Tied to the Wild Ways

Story Hook ++

This presents a good opportunity for adding Character Story elements to the Character.

Role-Play ++

This presents a good opportunity for adding Roleplaying elements to the Character.

The character holds their native culture, usually more primitive, insular and tight knit, above all others. The values are how the character defines themselves. It most often reflects a less materially encumbering perspective. Characters may cast aside their behavior bonds but suffer a temporary penalty. The character rejects much of the notions of modern, crowded living. They prefer natural places and a balance of resources and dwellers. Movement instead of stasis, and unspoiled natural beauty. They dislike large cities; noise, stench and crowds of such cause them Anxiety.

Common Elements

  • Never gain Language or literacy of civilized cultures above a Accomplished (they may only be Expert in their native culture).
  • Any attempt to persuade imposes Disadvantage on checks unless it is the same [native] culture of the character.
  • Surviving in an urban environment imposes Disadvantage on checks.
  • Never acquire Occult aptitude.
  • Rarely, if ever, wear modern dress – preferring homemade or traditional culture or religious.
  • Cannot wear any metal constructed armor.
  • Not accumulate much more than you or you and a single small mount or vehicle can carry.
  • Never hold the law of others above the bonds to the land.