Nomad

Survive using few things.

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 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.

Nomad Interests Table
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.

Landscape of futuristic wall in front of planet and stars.

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.

Two humans sheltering from sun in an alien desert.

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.

Nomad Biome Expertise Table
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 Table

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 Table

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.

Nomad Gifts Table
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.

Nomad Task Compendium
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

Nomad Task 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.

Nomadic Experience
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