Thursday 18 June 2015

Character Origin: Tribal

Tribal Characters


Tribals are generally groups with a primitive age lifestyle (although some exceptions exist), with their own beliefs, culture, customs and sometimes with their own language. Their identity is determined by culture and lineage rather than by geography. Only humans have seem to become tribal. Tattoos are common as one of their traditions, generally used to signify honors, victories or status more than just decoration. Many tribal cultures include the domestication of dogs.

Tribes, for the most part, avoid living in pre-War ruins and instead settle in small villages or rural areas. Pre-War cities and settlements are usually, but not always, avoided and are often treated as taboo. They usually have a religious or mythologized worldview, in contrast to the more cynical and scientific views held by city-dwellers. As a result, they often venerate places like Vault 13 or Zion Canyon that are significant to their history. This mystical worldview and their disconnect from the pre-War world have led to tribals being underestimated or even mistreated as they often appear backwards and uneducated.

Tribal Perks & Quirks


Quirk/ Primitve
Tribals have no time for the mysteries of technology or the rubbishy constraints of etiquette and social niceties.
You take -10 pentalty on Tech-Use Skill Tests and a -10 penalty to Charisma Tests made in formal or civilised surroundings.

Perk/ Iron Stomach
Food is often scarce in the wasteland and those born in seclusion learn to set aside their revulsion and eat whatever they must to survive.
You gain +10 bonus to Carouse Skill Tests made to resist the effects of ingested chems, toxins, poisons or tainted foods. This bonus applies to Tests made to consume unusual or unpleasant meals - rotting meat, Big Horner testes, human flesh, to name a few - as well as Tests to avoid throwing up.

Perk/ Rite of Passage
Life is harsh for a tribal, and blood spills all too frequently. Whether through surviving a brutal initiation ritual or through tribal teachings, tribals are adept at tending bleeding wounds.
You may spend a Full Action to make an Intellignece Test to staunch Blood Loss. This is a Full Action. On a success, you manage to stop the bleeding.

Perk/ Wilderness Savvy
Tribals are accustomed to hunting their own food.
Navigation (Surface) (Int), Survival (Int) and Tracking (Int) count as Basic Skills for tribals.

Generating Characteristics

Base: 2d10+

Weapon Skill (WS): 20
Ballistic Skill (BS): 20
Strength (S): 25
Perception (Per): 20
Endurance (End): 25
Charisma (Cha): 15
Intelligence (Int): 20
Agility (Ag): 20

Luck (Fate Points)

Dice Roll (1-4): 1
Dice Roll (5-8): 2


Dice Roll (9-10): 2

Starting Wounds

Base: d5+
Modifier: 9




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