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

FieldValue
Archetype Combinations / AcademicAwkward fit. The drift is anti-book; the Academic must work to anchor knowledge in terrain.
Archetype Combinations / ChaplainWorkable fit. The rim chaplain becomes a wandering minister with credible authority among exiles.
Archetype Combinations / FaceWorkable fit. Rim contacts are deep but narrow; the Face wants more reach.
Archetype Combinations / OfficerAwkward fit. Officer's lawful leanings clash with the drifter's tax-free existence.
Archetype Combinations / OperativeGood fit. Stealth plus frontier invisibility makes drifters hard to pin down on inhabited worlds.
Archetype Combinations / PsionWorkable fit. The Fold is calm on the rim; psions who survive the deep dark are rare and respected.
Archetype Combinations / SawbonesWorkable fit. Survival plus field perception aids triage in places without hospitals.
Archetype Combinations / ScoutBest fit. Skill overlap is total and the rim-trained senses extend the Scout's tracking range.
Archetype Combinations / SoldierNatural fit. Survival ranks compound with class skill access; combat-readiness plus self-sufficiency.
Background Trait / CauseBecause sustained exposure hardens the body and dulls the panic that kills off-worlders.
Background Trait / NameRim-Tough
Background Trait / TriggerPassive; always on.
Starting Rek150
Verse AnchorRim 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

SkillRanksNote
Perception2Untrained-usable but always considered class skill for this profession.
Repair2Reflects jury-rig habit of frontier life.
Survival4Class skill for Soldier, Chaplain; treat as in-class for any archetype.