🜂 Nomads

Survivors sit around a fire in the plain of faces, the camp site is well organized and reeks of vile burning rubber. They either hunt or are hunted.

Survey The Camp

Who are they?

How many sit around the fire?

They Are

They Carry

Their Camp Provides

They Hunt

🜂 You Each May Endeavor At Camp Before Departing:

A shrine rests slightly away from the fire

You Pray ✪

Roll 1d10

Chimes jingle as the weather shifts

You Dance ✪

Roll 1d10

Sturdy packs rest gathered together

You Prepare Your Gear ✪

Roll 1d10

Faces worn with footwork mark a place of battle

You Train ✪

Roll 1d10

A bench and tools sit idly waiting for hands

You Craft ✪

Choose One:

Chromatic smoke drifts from your fire

You Breath It In ✪

Roll 1d10


Roll Hit Location

🜂 Rules

  • If anything during camp causes a survivor to not be able to depart (or die), perform the random action again.
  • An armour set in "They Carry" means 1 of each piece in the set, but the minimal amount of items (Gorment Armor doesnt include regeneration suit for example)
  • All gear in "They Carry" is not assigned until right before departure (this includes cursed gear).
  • Specializations and masteries are assigned to specific survivors before departure.
  • Custom Scout gear grids here, however the default grid may also be used. Original idea for 6 player rules from Fen who you can support on Patreon.
  • Follow standard rules for showdowns, including a hunt phase for quarries.
  • Character milestones happen normally, ignore settlement abilities from bold, and insight.
  • You cannot gain Innovations or Principals and gain no benefits from them.
  • You can gain Resources, they follow standard rules during hunt and showdown phase.
  • Any resource without rules for consuming has "Consume: Archive this and gain 1 survival."
  • Aftermath for all Showdowns is replaced with
  • Custom abilities are:
  • Fighting Art, Disorder, and Terrain decks are recommended to include core game + current hunt target cards.
  • If you gain a unique item twice, you can reroll it at the crafter.
  • 🜂 Story Events

    🕮 Hold Their Memory

    The survivors quickly gather the dead. With care they take mementos from their fallen allies as well as any fire starters they carried. Markers are driven into the ground and still lit lanterns are left to go out on their own.

    🕮 Split The Bounty

    The remaining survivors stand over their kill. They gather the pieces and begin the process of harvest and allocation. Once the survivors are satisfied they begin to separate; some quickly vanish into the dark worried to be followed, others discuss their heading deciding to move together. In the darkness of the plain of faces the dim lights of similar fires can be seen.

    🕮 Avenger In The Dark

    In the darkness 4 nomads lay dead, barely illuminated by lantern light, a monster lingers picking at them until something silent moves to attack. In the darkness of the plain of faces many lay dead, reeking of rubber and fire.

    🜂 Options

    Content:

    Difficulty

    🜂 Resources

  • Scout Grid
  • Scout Grid for print
  • Survivor Sheet (I laminate for re-use)
  • Survivor Sheets For Print (I laminate for re-use)