Rim Drifter
A fringe nomad raised beyond the reach of Confederation law, in dead colonies, hollow Stations, and the dust between.
Rim Drifters were born or forged on the outer edges of mapped space: Derelict colonies, hollowed mining rocks, abandoned monastery-Stations. They learned to keep moving because nothing out here stays put for long. Confederation courts do not recognise their status; fringe councils do not need to. Their kit is improvised, their loyalties are local, and their instincts are tuned to weather, hunger, and bad air.
Rules Reference
| Field | Value |
|---|---|
| Archetype Combinations / Academic | Awkward fit. The drift is anti-book; the Academic must work to anchor knowledge in terrain. |
| Archetype Combinations / Chaplain | Workable fit. The rim chaplain becomes a wandering minister with credible authority among exiles. |
| Archetype Combinations / Face | Workable fit. Rim contacts are deep but narrow; the Face wants more reach. |
| Archetype Combinations / Officer | Awkward fit. Officer's lawful leanings clash with the drifter's tax-free existence. |
| Archetype Combinations / Operative | Good fit. Stealth plus frontier invisibility makes drifters hard to pin down on inhabited worlds. |
| Archetype Combinations / Psion | Workable fit. The Fold is calm on the rim; psions who survive the deep dark are rare and respected. |
| Archetype Combinations / Sawbones | Workable fit. Survival plus field perception aids triage in places without hospitals. |
| Archetype Combinations / Scout | Best fit. Skill overlap is total and the rim-trained senses extend the Scout's tracking range. |
| Archetype Combinations / Soldier | Natural fit. Survival ranks compound with class skill access; combat-readiness plus self-sufficiency. |
| Background Trait / Cause | Because sustained exposure hardens the body and dulls the panic that kills off-worlders. |
| Background Trait / Name | Rim-Tough |
| Background Trait / Trigger | Passive; always on. |
| Starting Rek | 150 |
| Verse Anchor | Rim Drifter |
Notes
Background Trait / Effect: +2 Fortitude save versus cold, radiation, starvation, and atmospheric contamination. Once per long rest, as a free action, end one level of exhaustion currently affecting the character.
Social Hook: Fringe councils recognise the drifter's duster. Confed customs do not. Drifters know who needs help, who is asking, and where the next meal comes from. They carry gossip in lieu of money and trust in lieu of ID.
Starting Gear: Slug-rifle (ITEM-SLUGTHROWER) or combat knife (ITEM-COMBAT-KNIFE), player's choice, Rim-leather duster (+1 circumstance bonus to Fortitude vs. cold; non-stackable with armour), Field rations, sealed, 1 week supply, Worn unpowered vacc-suit (no env seal; +1 vs. thin atmosphere only), Trade tokens, 50 rek face value, honoured in three fringe sectors, Ropeline and grapnel (20 m)
Trained Skills
| Skill | Ranks | Note |
|---|---|---|
| Perception | 2 | Untrained-usable but always considered class skill for this profession. |
| Repair | 2 | Reflects jury-rig habit of frontier life. |
| Survival | 4 | Class skill for Soldier, Chaplain; treat as in-class for any archetype. |