Nomad OCC
(Version 1.00 - Last Modified: 02/09/2007)
Introduction
Most Humans that came on the colony ship struggled to survive on the harsh, new
world of Chiron, but a small group of people flourished. Most colonists banded
together to form the rudimentary settlements that would form the basis of the
factions that now dominate Human political life on Chiron, but small groups of
people decided to adapt to the new world. These groups have decided not to try
to conquer the world or remake it in Earth's imagine, but to learn to live with
the planet's native life forms. After the first few years on the planet, these
groups began to develop their own unique culture and society seperate from the
rest of the colonists, and while they have never been a unified group, they are
now commonly referred to as Nomad Bands.
In the century and a half since planetfall, the Nomad Bands have traveled to
every part of Chrion and even into Progenitor territory. They are the
unquestioned experts on the planet's wild terrain and are highly respected by
most factions. Through treaties and directives from the planetary governor,
Nomad Bands are allowed to freely roam through any faction's territory, and
because of this, they are often used as unofficial channels of communication
and trade, especially between bitter enemies, like the Gaia's Stepdaughters and
the Human Hive factions.
Nomad Bands are incredibly secretive and are suspicious of people that try to
join their ranks, but when they arrive at a settlement, they are friendly and
courteous. The Nomad Bands have a reason to be cautious around those who have
not earned their trust: nearly all Nomad Bands have a secret agreement with the
Data Angels faction. In exchange for acquiring and collecting information on
the other factions and giving it to the Data Angels, the Nomad Bands gain free
weapons, free supplies, and a powerful protector if any faction decides to wage
a war against the Nomad Bands.
Another important role played by the Nomad Bands is the rescuing and adopting
of mutants from the other factions. Although the frequency of mutations is
increasing, most colonists still consider it an abomination and it is not
uncommon for a colonist to simply abandon a mutated baby. Nomad Bands are
always on the lookout for these children as they provide an excellent source of
fresh blood and people into the insular family groups that dominate most Nomad
Bands.
The Nomad Bands are often organized along family lines, generally with the
oldest from a single family leading the entire band and a single family
dominating several related families. Although they are often considered to be
primitive by other colonists, the Nomad Bands are well aware of the need for
maintaining a broad gene pool and when a adopted children do not provide enough
variety to a band, several bands will often get together to forge new marriages
and to entire family groups between bands.
O.C.C. Abilities:
- Trail Blazing
The ability to cut and mark trails through the wilderness of Chiron for
others to follow. Base chance of success is 20% and +5% per level of
experience. A failed rolls means that the trail cannot be followed by
others. The nomad can make the trail visible only to Nomads with a
penalty of -10%.
- Cross-Country Pacing
Nomads are known for pacing themselves for cross-country travel on
foot. This not only includes pacing their physical exertion and speed,
but also pacing their food and water consumption. This enables them to
travel great distances on foot at a pace that can be maintained for
days. This ability enables the Nomad to move at full running speed,
cross-country, for a number of minutes equal to the Nomad's PE
attribute x5 without tiring and move at maximum walking speed for up to
two days without the need for sleep.
- Xenofungus Habitat
Nomads are trained from a very early age how to live in and travel
through the native Xenofungus on Chrion. Nomads can travel through the
incredibly thick Xenofungus at their regular speed and can find a safe
place in the Xenofungus where they will not be harmed by the native
creatures. This protection extends to the nomad's companions, as long
as they don't delibrately destroy or harm the Xenofungus in any way. If
the nomads companions are too disruptive, then the site is just as
likely to be attacked by native creatures as a group traveling without
a nomad.
- Mind Worm Companion
Nomads have established a link with the Mind Worms of the planet and
have gained the friendship of the planetary intelligence on Chiron.
Each Nomad begins play with a Mind Worm. At
level 5, the Nomad can exchange his previous companion for a normal
Mind Worm Boil. At level 10, the Nomad
can exchange his previous companion for a mature Mind Worm Boil, a
normal Spore Launcher, a normal
Mind Worm Locust, or a normal
Sea Lurk. At level 15, the Nomad exchange his
previous companion for a demon Mind Worm Boil, a mature Spore Launcher,
a mature Sea Lurk, or a mature Mind Worm Locust.
The Nomad and his companion share a telepathic link that allows the
nomad to give the creature commands and to experience what it
experiences. The mind worm will follow all of the nomad's instructions
without fail, even if it leads to the mind worm's death. If the nomad's
mind worm companion ever dies or is killed or is released by the nomad,
a new companion can be gained by spending a week in a patch of
Xenofungus, searching for a new companion.
- Initial Psionic Powers
Due to their mutations and near-constant exposure to the atmosphere of
Chiron, Nomads have developed psionic powers beyond what the rest of
the colonists have developed, except for the recent Transcends. At
first level, a nomad selects four psionic powers from each of the
lesser categories and can select one of the following super psionic
powers: Advanced Trance State, Bio-Manipulation, Bio-Regeneration
(Super), Hypnotic Suggestion, Invisible Haze, Mind Bond, and
Telekinesis (Super).
- New Psionic Powers
At each new level of experience, a nomad can select an additional
psionic power from any of the lesser psionic categories and at level 5,
the nomad can select an additional super psionic power without
restriction.
- Permanent I.S.P. Base
Like most natural psychics, Nomads have a large store of ISP. Nomads
have ISP equal to their ME attribute x2 +4D6 at first level and an
additional +2D6 per level of experience.
- Save vs. Psionic Attack
Nomads are considered to be master psychics and need a 10 or higher to
save vs. psionics (or has a bonus of +5 with a base save vs. psionics
of 15).
- Bonuses
Nomads receive +3D6+10 S.D.C., +2 to PE attribute, +1 to initiative, +6
to perception, +2 to save vs. posion, +2 to save vs. disease, +15% to
save vs. Coma & Death, and +1 to save vs. horror factor at levels 2, 4,
6, 9, 12, and 15.
Attribute Requirements:
O.C.C. Skills:
- Language: Native Tongue (at 98%)
- Literacy: Native Tongue (at 98%)
- Math: Basic (at 98%)
- Radio: Basic (+10%)
- Athletics (General)
- Climbing (+20%)
- Hunting
- Land Navigation (+20%)
- Prowl (+15%)
- Track Animals (+20%)
- Wilderness Survival (+20%)
- W.P. Knife
- W.P. Energy Rifle or Energy Pistol
- Hand-to-Hand Combat: Basic (Hand-to-Hand combat can be improved to
Expert at the cost of one OCC Related Skill)
O.C.C. Related Skills:
- Select six other skills. Select one additional skill at level 3, 6,
9, 12, and 15. All new skills start at a level one proficiency.
- Communications: Any
- Domestic: Any
- Electrical: Basic Electronics only
- Espionage: Detect Ambush only
- Mechanical: Basic Mechanics only
- Medical: First Aid only (+5%)
- Military: None
- Physical: Any
- Pilot: Any
- Pilot Related: Any
- Rogue: Any (+5%)
- Science: None
- Technical: Any (+10%)
- W.P.: Any
- Wilderness: Any (+15%)
Secondary Skills:
- Select two secondary skills at level 1, 4, 8, and 12. These skills are
chosen from the list of available OCC Related Skill categories.
Secondary skills do not receive any bonuses listed above and all new
skills start at a level one proficiency.
Standard Equipment:
- Weapons: A laser pistol, 4 pistol e-clips, a laser rifle, 6
rifle e-clips.
- Armor: A suit of Ceramic Armor or Mind Worm Shells.
- Other: Two sets of traveling clothes, hiking boots, four flares,
survival knife (1d6 S.D.C.), flashlight, disposable lighter, utility
belt, air filter & gas mask, canteen, and 30' (9.1 m) of rope.
- Money: The character starts with 2D4x10 credits. This is in
addition to the equipment listed above. Most nomads hunt native life
forms and use the carcasses to barter for food and supplies and most
find employment acting as guides in the wilderness of Chiron.
Experience Table:
| Level: |
XP Range: |
| 1 |
0000 - 2100 |
| 2 |
2101 - 4200 |
| 3 |
4201 - 8400 |
| 4 |
8401 - 17,200 |
| 5 |
17,201 - 25,400 |
| 6 |
25,401 - 35,800 |
| 7 |
35,801 - 51,000 |
| 8 |
51,001 - 71,200 |
| 9 |
71,201 - 96,400 |
| 10 |
96,401 - 131,600 |
| 11 |
131,601 - 181,800 |
| 12 |
181,801 - 232,000 |
| 13 |
232,001 - 282,000 |
| 14 |
282,001 - 342,400 |
| 15 |
342,401 - 402,600 |