
War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons, armors and weapon creatable materials, learned basic survival techniques, including how to stay alive on the apocalyps. You might have been part of a standing survivor's army or a mercenary company, or perhaps a member of a bandit group who rose to prominence during a recent war and crimes in the apocalyps. But you are alone cause you are a wanderer you must be serious and you must be more canny.
You grew up in the wilds, far from civilization and the comforts of town and technology. You've witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don't know the specific features of the terrain, you know the ways of the wild.
When you choose this background, work with your DM to determine wich survivor group you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your wanderer life.
- Skill Proficiencies: Perception, Performance
- Tool Proficiencies: One type of gaming set, vehicles (land)
- Equipment: An insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, and a pouch containing 10 sp
During your time as a wanderer, you had a specific role to play in apocalyptic areas and lives. Roll a d8 or choose from the options in the table below to determine your role:
d4 | Specialty |
---|---|
1 | Exiled |
2 | Free One |
3 | Vigilante |
4 | Mercenary |
You have a wanderer life from your birth as a alone peope. Wanderers loyal to themselves still recognize your authority and influence in the little towns or little camps groups, and they defer to you if they are of a low skilled. You can invoke your skills to exert influence over other people and requisition simple equipment or materials for temporary use. You can also usually gain treats in the bandit territories cause you are an alone person.
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Suggested Characteristics
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
d8 | Personality Trait |
---|---|
1 | I'm driven by a wanderlust that led me away from home. |
2 | I’m haunted by memories of war. I can’t get the images of violence out of my mind. |
3 | I watch over my friends as if they were a litter of newborn pups. |
4 | I once ran twenty-five miles without stopping to warn my clan of an approaching bandit or creature horde. I'd do it again if I had to. |
5 | I can stare down a hell hound without flinching. |
6 | I feel far more comfortable around animals than people. |
7 | I have a crude sense of humor. |
8 | I face problems head-on. A simple, direct solution is the best path to success. |
d6 | Ideal |
---|---|
1 | Greater Good. It is each person's responsibility to make the most happiness for the whole tribe. (Good) |
2 | Honor. If I dishonor myself, I dishonor my whole clan |
3 | Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) |
4 | Might. The strongest are meant to rule. (Evil) |
5 | Live and Let Live. Ideals aren’t worth killing over or going to war for. (Neutral) |
6 | Glory. I must earn glory in battle, for myself and my clan. (Any) |
d6 | Bond |
---|---|
1 | I suffer awful visions of a coming disaster and will do anything to prevent it. |
2 | I am the last of my tribe, and it is up to me to ensure their names enter legend. |
3 | My honor is my life. |
4 | My family, clan, or tribe is the most important thing in my life, even when they are far from me. |
5 | Those who fight beside me are those worth dying for. |
6 | I fight for those who cannot fight for themselves. |
d6 | Flaw |
---|---|
1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
2 | Violence is my answer to almost any challenge. |
3 | I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret. |
4 | My hatred of my enemies is blind and unreasoning. |
5 | I obey the law, even if the law causes misery. |
6 | I’d rather eat my armor than admit when I’m wrong. |

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