The Drifter

The Drifter never stays in one place long enough to feel at home. The road is their home. It could be an uncontrollable urge to never put
down roots, or a reaction to pursuers always on their heels. The Drifter has learned to live with whatever fits in their backpack or the
back of their car. What is important to others lacks meaning to The Drifter, who never gets attached to anything. Other vagabonds and
outcasts are their friends and allies. They seek refuge in rundown motels, boxcars, abandoned homes, and other makeshift shelters. The
eternal question for those who meet them is: what are you running from?

OCCUPATION

Choose your Drifter’s occupation from the list below, or invent one
of your choosing.
Homeless, Vagabond, Runaway, In witness protection, Draft
dodger, Small-time crook, Backpacker, Refugee, Prison escapee,
Traveling salesman, Courier, Day laborer, Outsider.

DARK SECRETS

Choose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Family Secret
◊◊Mental Illness
◊◊ Returned from the Other Side
◊◊RootlessChoose 1 or more Dark Secrets. Suggestions:
◊◊Curse
◊◊Family Secret
◊◊Mental Illness
◊◊ Returned from the Other Side
◊◊Rootless

DISADVANTAGES

Choose 2 Disadvantages. Suggestions:
◊◊Cursed
◊◊Harassed
◊◊Haunted
◊◊Schizophrenia
◊◊Stalker
◊◊Wanted

ADVANTAGES

Choose 3 Advantages from the list below.
◊◊Street Contacts (Charisma)
◊◊Driver (Coolness)
◊◊Improviser (Coolness)
◊◊Character Actor (Intuition)
◊◊Vigilant (Intuition)
◊◊Wanderer (Perception)
◊◊Artifact (Soul)
◊◊Enhanced Awareness (Soul)

ATTRIBUTES

Assign the modifiers +2, +1, and +0 to the three passive attributes:
Fortitude, Reflexes, and Willpower.
Assign the modifiers +3, +2, +1, +1, +0, −1, and −2 to the seven active
attributes: Charisma, Coolness, Intuition, Perception, Reason,
Soul, and Violence.

LOOKS

Select or come up with your own distinguishing features for your
character.
Clothes: Worn, odd, biker, ripped, practical, street, wilderness
survival, layer upon layer, wrong season, cheap suit, or hobo
clothing.
Face: Ravaged, innocent, weathered, pronounced, filthy, friendly,
tough, tattooed, scarred, or memorable face.
Eyes: Cloudy, tired, restless, blind, one-eyed, bloodshot, tense,
suspicious, fearful, cheerful, sarcastic, or intelligent eyes.
Body: Wiry, bony, hobbled, fast, dirty, scarred, big, small, slim,
androgynous, tall, disproportionate, laid back, tense, malformed,
twisted, tattooed, or animalistic body.

NAME

Choose a name for your character, suitable to the locale in
which the campaign is set.

RELATIONS

Everyone introduces their character by name, looks, and
personality. Take your turn. Write down the other player
characters’ names. Go around the table again to establish your
Relations.
If you know any of the other player characters from before,
choose one of these options to establish the relationship
between the two of you.
◊◊One of the characters lets you stay with them
sometimes. Take +1 Relation with them.
◊◊One of the characters got you out of a bind.
Take +1 Relation with them.
◊◊One of the characters is an old friend.
Take +2 Relation with them.
◊◊One of the characters is someone
you know in the underworld.
◊◊One of the characters gives
you occasional jobs.
Decide the nature of three
additional Relations: One
neutral (0), one meaningful
(+1), and one vital (+2).