Nomad

Nomads roam the lands in ramshackle vehicles or on hardy beasts. They are the wheelmen of the apocalypse.

While other templates typically have a handful of specializations built in, the nomad template is a bit more flexible. Advice typically depends on your ride of choice. If you ride a vehicle, the appropriate Mechanic skill is vital, much like Veterinary is for animal handlers. Professional Skill (Forester) is used for refueling Gasifiers, so if your vehicle has one Forester is a vital skill (you'll also want to invest in a good axe or a chainsaw).

Car/Big Rig: This is very much the standard choice. Driving (Automobile) covers wheeled vehicles up to 5 tons, after which Driving (Heavy Wheeled) takes over. You'll also want some combination of Navigation (Land), Freight Handling, Gunner, and Mechanic. Professional Skill (Forester) is worth another mention for any car with a gasifier.
Cart/Carriage: Teamster covers any cart riding. Packing covers running caravans. Naturalist is also a good idea; it covers knowing what animals can eat what plants.
Motorcycle: Driving (Motorcycle) covers vehicles with one or two wheels. It also covers motorcycles with sidecars, despite them technically having three wheels. Most of the advice from Cars/Big Rigs still applies, but you probably don't need Freight Handling.
Mount: You obviously need Riding and Animal Handling. You might consider buying your mount as an Ally. At the 15 or less level it will pretty much always be available (95% of the time), and this gives you a chance to customize it (as well as making it fairly powerful compared to other mounts).

The following options are generally too expensive or rare to make for good alternatives as a primary focus. However, they may be worth keeping in mind as long term character goals or a something to put a few points into just in case.

Airship/Zeppelin: Airship Pilots need Piloting (Lighter than Air) and Navigation (Air). Commanders need Shiphandling (Airship), which in turn requires Airshipman, Leadership, and Navigation (Air). Other crew use a combination of Artillery (Bombs), Dropping, Electronics Operation, Freight Handling, Gunner, and Mechanic (Lighter-than-Air, or by engine type).
Helicopter/Plane: The appropriate Piloting skill and Navigation (Air) are the key skills here. Artillery (Bombs), Electronics Operation, Gunner and Mechanic (Vehicle Type) also helps.
Tank/Halftrack: Driving and Navigation (Land), naturally, though you may also find use for Armory, Electronics Operation, Gunner (Cannon), and Mechanic.
Ultralight: Light aircraft (whether a Glider, Autogyro, or Ultralight) are generally too short ranged and small to be useful on their own, but when combined with a larger ground vehicle it can make an excellent scouting vehicle. Piloting, Navigation (Air), and possibly Dropping are skills you might need.

Attributes:
Strength (ST)1 10 [0]
Dexterity (DX)2 12 [40]
Intelligence (IQ)3 12 [40]
Health (HT)4 11 [10]
Secondary Characteristics:
Damage: Thr:5 1d-2, Sw:6 1d
BL7 20 lbs;
HP8 10 [0]; Will9 12 [0]; Per10 12 [0]; FP11 11 [0]; RP12 10 [0];
Basic Speed13 5.75 [0]; Basic Move14 5 [0].

Advantages:

  • Absolute Direction [5]
  • Driver’s Reflexes15 4 [20]
  • Another 30 points chosen from among:
    • ST +1 or +2 [10 or 20],
    • DX +1 [20],
    • IQ +1 [20],
    • HT +1 [10],
    • Per +1 or +2 [5 or 10],
    • RP +1 to +11 [1/level],
    • Basic Speed +0.25 to +1.25 [5/+0.25],
    • Acute Senses (any) [2/level],
    • Alcohol Tolerance [1],
    • Allies (Caravan buddies, etc.; Built on 50%; 9, 12, or 15 or less) [2, 4, or 6],
    • Artificer 1-3 [10/level],
    • Charisma 1 [5],
    • Combat Reflexes [15],
    • Common Sense [10],
    • Danger Sense [15],
    • Daredevil [15],
    • Favor [Varies],
    • Fearlessness [2/level],
    • Gizmos 1-3 [5/gizmo],
    • High Pain Threshold [10],
    • Higher Purpose (Keep my ride up and running) [5],
    • Less Sleep 1-4 [2/level],
    • Night Vision 1-3 [1/level],
    • Patron (Entire convoy; 9, 12, or 15 or less) [10, 20, or 30],
    • Penetrating Voice [1],
    • Peripheral Vision [15],
    • Resistant to Disease (+3) [3],
    • Serendipity 1 [15],
    • Signature Gear [1/item],
    • Temperature Tolerance 1-3 [1/level],
    • or spend points to start with additional gear (p. 28).

Disadvantages:

  • -20 points chosen from among
    • Bad Temper [-10*],
    • Code of Honor (Pirate’s) [-5],
    • Delusion (“I’m always safer on my ride than off it!”) [-10],
    • Duty (To lead or guard convoy, etc.) [Varies],
    • Impulsiveness [-10*],
    • Obsession (Obtain a particular reasonably priced ride or Obtain a particular prohibitively expensive ride) [-5* or -10*],
    • Odious Personal Habits (Overly protective of ride, etc.) [-5 to -15],
    • On the Edge [-15*],
    • Overconfidence [-5*],
    • Paranoia [-10],
    • Sense of Duty (Passengers, mount, etc.) [Varies],
    • Stubbornness [-5],
  • Another -25 points chosen from among the previous traits or:
    • reduced Basic Speed [-5/-0.25],
    • Bully [-10*],
    • Chummy [-5] or Gregarious [-10] or Loner [-5*],
    • Clueless [-10],
    • Cowardice [-10*],
    • Enemies (Rival riders, etc.) [Varies],
    • Extra Sleep [-2/level],
    • Jealousy [-10],
    • Low Pain Threshold [-10],
    • Oblivious [-5],
    • Overweight [-1], or Unfit [-5].

Disadvantages marked with a * can be bought at different point values depending on self-control number (see pg 120 in the basic set).

Primary Skills:

  • Three of
    • Boating (Large Powerboat, Motorboat, or Sailboat) (A) DX+4 [2]‡;
    • Driving (Automobile, Halftrack, Heavy Wheeled, Motorcycle, or Tracked) (A) DX+4 [2]‡;
    • Piloting (Autogyro, Glider, Helicopter, Light Airplane, Lighter-Than-Air, or Ultralight) (A) DX+4 [2]‡;
  • Spend 6 points for +2 to one of the previously chosen skills.
  • Four of
    • Artillery (Bombs or Catapult) (A) IQ+1 [4];
    • Electronics Operation (Comm or Sensors) (A) IQ+1 [4];
    • Freight Handling (A) IQ+1 [4];
    • Mechanic (any vehicle type, Biodiesel Engine, Ethanol Engine, or Gasifier Engine) (A) IQ+1 [4];
    • Professional Skill (Forester) (A) IQ+1 [4];
    • Shadowing (A) IQ+1 [4];
    • Shiphandling (Airship or Ship) (H) IQ [4]§.

‡ Includes +4 for Driver’s Reflexes.
§ Shiphandling (Airship) requires Airshipman, Leadership, and Navigation (Air). Shiphandling (Ship) requires Leadership, Navigation (Sea), and Seamanship.

Secondary Skills:

  • Navigation (Air, Land, or Sea) (A) IQ+2 [1]¶;
  • Two of
    • Area Knowledge (any) (E) IQ+1 [2];
    • Cartography (A) IQ [2];
    • Scrounging (E) Per+1 [2];
    • Survival (any terrain type) (A) Per [2];
  • Two of
    • Crossbow (E) DX+2 [4];
    • Dropping (A) DX+1 [4];
    • Gunner (any) (E) DX+2 [4];
    • Guns (any) (E) DX+2 [4];
    • Throwing (A) DX+1 [4];
  • Two of
    • Acrobatics (H) DX-1 [2];
    • Brawling (E) DX+1 [2];
    • Broadsword (A) DX [2];
    • Climbing (A) DX [2];
    • Knife (E) DX+1 [2];
    • Shortsword (A) DX [2];
    • Spear (A) DX [2];
    • Staff (A) DX [2];
    • Stealth (A) DX [2];
    • Wrestling (A) DX [2];
    • spend 2 points to add a skill from the previous list at one level lower.

¶ Includes +3 for Absolute Direction.

Background Skills:

  • Five of
    • Airshipman (E) IQ [1];
    • Anthropology (H) IQ-2 [1];
    • Armoury (Heavy Weapons or Vehicular Armor) (A) IQ-1 [1];
    • Bicycling (E) DX [1];
    • Camouflage (E) IQ [1];
    • Carousing (E) HT [1];
    • Computer Programming (H) IQ-2 [1];
    • Current Affairs (Regional) (E) IQ [1];
    • Diplomacy (H) IQ-2 [1];
    • Electronics Repair (Comm or Sensors) (A) IQ-1 [1];
    • Expert Skill (Robotics) (H) IQ-2 [1];
    • Fast-Draw (any) (E) DX [1];
    • Fast-Talk (A) IQ-1 [1];
    • First Aid (E) IQ [1];
    • Intimidation (A) Will-1 [1];
    • Knot-Tying (E) DX [1];
    • Leadership (A) IQ-1 [1];
    • Lockpicking (A) IQ-1 [1];
    • Merchant (A) IQ-1 [1];
    • NBC Suit, both (A) DX-1 [1];
    • Navigation (any not yet chosen) (A) IQ-1 [1];
    • Seamanship (E) IQ [1];
    • Smuggling (A) IQ-1 [1];
    • Streetwise (A) IQ-1 [1];
    • Swimming (E) HT [1];
    • Urban Survival (A) Per-1 [1];

Lens: Rider
Instead of vehicles, you specialize in beasts of burden.

  • Replace Driver's Reflexes [20] with Animal Empathy [5] and Animal Friendship16 4 [20]
  • Replace all Primary Skills with the following:
    • Animal Handling (mount) (A) IQ+5 [4]‡;
    • Veterinary (H) IQ+2 [1]‡;
    • Either
      • Riding (mount) (A) DX+6 [8]‡;
      • Teamster (mount) (A) IQ+6 [8]‡;
    • Three of
      • Riding (any not yet chosen) (A) DX+4 [2]‡;
      • Animal Handling (any not yet chosen) (A) IQ+4 [2]‡;
      • Packing (A) IQ+4 [2]‡;
      • Teamster (any not yet chosen) (A) IQ+4 [2]‡;
    • One of Disguise (Animals) (A) IQ+1 [4];
    • Weather Sense (A) IQ+1 [4];
    • Mimicry (Animal Sounds) (H) IQ [4];
    • Naturalist (H) IQ [4];

‡ Includes +4 for Animal Friendship.

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