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, not skills. Nomads do have areas of expertise in natural areas with which they are familiar. The nomad has access to all her abilities immediately. Some of her abilities will be out of reach at lower levels.

Each ability has an associated degree of difficulty (DD). The referee may adjust the degree of difficulty as she sees fit. For example, finding water in a vac suit is more demanding than in a rain forest.


This ability allows to nomad to read the environment, do a bit of dowsing, and sniff out some water. Each win on the performance roll will find enough water for one anthro for one day. The player can keep making performance rolls until she fails. If she were to fail on the first performance 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);


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 performance 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 performance roll.


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

Shelter 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.


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 performance roll at double the trick’s DD to train the alien. The player must win a performance 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 performance roll. To tame the Wumpus, the nomad must make an 8DD performance roll. Training the Wumpus to retrieve an ammo pack is a 12DD trick. To train the trick is a 24DD performance roll. The nomad must win a 12DD performance 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 performance 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.


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 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 places the nomad face to face with her target. If the target was initially moving, the player must win a performance 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 performance rolls. The nomad will have to follow and find what is tracking her using the

Nomadic Biomes

Nomads have several initial biomes. A biome is a readily distinguishable subsection of an ecosystem. A biome could be a deciduous forest, tropical savanna, or radioactive ruin. The biomes are like skills for the nomad. The more familiar the biome the nomad finds herself, the more likely she will be successful. A biome is a knowledge set, and nomads can function outside of their biomes. Biomes are not planetary specific, and a deciduous forest on one planet is a deciduous forest on another planet.

Drawing of two humans finding shelter from sun in an alien desert.

Nomads desert biome.

The nomad gets one roll on the biome table per 4 points of awareness.

A new biome is acquired each time the nomad earns an EXPS level. A new biome can be an extension of a previous biome or randomly assigned. If a nomad earns an EXPS level within an unknown biome, she will automatically add that biome to her skill set.

Example Four Biomes
  • Farm, Toxic

  • Forest, Toxic

  • Farm, Underground

  • Coniferous, Normal

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

Reorganized Biomes
  • Farm - 2

  • Toxic - 2

  • Forest - 1

  • Coniferous - 1

  • Underground - 1

Biome Type Table
Each biome has a characteristic.

Die Roll (1d100)

Biome Type




















Tropic Forest


Tropic Grassland




Ref’s Own Table

Die Roll

Biome Type

Biome Characteristic

Modifying characteristic of a biome.

Die Roll (1d100)

Biome Characteristic






High Gravity


Low Gravity


Thin Atmosphere


Dense Atmosphere










Ref’s Own Table

Die Roll

Biome Characteristic

Landscape of futuristic wall in front of planet and stars.

Biomes are not just trees and dirt.

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
























Experience points per level above 11th

Experience Points

Experience Level

Nomad Maneuvers

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

Nomad Maneuvers and example DDs
Degree of Difficulty of day to day maneuvers.


Degree of Difficulty (DD)

Alien, Taming

MSTR of Alien

Alien, Tricks

MSTR plus 1d4

Avoid Tracking

INT of tracker

Clothing, Camouflage

1-10 (1d10)

Clothing, Protective

1-6 (1d6)

Fire, Protection

1-4 (1d4)

Fire, Start


Food, Cooking


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)


INT of target

Water, Dowsing

9-12 (1d4+8)

Water, Gathering

4-7 (1d4+3)

Water, Purifying

6-9 (1d4+5)