True Atlantean Nomad Iconic Framework
There are True Atlanteans and then there are True Atlanteans. The most young True Atlanteans aren’t that much different from standard humans… trained in the use of Tattoo Magic and the basics of using Stone Pyramids, of course, and with centuries ahead of them instead of mere decades, but, nonetheless, not too much different.
Then there are the Nomads. Many True Atlanteans set off on a time of wandering, learning the breadth and beauty of the Megaverse with their own eyes, their own senses. They seek far vistas and learn strange languages, relying on their wits and skills (and more than a bit of magic) to get from place to place.
The True Atlantean Nomad is old; at least a century, usually more. They’ve been around the Megaverse and seen a number of crazy things, and come out of it with a deeper curiousity and desire to see even more. They’ve also come out of it with a few enemies, a bit of paranoia about vampires, and a strong sense of self-preservation.
The Nomad Hero’s Journey
Nomads have two rolls on the Experience and Wisdom table, and three rolls on any other table (though few choose Cybernetics).
Nomad Bonuses and Abilities
All Nomads are True Atlanteans, and so have their abilities; Tattoo Magic, a basic understanding of Stone Magic, and the great dislike of Vampires and the Splugorth and their minions. For convenience, these are listed among a Nomad’s abilities and Drawbacks.
*Better Kind of Person: Nomads begin with plus one die type to Vigor, Spirit, and Smarts. They also begin with the Strong Willed and Nerves of Steel Edges.
*Great Experience: Nomads have been everywhere and seen everything. They begin with 20 experience points and the associated advances. They begin as a Seasoned rank character.
*Immune to Transformation: Nomads cannot be transformed by any means.
*Knowledgeable: Nomads begin with Knowledge (Arcana), Knowledge (Megaverse), and Knowledge (History) at d6, as well as the traditional Atlantean skill of Stone Magic at d6. They also posses a d6 in Fighting and Shooting.
*Magical Dabbler: Nomads are able to make use of Ley Line Sense and Ley Line Phasing, like the Ley Line Walker Iconic Framework. They may take any Arcane Background not forbidden to them, but they do not receive it for free.
*Megaversal Traveller: Nomads are good at finding friends in all sorts of places; they begin with a +2 to Charisma and the I Know a Guy Edge.
*Tattooed Heritage. As True Atlanteans, Nomads have the Arcane Background: Tattoo Magic, and the Tattoo Magic skill at d6. They begin with the Smite tattoo (which will also create a sword) and the Protection from Vampires tattoo (which functions as Warrior’s Gift, but granting +4 to traits rolls and armor against vampires). They also begin with the Speak Language tattoo, and two additional Power Tattoos, either or both of which may be substituted for Minor tattoos. They begin with 5 PPE, plus one for every tattoo they possess (so, between 10-12 PPE). As with all tattoo users, they have +1 to Armor and Toughness for every 3 tattoos.
*Vampire Sense: Due to wide experience, Nomads can tell a Vampire just by looking at them; they may use Notice to ferret out any vampires within Line of Sight.
Being a Nomad doesn’t come with a huge number of drawbacks that don’t also come from being a True Atlantean.
*Enemies: True Atlanteans are well-known through the Megaverse, partially due to the actions of Nomads. They have a -4 to Charisma when dealing with Vampires, Splugorth, or their minions.
*Lack of Focus: Nomads are not men of magic, nor are they warriors. They may not take the Master of Magic Edge, nor any professional edges with Fighting, Shooting, or Arcane Backgrounds as requirements.
Nomad Starting Gear
Ley Line Walker Light Armor or ED-5 “Plastic-Man” Light Security Armor, Wilk’s 227 Pulse Laser Pistol, Techno-Wizard Specialized Tool Kit, NG-S2 Survival Pack, 2d4 × 1,000 credits.