By now you should have noticed that the various choices only increase an Attribute or Skill's Maximum value. Read that again, the Maximum value. All your Attributes still start at 0 and your Skills still start at 0. Now you get to spend points on them. Each player gets 14 Points to spend on their Attributes, and 20 Points for all of their Skills. You can only spend up to the Maximum defined by your Culture, Concept and former lifestyle choices. Some lifestyles get an unique ability that they get at the beginning. Don't worry! You can get Perks in your travels! If you live that long. ___________________________________________ Lifestyle: This is who you were before the Apocalypse, in a way. It describes how your personality and outlook at the world was formed. Each of the following 22 lifestyles grants a +1 Bonus to the Max of 1 Attribute, grants a +1 bonus to labeled skills, and grants a +2 Dicepool bonus when you act in accordance to your Concept. 0: The Wanderer The Wanderer is always looking forwards to that next new discovery, and can never stay still. He embraces fear as a friend, finds normal days to be boring, and acts with reckless, foolish enthusiasm. If they survive, they gain new experiences and new motivations to keep pushing forward into the unknown and fight the monsters of boredom and predictability. -Attribute +1 Bonus: Body -Skill +1 Bonus: Mobility, Orienteering, Navigation -Perk: The wind is my guide: If you fail a Navigation check, you can go for a Reroll. 1: The Engineer The Engineer is driven to make something that will be remembered, a legacy for future generations. Everything they do, from irrigation channels to random monoliths, is their shout to an uncaring world and universe that they existed. To this end, they always work meticulously and seek greater challenges to master. -Attribute +1 Bonus: Agility -Skill +1 Bonus: Arts, Engineering 2: The Teacher The Teacher is someone who learns and grows their knowledge for the purposes of teaching it to others. They hold stupidity in contempt and stubborness or disinterest in disdain, these are evils that must be banished with fire of knowledge and curiosity. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Leadership, Legends 3: The Martyr The Martyr is bulletproof, nothing will make them surrender. Protection of the weak, self-sacrifice and the fanaticism or sheer pig-headed stubbornness to keep fighting and be the first to charge into the fray when everyone else has fled gives them strength. They lead by example and bloody sacrifice. -Attribute +1 Max Bonus: Psyche -Skill +1 Bonus: Faith OR Willpower, Toughness 4: The Governor The Governor is the one who takes charge, ensures that everyone stops skittering about like insects and starts moving in lock-step discipline. They must be the ones in charge, and fear the delegation of power more readily than arrows or bullets. -Attribute +1 Bonus: Charisma -Skill +1 Bonus: Cunning, Leadership, Negotiations -Perk: Trust me!: You can use Charisma instead of Psyche for Deception checks. It also allows more Dialogue to be opened 5: The Seeker The Seeker wants to unravel mysteries, dispel lies and unearth the truth. They ask the questions that no-one else does and seek to answer them at the same time. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Artifact Lore, Science 6: The Doctor So long as there is a chance for things to be fixed or healed, the Doctor will not give up on it. Whether watering and tilling the dry earth to repairing old technology or mending wounds, the Healer devotes themselves to the task of restoration. -Attribute +1 Bonus: Agility -Skill +1 Bonus: Medicine, Crafting 7: The Archeologist Change means that the old ways are forgotten and it is unacceptable. The Archeologist strives to keep the old ways alive, stubbornly standing against anything new and argues against adapting the rules to suit a situation. For the Archeologist, ensuring unbroken continuity with the past when the present is too painful is the only way to survive. -Attribute +1 Max Bonus: Instinct -Skill +1 Bonus: Legends, Artifact Lore 8: The Mediator The Mediator is the diplomat, the peacemaker and negotiator. They are the calm, soothing voice when everyone else has raised their voices, seeking common ground to halt the squabbling. The Mediator seeks to place reason over one's emotions. -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Perception, Negotiation 9: The Survivalist The Survivalist is the loner, the one who dislikes everyone equally and will only stick with the group based on mutual interests such as survival. They range forward as the scout, or else volunteer to guard the escape route, but what makes them happiest is not having responsibility to anyone, and to be left to their own devices. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Stealth, Survival -Perk: Scourager: Seeing as they've spent years away from Civilization, they can find more food more easily than others. Survivalists can roll twice when searching for food. 10: The Lawbreaker The Lawbreaker looks at the rules and traditions and spits on them. To them, they represent stagnation and hypocrisy. They seek rebellion, revolt and riots, and nothing is sacred. The more who deviate from their ways the better, for it means a greater fellowship to spread the word of anarchy. -Attribute +1 Bonus: Psyche -Skill +1 Bonus: Cunning, Expression 11: The Conquerer The Conquerer seeks victory, ever marching forward to prove their strength and skill. Not for them the vain falseness of modesty, the Conquerer boasts and announces his victories and accomplishments to any who will hear them. Braggarts many are, but those who can back up their words prove their ego many times over. -Attribute +1 Bonus: Body -Skill +1 Bonus: Toughness, Force 12: The Unwanted There is something deeply wrong with The Unwanted, something broken. There is a beast behind their eyes, teeth flashing, and they drink in fear like nectar. They indulge in hateful, violent fantasy and delight in that spark of fear in a dying man's eyes. They are a clockwork bomb and you can hear it counting the days to the next explosion. Tick. Tock. -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Domination, Toughness 13: The Soldier The old must make way for the new, and if the old is still standing, the Destroyer will happily crack it to pieces and knock it down. Their enemies are hunted to oblivion, their path littered with broken bodies and sundered camps. If anything flourishes after, they do not see it, they have already moved on to the next target, acting for their own sake even if they whisper lip service to a greater cause. -Attribute +1 Max Bonus: Instinct -Skill +1 Max Bonus: Stamina, Force Projectiles -Perk: Guns are my way of talking: Whenever you're holding a pistol in your hand, get a +1 to Negotiations whenever you're doing the talking. 14: The Preacher The Chosen is the one who is the saviour of all, their presence inspires others for good or ill, everyone comes to listen to their words for they always sound wise, no matter what consequences may come later. They look upon those who deny them with pity and disdain, self-assured in their inherent nobility and goodness. -Attribute +1 Max Bonus: Charisma -Skill +1 Max Bonus: Faith, Leadership Perk: There is one true God!!: The Preacher can have a Sermon once a week to keep everyone spirits up. Everyone listening recovers one more Flesh Wound point for the rest of that week. 15: The Prisoner The Prisoner cannot stand the glories of others, hates the happiness of their neighbours, and covets what others have. They work constantly to drag down those who they feel are better than them, if they cannot have their joys and riches, no-one else can! -Attribute +1 Bonus: Psyche -Skill +1 Bonus: Deception, Domination 16: The Officer The world needs defending and the Protector will be found standing in front of others like an impassable barrier. Once dedicated to their cause, either the enemies before them are broken to pieces, or they are. There is no middle ground. -Attribute +1 Max Bonus: Psyche -Skill +1 Max Bonus: Stamina, Toughness, Projectiles Perk: Serve the People: Once per week, whenever someone close to you has to take a hit, you can take the hit for them. 17: The Visionary They have already seen the glorious future awaiting those who would agree to their plans, plans which have been laid out over a timeline of decades or more. They seek to bring others into their way of thinking, accuse the unbeliever of sabotage, and implore others to listen to their reasoning. The Visionary will decide the future of humanity. At least, that is what they believe. -Attribute +1 Bonus: Charisma -Skill +1 Bonus: Seduction, Cunning 18: The Zealot Faith shall move mountains, and the fires of devotion burn bright. Too bright in fact. The Zealot has no room for logic or reasoning, only honed fanaticism and loyalty to their cause and shall prove it every day so that they will be a torch in the darkness, and this fire will singe the minds of their fellows, who had best hope they are not burned away by the Zealot's fire. -Attribute +1 Max Bonus: Instinct -Skill +1 Max Bonus: Reaction, Faith OR Willpower -Perk: I am your god: For those that're faithless, you can become the shining ray of Hope for them. Once a fight, you can try to convince an enemy to follow you until you die. 19: The Monk The Monk is constantly learning, striving to pick up that extra piece of advice, or that next lesson. They follow great teachers and mighty generals, building a grand repetoire of skill and knowledge but it is never enough, they must keep learning, and no matter how many specialisations or ways of life they learn, they can never settle into a single path. -Attribute +1 Bonus: Charisma OR Body -Skill +1 Bonus: Empathy, Perception, Brawling 20: The Righteous The Righteous judges everyone around them according to their own interpretation of what is right. They see the world in stark contrasts, there is only good or evil, no opportunity to implement their idea of righteousness is wasted. Righteous...perhaps it would be better to say Self-Righteous. -Attribute +1 Bonus: Intellect -Skill +1 Bonus: Cunning, Negotiation 21: The Veteran The Veteran is restless, they are driven to wander the long roads and hidden paths, learning as they go. They collect info, impression and experiences like others collect Gendo skulls, but they will not keep it secret. They spread news both good and bad, connecting the Clans and Cults, hinterland to metropolis, helping make the world just that touch smaller. -Attribute +1 Bonus: Instinct -Skill +1 Bonus: Legends, Orienteering, Projectiles