Nomad

Drawing of humanoid antelope pushing a shopping cart full of tech junk.

Urban nomad in city biome.

Nomads are survivalists. They are experts at finding their way, constructing a shelter, and doing well with nothing more than their bare hands. Other vocations cannot grasp the subtleties necessary to adapt to and live off an environment. It is doubtful that there are accredited schools of nomadic adventure. The persona most likely was born with these inherent survival abilities. A nomad’s survival abilities may have appeared out of necessity due to some scarcity situation. Nomads can aid the expedition by providing a source of intuitive survival skills.

Nomads can be sociable and have no political baggage.

Nomads will generally shun technology if it is unnecessary for survival. They prefer to sleep in a hollow log or a dumpster rather than a hotel room or tent. There is no penalty for a nomad who uses technology.

Nomadic Abilities

Nomads have abilities, that are divided between adaptions (gifts), interests and skills. Adaptions are nomad specific abilities that the persona acquires at specific experience levels. An adaption is a built in task that the nomad can practice without making a task roll. The interests are broad areas that the nomad excels in. An interest can be applied to many different skills. Skills are more specific and can assist very specific task rolls.

Nomad Adaptations

Adaptions are gifts that the nomad carries with themselves and help define them "being a nomad." Adaptions cannot be chosen and are assigned as the persona increases in experience levels. Nomads get new adaptions at 1st, 4th and 7th levels of EXPS.

Nomad Adaptations Table
Nomad Adaptations are acquired with experience levels

EXPS Level

Adaption

Description

1

Sustenance

The ability to find the necessities of life.

4

Passage

The ability to choose the safest way through a biome.

7

Tracking

The ability to follow and track organic beings through a biome

EXPS Level

Adaption

Description

Nomad Adaptations are nomadic gifts.

Nomad Interests

Interests are broad abilities that can represent experience that can assist skills and tasks. Nomad interests are intentionally wide ranging and can be very loosely applied to most any nomad task.

At startup the persona gets one interest per 4 points of Awareness, and one additional interest per new experience level.

Nomad Interests Table
Broad areas of nomad interest.

Die Roll

Interest

01-41

Biomes

42-80

Survival

81-89

Domestication

90-95

Choose

96-99

Extra Roll

00

Ref’s Own Table

Die Roll

Interest

1 per 4 AWE at startup. 1 per additional EXPS level

Biome Interests

Biomes are the bread and butter of a nomad. A biome is a geographically, ecologically or socially unique biological location. When the nomad is in a familiar biome she enjoys task roll bonuses on nearly everything she does in that space. Each biome interest earns the player an additional biome skill. Nomads quickly become very competent in their preferred biomes.

Survival Interests

All nomads, and all personas for that matter, are interested in surviving. A survival interest will assist the player in any task rolls that represents survival tasks. For example, a safe passage task roll would benefit from the survival interest. Whereas trying to domesticate an alien pack mammal would not.

Domestication Interests

Nomads can have an interest in domestication aliens for their personal use. The domestication interest will assist the persona in tasks that are part of domesticating aliens. The process of domestication is elaborate and covered below.

Nomad Skills

Skills are specific abilities that assist with more specific task rolls. A skill could represent knowledge, experience or training. The player rolls one skill per interest, and if the person earns another interest they gain another skill.

Biome Skills

The nomad is assisted for any task attempted in a familiar biome. There is no penalty for acting outside one’s biome. The player makes one roll on the biome table per biome interest. The Alien Biome Table is included here for efficiency of the now, and the future. Each biome skill includes a biome and characteristic.

Steps to Biome Creation
  1. Moisture

  2. Temperature

  3. Vegetation

  4. Characteristic

Biome Moisture Table
Tends to have this amount of moisture most of the time.

Die Roll (1d100)

Moisture

Mundane Terra

01-05

Arid

Arrakis

06-20

Dry

Sahara

21-45

Moist

Amazon

46-70

Wet

Vancouver

71-95

Rainy

Tofino

96-99

Torrential

LV-426

00

Ref’s Own Table

Choose

Die Roll (1d100)

Moisture

Mundane Terra

Moisture levels on mundane terra and beyond.

Biome Temperature Table
Tends to be this temperature most of the time.

Die Roll (1d100)

Temperature

Mundane Terra

01-15

Freezing

Polar

16-30

Cold

Boreal

31-50

Cool

Temperate

51-70

Warm

Temperate

71-85

Hot

Mediterranean

86-99

Scorching

Tropical

00

Ref’s Own Table

Choose

Die Roll (1d100)

Temperature

Mundane Terra

Temperature levels found on Mundane Terra.

Biome Vegetation Table
Tends to have this amount of vegetation.

Die Roll (1d100)

Vegetation

Description

01-05

Denuded

Not even small plants

06-15

Desert

Small and rare plants

16-30

Tundra

Grasses or short plants

31-45

Tundra

Grasses and clumps of short plants

46-60

Steppe

Deep grasses, taller plants

61-75

Copse

Patches of tall plants and trees

76-95

Forest

All trees and tall plants

96-99

Jungle

Impassible dense trees and plants

00

Ref’s Own Table

Choose

Die Roll (1d100)

Vegetation

Description

Tree > Tall Plant > plant > bush > grass.

Biome Characteristic Table
Unique biome characteristic.

Die Roll (1d100)

Characteristic

Description

01-04

Atmosphere, Heavy

Constant fogginess

05-08

Atmosphere, Thin

Minimal oxygen

09-12

Boggy

Thick bogs

13-16

Bright

Hard on the eyes

17-20

City

Anthro high rises

21-24

Dark

Light needed to see

25-28

Farm

Resource growth location

29-32

Flat

No hills or mounds

33-34

Gaseous

Lacking terra firma

35-36

Gravity, absent

Floating around

37-40

Gravity, high

Heavy hangs thy head

41-44

Gravity, low

Light on the feet

45-48

Hilly

Up and down

49-52

Lentic

Pond living

53-54

Megalopolis

Multilevel enormous city

55-58

Mountainous

Don’t fall off

59-60

Oceanic

On or under water

61-64

Ruin

Unoccupied city

65-68

Sandy

Endless beach

69-61

Steep

Always uphill not mountainous

62-63

Stormy

Radical departures from biome

64-74

Standard

No particular

75

Subterranean

Biome is underground

76-79

Swampy

Shallow waters

80-83

Toxic, air

Don’t breath the air

84-87

Toxic, land

Don’t stand still

88-91

Toxic, Vegetation

Don’t eat the grass

92-95

Toxic, water

Don’t drink the water

96-99

Village

Small living space

00

Ref’s Own Table

Choose

Die Roll (1d100)

Characteristic

Description

Two humans sheltering from sun in an alien desert.

Nomads desert biome.

Survival Skills

These are skills that specifically assist the persona in performing survival tasks. They include tasks like finding water, food and shelter. Remember to add in biome skills and interests to improve the chance of success of the task.

Nomad Survival Skills Table

Survival Skills

Die Roll (1d100)

Skill

01-04

Alien, communications

05-08

Alien, sense danger

09-12

Fire, campfire

13-16

Fire, extinguish campfire

17-20

Fire, hidden

21-24

Food, find

25-28

Food, prepare safely

29-32

Food, prepare yummy

33-36

Passage, backtrack

37-40

Passage, deception

41-44

Passage, hidden

45-48

Passage, safe

49-52

Poison, arrest

53-56

Poison, cure

57-60

Shelter, clothing

61-64

Shelter, find

65-68

Shelter, safe (safe campsite)

69-72

Tracking

73-76

Tracking, aerial

77-80

Tracking, exatmo

81-84

Tracking, find

85-88

Tracking, follow

89-92

Tracking, reverse

93-96

Tracking, submersion

97-98

Extra Roll

99

Choose

00

Ref’s Own Table

Die Roll

Skill

1 per Interest at startup and then 1 per EXPS level

Domestication Skills

These are skills that help the nomad when working with aliens. The aliens that domestication skills work on are typically flora and fauna. There are details about the complicated process of domesticating an alien below. The table is a mix of Biologist taxonomy skills and specific nomadic domestication skills.

Nomad Domestication Skills Table

Domestication Skills

Die Roll (1d100)

Skill

01-02

Burrowers

03-04

Camouflagers

05-08

Carnivores

09-10

Cavers/Diggers

11-12

Chaser/Hunters

13-14

Dam Makers

15-18

Detritovores

19-21

Domesticate, Befriend

22-24

Domesticate, Tame

25-27

Domesticate, Train

28-29

Foliage Dwellers

30-33

Herbivores

34-35

Hibernators

36-37

Hivers

38-39

Hoarders

40-41

Infecters

42-43

Infesters

44-45

Lifespan, long

46-47

Lifespan, short

48-49

Microbiologic

50-51

Mitotic Reproduction

52-53

Move, air

54-55

Move, land

56-57

Move, water

58-59

Multiple Attacks

60-61

Mutated

62-65

Omnivores

66-67

Oviparous

68-69

Parasitic

70-75

Photosynthetic

76-77

Poisonous

78-79

Psionic

80-81

Ranged attacks

82-83

Robotic

84-86

Size, Gigantic

87

Size, Minute

88-89

Spores

90-91

Trappers

92-93

Viviparous

94-95

Web Makers

96-99

Choose

99

Roll Again

00

Ref’s Own Table

Die Roll (1d100)

Skill

One roll per nomad interest.

Nomad Skills and Task Explanations

Some example explanations to help guide nomad abilities and tasks.

Water

This ability allows to nomad to read the environment, do a bit of dowsing, and sniff out some water. Each win on the task roll will find enough water for one anthro for one day. The player can keep making task rolls until she fails. If she were to fail on the first task roll, she found no water that day.

Water Abilities
  • Find 1-4 (1d4) DD

  • Purify 5-8 (1d4+4) DD

  • Find source 9-12 (1d4+8 (1 DD);

Shelter

Find shelter allows the nomad to either find or build shelter employing nothing other than the biome’s materials. The shelter can protect from the elements, local pests, or toxins. The nomad must win a task roll for every persona that she is sheltering, camping or clothing.

Shelter Abilities
  • Fire 1 DD

  • Find 1-6 (1d6) DD

  • Safe campsite 5-10 (1d6+4) DD

  • Craft clothing 9-14 (1d6+8) DD

The nomad can produce fire from local materials. Creating fire is more difficult with challenging elements and austere conditions.

The safe campsite ability is an improvement on find shelter. A safe campsite is free from natural disasters and less likely to be approached by hungry flora and fauna.

Craft clothing involves the fabrication of protective clothing from local materials. The clothing could offer warmth, ventilation, or protection from inhospitable environments. Often players wish to have camouflaged clothing. Crafting camouflage doubles the DD of the task roll.

Food

This ability allows the nomad to find sustenance from the local environment. The player must make a task roll for every hungry mouth.

Food Abilities
  • Find 1-8 (1d8) DD

  • Safe preparation 3-10 (1d8+2) DD

  • Yummy preparation 5-12 (1d8+4) DD

  • Cure poison 1-25 (intensity) DD

The Nomad can cure an organic poison that comes from the biome. The nomad could cure a poisonous alien bite but not a military neurotoxin. If the poison has an intensity of 12, the DD would be 12.

Domestication

Nomadic domestication involves the befriending and training of alien flora and fauna. Aliens with language, culture, education, vocations or tool users are not flora or fauna. Domestication is limited to flora and fauna aliens. Domestication does not work during combat or with violently defeated aliens. Domestication does not work with hungry aliens where the nomad is dinner. Robots cannot be domesticated.

Domestication Stages
  1. Befriending 1-25 (INT) DD

  2. Taming 2-50 (2*INT) DD

  3. Training 2-50 (Assigned) DD

Befriending is the first stage of domestication. Befriending indicates an alien that trusts and won’t run from the nomad. The degree of difficulty (DD) for befriending is equal to the alien’s INT.

Taming is the second stage of domestication. The nomad must befriend an alien before being taming. Taming indicates the alien has attained a pet status. The degree of difficulty (DD) for taming is equal to twice the alien’s INT.

Train for tricks is the third stage of domestication. The nomad must tame an alien before teaching tricks. The referee and players assign the DD of the trick. The more valuable the trick, the higher the DD. The player must win a task roll at double the trick’s DD to train the alien. The player must win a task roll to carry out the trick successfully. Failing to carry out a trick should be humorous, not deadly.

The nomad has decided to domesticate a Festinated Wumpus. The Festinated Wumpus has a 4 INT. The Wumpus is a herbivore that the expedition has never hunted or killed. The Wumpus does not use tools and has no language.

To befriend the Wumpus, the nomad must make a 4DD task roll. To tame the Wumpus, the nomad must make an 8DD task roll. Training the Wumpus to retrieve an ammo pack is a 12DD trick. To train the trick is a 24DD task roll. The nomad must win a 12DD task roll every time the Wumpus retrieves an ammo pack.

Safe Passage

The nomad can determine a safe passage through seemingly impassable terrain: a mountain range, a toxic area, or a red light district. Safe passage may require multiple task rolls: one roll to get through the city and another to avoid police. The DD for safe passage has a range of 1-12 (1d12). Safe passage cannot avoid plot points or story elements.

Tracking

Nomads can track anything that they want. Tracking is not limited to flora and fauna. The nomad can track robots and vehicles as well. There are two aspects of tracking, following and finding.

.Tracking Abilities
  • Following 1-10 (1d10) DD

    • Avoiding add INT

  • Finding 1-10 (1d10) DD

    • Hiding add INT

  • Reverse tracking 2-50 (2*INT) DD

Following

Following is used to keep up with a moving target. Following uses clues and intuition to track an unseen target. The ability can follow an alien in the forest or a taxi in a megalopolis. The nomad follows her target until the target stops moving. If a target is trying to avoid following the target’s Intelligence is added to the DD. A successful following of a target does not guarantee successfully finding a target.

Finding

Finding places the nomad face to face with her target. If the target was initially moving, the player must win a task roll for following first. After following an alien for a few hours in the forest, the player must win a finding maneuver to get that photograph. If a target is not moving, the player needs only win a finding maneuver. Finding a deserted warehouse in a city or a persona hiding in the bushes are two examples. If a target is hiding, the player must add the target’s Intelligence to the DD of the finding maneuver. Finding hidden intelligent personas can be very hard indeed.

Reverse Tracking

This ability allows the nomad to determine if she is being tracked. Reverse tracking lets the nomad know that she is being tracked. To determine what is tracking her, the player must win a following and finding task rolls. The nomad will have to follow and find what is tracking her using the

Rationalizing Nomad Skills

Example Nomad SKills
  • Farm, Toxic

  • Forest, Toxic

  • Farm, Underground

  • Coniferous, Normal

Reorganized Skills
  • Farm - 2

  • Toxic - 2

  • Forest - 1

  • Coniferous - 1

  • Underground - 1

Skills are cumulative and separable. A nomad trying to follow a rogue tractor on a toxic (2) farm (2) would get +4 on her task roll. Finding a safe campsite in an underground (1) cave have a bonus of +1.

Landscape of futuristic wall in front of planet and stars.

Biomes are not just trees and dirt.

Nomad Tasks

Nomad tasks are about surviving and manipulating the environment surrounding the persona. These terrains are called biomes and can be natural, industrial or residential. These tasks are about personal survival. Nomadic tasks are mostly Gut tasks and the player may enjoy an AWE bonus the Task Roll.

A nomad has no essential equipment. Unlike any other vocation a nomad may be inhibited by survival tools like tents, or fire starters. The referee may make a target roll more difficult if the nomad is glamping (glamorous camping).

For the intricate details of how to resolve tasks in EXP jump here.

Nomad Tasks Examples
Degree of Difficulty of day to day maneuvers.

Task

Difficulty

Alien, Taming

MND of Alien

Alien, Tricks

MND plus 1d4

Avoid Tracking

INT of tracker

Clothing, Camouflage

1-10 (1d10)

Clothing, Protective

1-6 (1d6)

Fire, Protection

1-4 (1d4)

Fire, Start

1

Food, Cooking

1

Food, Gathering

4-9 (1d6+2)

Food, Preparing

5-10 (1d6+4)

Food, Preserving

7-12 (1d6+6)

Poison, Cure

Intensity plus 1d10

Poison, Arrest

Half Intensity

Safe Campsite

1-8 (1d8)

Safe Passage

1-12 (1d12)

Tracking

INT of target

Water, Dowsing

9-12 (1d4+8)

Water, Gathering

4-7 (1d4+3)

Water, Purifying

6-9 (1d4+5)

Task

Difficulty

Nomadic Experience

Nomads get half experience for combat and EXPS for successful maneuvers. Faithful role-playing of the nomad vocation will earn EXPS for the persona. Increasing levels allows the nomad a greater chance of survival in the wild or combat.

Nomadic Experience
EXPS amounts required to achieve new levels of self sufficiency.

Experience Points

Experience Level

0-2000

1

2001-4200

2

4200-8400

3

8401-16800

4

16801-33600

5

33601-67000

6

67001-127000

7

127001-190000

8

190001-380000

9

380001-580000

10

580001-800000

11

220000

Experience points per level above 11th

Experience Points

Experience Level