
Welcome to the Arcverse
Your gateway to tabletop roleplaying games — whether you’re starting with Dungeons & Dragons or exploring new systems and genres.
We offer expert RPG advice for beginners, Game Master tools, and worldbuilding guides to help you create and run unforgettable adventures. Whether you play fantasy, sci-fi, cyberpunk, horror, superheroes, or post-apocalyptic settings, the Arcverse is your home for creativity, storytelling, and game-ready inspiration.
Start your next campaign. Build your world. Shape your legend.
Reclaimers: Scavengers and Rebuilders in the ruins of the RED
Reclaimers are the forgotten engineers, builders, and salvagers of the Time of the Red — those who venture into the ruins of the old world not just to survive, but to rebuild.
After the Collapse and the Fourth Corporate War, vast stretches of urban and industrial zones were abandoned: bombed-out blocks, irradiated suburbs, and corporate infrastructure left to rot. Amid the anarchy, Reclaimers emerged. These groups — sometimes freelance scavengers, sometimes organized municipal crews — specialize in recovering, repurposing, and retrofitting old tech, building materials, and machinery.
Their motto is simple: "Don't waste what's left."
Reclaimers are practical, tough, and often deeply idealistic. While many operate under contracts from corps, fixers, or independent communities, some have more radical goals — restoring infrastructure without corporate oversight, or building “free zones” of self-governing enclaves using recycled power and gear.
You’ll find Reclaimers crawling through collapsed tunnels, rewiring broken substations, or stripping down a pre-Collapse bank vault for its wiring. They're part mechanic, part historian, and part urban explorer. Most are augmented for the work — with reinforced limbs, radiation filters, or HUDs designed for scanning salvage.
They're not flashy. But without them, the world of Cyberpunk RED would stay broken. Reclaimers don’t just survive the collapse. They dig through its bones and build again.

In the chaos following the Fourth Corporate War, entire districts were written off — deemed too costly to rebuild, too radioactive to risk, or too politically dangerous to control. What the corporations abandoned, however, others claimed. This is the domain of the Reclaimers — engineers, builders, and tech-scavengers forging the future one brick at a time.
Reclaimers are not a unified faction, but rather a loose profession that spans everything from rogue municipal workers to anarchist collectives, nomad engineers, and freelance scavengers. What binds them together is a philosophy: restore, rebuild, repurpose. They believe the world can’t be saved by new tech alone — it needs the old world’s bones.
They work in teams or “cells,” often highly mobile and minimally equipped. They use salvage rigs, modded cyberdecks, and survey drones to scout viable recovery sites. They know how to detect structural instability, strip copper from collapsed towers, and reboot pre-Collapse generators. Some maintain illegal archives of forbidden blueprints — plans for structures, systems, and devices that the corps buried long ago.
Their work is dangerous. They face radiation pockets, feral gangs, automated defense systems, booby-trapped ruins, and occasionally, corporate kill-teams sent to prevent the recovery of proprietary tech. Some Reclaimers disappear and are never found. Others return with prototype cyberware, encrypted mainframes, or crates of forgotten tech that fund an entire settlement for months.
In Night City, Reclaimers operate mostly in the deep ruins of Old Downtown, the Dead Edge, and the outer fringe of the Combat Zone. They are known to barter with fixers, sell parts to ripperdocs, and sometimes help Nomad packs build mobile infrastructure. Many live in modular compounds made from repurposed shipping containers and prefab walls — structures they can pack and move quickly if a job goes bad.
Politically, Reclaimers occupy a strange space. Some are tolerated by city authorities or small corps who benefit from their work. Others are hunted by property-rights enforcers or targeted by megacorps who see their independence as a threat. The Freehold Movement, a fringe Reclaimer ideology, seeks to build self-sufficient, corporation-free urban zones — micro-cities built from ruins and powered by off-grid tech.
For GMs, Reclaimers offer versatile gameplay. They can be mission givers, tech allies, dungeon crawlers, or radical agitators. They can provide access to blueprints, old-world data, or even custom equipment. They are living memory — scavenging the past to build the future, often at the cost of their lives.

Adventure Hook:
A local Reclaimer cell vanishes while working in Block 12 — a condemned section of Old Downtown thought to be stable. The last transmission from their signal beacon includes a partial map and a strange looped voice repeating: “It’s not dead, it’s buried.”
A desperate crew chief hires the Edgerunners to investigate, offering payment in pre-Collapse tech and favors with the local Reclaimer network. The catch? Block 12 is cordoned off by an old city AI — MetroCore — that was never properly deactivated and still considers all intruders “non-essential threats.”
As the crew enters the ruins, they find signs of a rapidly expanding substructure — hallways that shouldn’t exist, scaffolding with no builders, and power running to nowhere. Did the Reclaimers wake something? Is MetroCore rebuilding on its own? And what was it they were trying to recover?
The Edgerunners must find the missing crew, confront hostile architecture, and possibly shut down an AI that has decided to finish the job humanity never did — remaking the city, whether people want it or not.