Nomad
Survive using few things.

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 knowledge.
| Nomads can be sociable and have no political baggage. |
Nomads will generally shun technology if it is unnecessary for survival. They may 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.
If the campaign has vocation attribute selection, nomads require a combined Awareness and Constitution greater than, or equal to, 18.
Knowledge
Nomadic knowledge is focused on biomes, survival, and domestication. The interests are broad areas that the nomad excels in. An interest can be applied to many different tasks. An expertise is more focused, and offers greater benefit to appropriate task rolls.
Interests
Interests are broad areas of knowledge that assist the nomad in the performance of tasks. Nomad interests are wide ranging and can be applied to most any nomad task. At startup, the persona gets one interest per 3 points of Intelligence, and one additional interest per new experience level.
| Broad areas of nomad interest. | |
|---|---|
Die Roll |
Interest |
01-41 |
Biomes |
42-80 |
Survival |
81-89 |
Domestication |
90-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll |
Interest |
Startup: 1 per 3 INT at startup. +1 per additional EXPS level. |
|
Players can choose their interest. |
|
Biome
Biomes are the bread and butter of a nomad. A biome is a geographically, ecologically, or socially unique location. The biome interest will assist any endeavour that involves a biome. This is astoundingly broad, and it is rare that a nomad task does not involve a biome. A nomad with a nomad interest automatically gets a biome expertise.

Biomes are not just trees and dirt.
Survival
All nomads, and all personas for that matter, are interested in surviving. A survival interest will assist the player in any survival related task roll. For example, a safe passage task roll would benefit from the survival interest. Whereas trying to domesticate an alien pack mammal would not.
Domesticate
Nomads can have an interest in the domestication of aliens. Domesticate helps the nomad when working with aliens from the diversidae family. While an anthro may be alien, this expertise only applies to diversidae family. The domestication interest assists the persona in tasks that are part of domesticating aliens.
Expertise
Expertise represents areas of knowledge narrower than an interest. While an interest is broad and easily applied, an expertise is more focused and less likely to be applicable to a task. However, when an expertise is applicable, it benefits the persona much more on their task roll.
At startup, the persona gets one area of expertise per interest. So a nomad with Domesticate 2 and Survival 1 would get two rolls on the Domesticate expertise table and one roll on the Survival expertise table. After startup, the persona gets one new expertise per experience level.

Nomads desert biome.
Biome
A biome is a geographically, ecologically, or socially unique location. The nomad is assisted for any task attempted in a biome expertise. Biome expertise is cumulative and assists literally any task roll.
| Die Roll (1d100) | Biome | Description |
|---|---|---|
01-02 |
Frozen desert |
Cold, Dry, Denuded |
03-04 |
Frozen tundra |
Cold, Dry, Bush |
05-06 |
Frozen forest |
Cold, Dry, Trees |
07-08 |
Frigid desert |
Cold, Moderate, Denuded |
09-10 |
Frigid tundra |
Cold, Moderate, Bush |
11-12 |
Frigid forest |
Cold, Moderate, Trees |
13-14 |
Snow desert |
Cold, Wet, Denuded |
15-16 |
Snow tundra |
Cold, Wet, Bush |
17-18 |
Snow forest |
Cold, Wet, Trees |
19-20 |
Warm desert |
Mild, Dry, Denuded |
21-22 |
Warm tundra |
Mild, Dry, Bush |
23-24 |
Warm forest |
Mild, Dry, Trees |
25-26 |
Temperate desert |
Mild, Moderate, Denuded |
27-28 |
Temperate tundra |
Mild, Moderate, Bush |
29-30 |
Temperate forest |
Mild, Moderate, Trees |
31-32 |
Moist desert |
Mild, Wet, Denuded |
33-34 |
Moist tundra |
Mild, Wet, Bush |
35-36 |
Moist forest |
Mild, Wet, Trees |
37-38 |
Desert |
Hot, Dry, Denuded |
39-40 |
Scrub |
Hot, Dry, Bush |
41-42 |
Drought Wood |
Hot, Dry, Trees |
43-44 |
Humid desert |
Hot, Moderate, Denuded |
45-46 |
Humid tundra |
Hot, Moderate, Bush |
47-48 |
Humid forest |
Hot, Moderate, Trees |
49-50 |
Tropical desert |
Hot, Wet, Denuded |
51-52 |
Tropical tundra |
Hot, Wet, Bush |
53-54 |
Tropical Forest |
Hot, Wet, Trees |
55-56 |
Atmospheric |
Constant fogginess |
57-58 |
Boggy |
Thick bogs |
59-60 |
Bright |
Hard on the eyes |
61-62 |
City |
Anthro high rises |
63-64 |
Dark |
Light needed to see |
65-66 |
Farm |
Resource growth location |
67-68 |
Flat |
No hills or mounds |
69-70 |
Gaseous |
Lacking terra firma |
71-72 |
Gravity, high |
Heavy hangs thy head |
73-74 |
Gravity, low |
Light on the feet |
75-76 |
Hilly |
Up and down |
77-78 |
Lentic |
Pond living |
79-80 |
Megalopolis |
Multilevel enormous city |
81-82 |
Mountainous |
Don’t fall off |
83-84 |
Oceanic |
On or under water |
85-86 |
Ruin |
Unoccupied city |
87-88 |
Sandy |
Endless beach |
89-90 |
Stormy |
Radical departures from biome\ |
91-92 |
Subterranean |
Biome is underground |
93-94 |
Toxic, rads |
Don’t stand still |
95-96 |
Toxic, poison |
Don’t inhale |
97-98 |
Village |
Small living space |
99-00 |
Extra Roll |
|
Die Roll (1d100) |
Biome |
Description |
Mild refers to temp, and Moderate refers to moisture. |
||
Players may choose their biome expertise. |
||
Survival
Survival expertise is knowledge that assists the nomad in performing survival tasks. This expertise area includes things like finding water or calming a feral alien. Remember to include biome expertise with survival task rolls.
Survival expertise knowledge. |
|
Die Roll (1d100) |
Expertise |
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 |
97-99 |
Extra Roll |
00 |
Ref’s Own Table |
Die Roll (1d100) |
Expertise |
Startup: 1 per Interest. +1 per addition level. |
|
Players may choose their expertise. |
|
Domesticate
Domesticate expertise helps the nomad when working with aliens from the diversidae family. While an anthro may be alien this expertise only applies to diversidae aliens. The aliens that domesticate tasks work on are typically flora and fauna. Remember to include biome expertise with domestication task rolls.
Domestication expertise. |
|
Die Roll (1d100) |
Expertise |
01-04 |
Aggressive |
05-08 |
Ancient |
09-12 |
Aquatic |
13-16 |
Armoured |
17-20 |
Detritivores |
21-24 |
Flying |
25-28 |
Gigantic |
29-32 |
Hidden |
33-36 |
Infestors |
37-40 |
Microscopic |
41-44 |
Mechanical |
45-48 |
Mutated |
49-52 |
Omnivores |
53-56 |
Oviparous |
57-60 |
Parasitic |
61-64 |
Photosynths |
65-68 |
Poisoners |
69-72 |
Psionic |
73-76 |
Solo |
77-80 |
Subterranean |
81-84 |
Swarms |
85-88 |
Tiny |
89-92 |
Trappers |
93-96 |
Viviparous |
97-00 |
Extra Roll |
Die Roll (1d100) |
Expertise |
Startup: 1 per Interest. +1 per addition level. |
|
Players may choose their expertise. |
|
Gifts
The nomad’s gifts are tasks where the persona automatically succeeds. New adaptations are added when the persona gains more experience levels.
| Gifts are tasks that require no task roll. | ||
|---|---|---|
EXPS Level |
Gifts |
Recommendation |
1 |
One. Choose a Trivial task (<25DD). |
Make Sausage |
3 |
Two. Add a Normal task (<43DD). |
Quick Fix |
6 |
Three. Add a Hard task (<85DD). |
Track, Land |
9 |
Four. Add a Tough task (<127DD). |
Domesticate, Tricks |
12 |
Five. Add an Impossible task (<200DD). |
Track, Air |
EXPS Level |
Gifts |
Recommendation |
A nomad gift was previously called an adaptation. |
||
A player may create a bespoke gift. |
||
Tasks
Nomad tasks are about surviving and manipulating the environment. 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 increase task difficulty if the nomad is glamping (glamorous camping).
For the intricate details of how to resolve tasks in EXP, jump to Task Rolls.
Compendium
A non-exhaustive list of nomad tasks arranged by increasing difficulty.
| A non-exhaustive list of nomad tasks arranged by increasing difficulty. | ||
|---|---|---|
Task |
Difficulty |
Description |
Trivial |
||
Biological |
12 |
Is it biological? Yes/No. |
Sentience |
12 |
Sentience present. Yes/No. |
Passage In Safety |
12 |
Find safe passage when no danger |
Living |
18 |
Is it alive and living. Yes/No. |
Easy |
||
Water Safety |
24 |
Safe water in wet biomes. |
Edible |
24 |
Is it edible? Yes/No. |
Make Sausage |
24 |
Make a yummy sausage. |
Shelter from Forest |
24 |
Make shelter in dense vegetation for self. |
Fire From Something |
24 |
Make fire when stuff is around. |
Preserves |
24 |
Preserve food for later. |
Track, Oblivious |
24 |
Follow and find prey unaware of tracking. |
Normal |
||
Quick Fix |
42 |
Heal 1d6 HPS immediately. |
Food from Food |
42 |
Make normal survival food safe. |
Energy Source |
42 |
What does it eat? |
Water From Rocks |
42 |
Find water in Dry biomes. |
Shelter from Nothing |
42 |
Make safe shelter in city or tundra. |
Make Clothing |
42 |
Make appropriate survival clothing. |
Track on Land |
42 + INT |
Follow and find typical prey. |
Poison Arrest |
56 |
Stop poison progress. Not heal. |
Hard |
||
Alien Organization |
84 |
Solo, family, herd, pack. |
Food from Toxic |
84 |
Make toxic survival food safe. |
Fire from Nothing |
84 |
Make fire in denuded areas. |
Make Camo |
84 |
Make camouflaged clothing for biome. |
Calm Frenzy |
84 |
Arrest an ursidae frenzy. |
Poison Reverse |
84 |
Reverse the effects of a poison (except HPS damage). |
Radiation Arrest |
84 |
Stop ongoing effects of radiation. |
Track in Water |
84 + INT |
Find and follow prey in water. |
Domesticate, Befriend |
84 |
Make flora fauna alien follow persona around. |
Domesticate, Tricks |
104 |
Train flora fauna alien some simple tricks. |
Tough |
||
Water from Sand |
126 |
Find water in arid biomes. |
Shelter from Eyes |
126 |
Make a safe shelter under surveillance. |
Food from Poison |
126 |
Make poisonous food safe. |
Poison Cure |
126 |
Reverse all poison effects (even HPS damage). |
Domesticate, Imprint |
126 |
Make flora fauna alien friend. |
Track in air |
126 + INT |
Follow and find flying prey. |
Impossible |
||
Food from Pharma |
168 |
Turn Pharma into food. |
Bizarre |
||
Water from Vacuum |
210 |
Find water in exatmo. |
Track across Vacuum |
210 |
Find target across planets. |
Domesticate, Parentalize |
210 |
Make a flora fauna alien protect nomad like their spawn. |
Task |
Difficulty |
Description |
List
| A non-exhaustive alpha ordered list. | ||
|---|---|---|
Task |
Difficulty |
Description |
Alien organization |
84 |
Solo, family, herd, pack. |
Biological |
12 |
Is it biological? Yes/No. |
Calm Frenzy |
84 |
Arrest and ursidae frenzy. |
Domesticate, Befriend |
84 |
Make flora fauna alien follow around. |
Domesticate, Imprint |
126 |
Make flora fauna alien friend. |
Domesticate, Parentalize |
210 |
Make flora fauna alien protect nomad like their spawn. |
Domesticate, Tricks |
104 |
Train flora fauna alien some simple tricks. |
Edible |
24 |
Is it edible? Yes/No. |
Energy Source |
42 |
What does it eat? |
Fire From Something |
24 |
Make fire when stuff around. |
Fire from Nothing |
84 |
Make fire in denuded areas. |
Food from Food |
42 |
Make normal survival food safe. |
Food from Pharma |
168 |
Turn pharma into food. |
Food from Poison |
126 |
Make poisonous food safe. |
Food from Toxic |
84 |
Make toxic survival food safe. |
Living |
18 |
Is it alive and living. Yes/No. |
Make Cammo |
84 |
Make camouflaged clothing for biome. |
Make Clothing |
42 |
Make appropriate survival clothing. |
Make Sausage |
24 |
Make a yummy sausage. |
Passage In Safety |
12 |
Find safe passage when no danger. |
Poison Arrest |
56 |
Stop poison progress. Not heal. |
Poison Cure |
126 |
Reverse all poison effects (even HPS damage). |
Poison Reverse |
84 |
Reverse the effects of a poison (except HPS damage). |
Preserves |
24 |
Preserve food for later. |
Quick Fix |
42 |
Heal 1d6 HPS immediately. |
Radiation Arrest |
84 |
Stop ongoing effects of radiation. |
Sentience |
12 |
Sentience present. Yes/No. |
Shelter from Eyes |
126 |
Make safe shelter under surveillance. |
Shelter from Forest |
24 |
Make self shelter in dense vegetation. |
Shelter from Nothing |
42 |
Make safe shelter in city or tundra. |
Track across Vacuum |
210 |
Find target across planets. |
Track in Water |
84 + INT |
Find and follow prey in water. |
Track in air |
126 + INT |
Follow and find flying prey. |
Track on Land |
42 + INT |
Follow and find typical prey. |
Track, Oblivious |
24 |
Follow and find prey unaware of tracking. |
Water From Rocks |
42 |
Find water in Dry biomes. |
Water from Sand |
126 |
Find water in arid biomes. |
Water from Vacuum |
210 |
Find water exatmo. |
Water Safety |
24 |
Safe water in |
Task |
Difficulty |
Description |
Experience
Nomads get half experience for combat and full EXPS for successful task rolls. Faithful role-playing of the nomad vocation will earn even more EXPS for the persona. Increasing levels allows the nomad a greater chance of survival in the wild or combat.
| EXPS amounts required to achieve new levels of self sufficiency. | |
|---|---|
Experience Points |
Experience Level |
0-1250 |
1 |
1251-2500 |
2 |
2501-5000 |
3 |
5001-10000 |
4 |
10001-20000 |
5 |
20001-42500 |
6 |
42501-70000 |
7 |
70001-110000 |
8 |
110001-220000 |
9 |
220001-450000 |
10 |
230000 |
Per level beyond 10th |
Experience Points |
Experience Level |