Farmer

Updated:  2011-06-08

Search:

This free script provided by JavaScript Kit


House Rules

Associated Games/Campaigns

Cadillacs & Dinosaurs
Dark Ęther
Dark Conspiracy
Dark Traveller
Space 1889
Traveller (TNE)
Home

>House Rules

>>Character Generation

 
Farmer

Description
[Dark Conspiracy] Once, not too long ago, fields full of crops stretched in every direction farther than the eye could see. Back then, families used to make a business out of farming. Then the agricorps came and glutted all the markets with their force-grown, hot-house crops. Family farms couldn't stay in business, and the majority of them just went to seed. Now there are weed-filled fields as far as the eye can see, dotted here and there by abandoned farmhouses gone to ruin.

But you swore you'd never leave. So now you live even closer to the land, raising just enough to keep yourself fed, with some left over to sell or trade in town, treating your equipment with kid gloves, trying to make it last. It isn't an easy life, but it sure beats moving to the city.

[Traveller (TNE)] Before the Collapse, vast automated farms and hydroponic tanks supplied raw protein that was marketed in whatever shape, color, and flavor you wanted. Now people live closer to the land, raising real food for people with real jobs to do. You don't have the machinery farmers once had, and what you do have you treat with kid gloves, trying to make it last. It isn't an easy life, but there's something rewarding about raising food from the earth and making a world bloom.

Entry
None.

First Term

Skills:

Subsequent Terms

Skills:

All Terms
Special Assignment/Adventure:  (2D6) 8+ for the following:

Promotion: 7+, DM +1 if Constitution 6+.

Contacts: One per term, specialist in one of the above skills.  On a 1D10 roll of 10, the contact is foreign.

Special

[Cadillacs and Dinosaurs]  1 stock dog; 1 rifle or shotgun worth no more than $400.

[Dark Conspiracy] None.

[Traveller (TNE)] None.