Trekkers
Trekkers
Many misunderstand Trekkers as doubters shake their heads when Trekkers go off into the damned lands for weeks on end to scavenge for materials. Superions and Cyberions call them cooties, tongue and cheek, that they are someone who may carry lice on them from the field even though they have environmental suits sanitizing their bodies. What they do not understand is that trekkers are historians as well as scavengers. Yes, trekkers go into the deadlands to find discarded material that can be reused and re-engineered. Significant past discoveries have become the latest innovations of the present as Trekkers come back with wares that advance or become a springboard for new creations in current society. First, Trekkers go through and tag the items while, later, transports fly air conditioned heat resistant ships to bring back materials too large to carry by a single trekker.
However, there is a deeper purpose to what they do. They go to the damned lands to see what happened in the past and not repeat the same mistakes. As Trekkers bring out their pre-Turn antiques and wares, they talk about the culture, history and ideas behind them as teaching tools for how their present society may navigate their world well by looking at the past. This gift is perhaps their most significant contribution, for they have a broader scope of human civilization than those who only know the present age after the Turn. They can, many times, tell you why something is important. Interestingly enough, Trekkers become intriguing philosophers taking a comprehensive few of the past compared to the present. For example, when Trekkers found white/eurocentric supremacy literature, they compared them to the gene-modifying Superions who seem to be dredging up the same xenophobic tendencies in new clothing.
Cyberions and Superians distance themselves from Trekkers, finding them a backward tribe, while others find them quaint. While Trekkers are seen as technologically illiterate by Cyberions, this is the furthest thing from the truth. This tribe constitutes field tech experts par excellence. They craft truly rugged constructions to survive the hot temperatures further south. Their environmental suits are near sacred objects as they maintain them with a mother’s care for a child. They should because their lives depend on it.
Perhaps Trekkers find mutual companions among the Practitioners and Solarians, who feel the impact of their discoveries and insight more acutely than other tribes. Indeed, many Sunjammers partner with Trekkers as they sail around the world to investigate out-of-the-way places to find past treasures or explore mysteries.
Nickname: Historians (derogatory name: cooties The past informs our future.
Trekkers or Historians are rugged people. They are versed in primitive living and survival. Redundancy is their watchword as they try to have backups upon backups when they go into the field.
Background: Trekker tribes are in almost every major city where urban desolation is accessible. They are a practical tribe that believes in self-sufficiency and rugged individualism. They tend to develop a chip on their shoulder as some tribes find disdain for them. They may wear it as a source of pride. (-2 Diff is related all history (or history related activities i.e. archeology, anthropology, etc choose one discipline), investigation, and survival rolls.)
Character Creation
Trekkers like to call themselves practical methodologists as they employ the Lifestyle to investigate the past. In this regard, they are one of the strongest adherents of the Lifestyle, finding its value in the rough and tumble world of the deadlands.
Weakness: Trekkers surround themselves with the past and death for long periods of time. This issue may cause them to carry an air of pessimism as they trek through the desolation of the deadlands. Hence there is this inherent fear that history could repeat itself. Additionally, Trekkers who travel across the damned lands must stealthily travel to avoid the mutated creatures roving there. It is not unsurprising that some have PTSD.
Stereotypes
Cyberions: They look too much to the future without learning from the past. History tends to repeat itself.
Superions: Every heard of Hilter? He wanted to create a master race as well. We need to oversee this tribe carefully.
Practitioners: Our companions in practice. They need to get their hands dirty a little.
Solarians: Valuable makers of our world. Just learn from our valuable insight so we can keep it this way.
Venturists: They help to keep the lights on, which is good. However, while tapping keys behind their desks, we work hard in the field. Remember to say thank you.
Cosmonauts: Well, it’s good to travel in space, but lets not carry our problems there too.
Sunjammers: Hey, Hey! Our brothers in arms! They travel the seas, and we travel the land.
Lunarians: They need to be careful. Addiction was one of the downfalls of the pre-Turn society.
Many misunderstand Trekkers as doubters shake their heads when Trekkers go off into the damned lands for weeks on end to scavenge for materials. Superions and Cyberions call them cooties, tongue and cheek, that they are someone who may carry lice on them from the field even though they have environmental suits sanitizing their bodies. What they do not understand is that trekkers are historians as well as scavengers. Yes, trekkers go into the deadlands to find discarded material that can be reused and re-engineered. Significant past discoveries have become the latest innovations of the present as Trekkers come back with wares that advance or become a springboard for new creations in current society. First, Trekkers go through and tag the items while, later, transports fly air conditioned heat resistant ships to bring back materials too large to carry by a single trekker.
However, there is a deeper purpose to what they do. They go to the damned lands to see what happened in the past and not repeat the same mistakes. As Trekkers bring out their pre-Turn antiques and wares, they talk about the culture, history and ideas behind them as teaching tools for how their present society may navigate their world well by looking at the past. This gift is perhaps their most significant contribution, for they have a broader scope of human civilization than those who only know the present age after the Turn. They can, many times, tell you why something is important. Interestingly enough, Trekkers become intriguing philosophers taking a comprehensive few of the past compared to the present. For example, when Trekkers found white/eurocentric supremacy literature, they compared them to the gene-modifying Superions who seem to be dredging up the same xenophobic tendencies in new clothing.
Cyberions and Superians distance themselves from Trekkers, finding them a backward tribe, while others find them quaint. While Trekkers are seen as technologically illiterate by Cyberions, this is the furthest thing from the truth. This tribe constitutes field tech experts par excellence. They craft truly rugged constructions to survive the hot temperatures further south. Their environmental suits are near sacred objects as they maintain them with a mother’s care for a child. They should because their lives depend on it.
Perhaps Trekkers find mutual companions among the Practitioners and Solarians, who feel the impact of their discoveries and insight more acutely than other tribes. Indeed, many Sunjammers partner with Trekkers as they sail around the world to investigate out-of-the-way places to find past treasures or explore mysteries.
Nickname: Historians (derogatory name: cooties The past informs our future.
Trekkers or Historians are rugged people. They are versed in primitive living and survival. Redundancy is their watchword as they try to have backups upon backups when they go into the field.
Background: Trekker tribes are in almost every major city where urban desolation is accessible. They are a practical tribe that believes in self-sufficiency and rugged individualism. They tend to develop a chip on their shoulder as some tribes find disdain for them. They may wear it as a source of pride. (-2 Diff is related all history (or history related activities i.e. archeology, anthropology, etc choose one discipline), investigation, and survival rolls.)
Character Creation
Trekkers like to call themselves practical methodologists as they employ the Lifestyle to investigate the past. In this regard, they are one of the strongest adherents of the Lifestyle, finding its value in the rough and tumble world of the deadlands.
Weakness: Trekkers surround themselves with the past and death for long periods of time. This issue may cause them to carry an air of pessimism as they trek through the desolation of the deadlands. Hence there is this inherent fear that history could repeat itself. Additionally, Trekkers who travel across the damned lands must stealthily travel to avoid the mutated creatures roving there. It is not unsurprising that some have PTSD.
Stereotypes
Cyberions: They look too much to the future without learning from the past. History tends to repeat itself.
Superions: Every heard of Hilter? He wanted to create a master race as well. We need to oversee this tribe carefully.
Practitioners: Our companions in practice. They need to get their hands dirty a little.
Solarians: Valuable makers of our world. Just learn from our valuable insight so we can keep it this way.
Venturists: They help to keep the lights on, which is good. However, while tapping keys behind their desks, we work hard in the field. Remember to say thank you.
Cosmonauts: Well, it’s good to travel in space, but lets not carry our problems there too.
Sunjammers: Hey, Hey! Our brothers in arms! They travel the seas, and we travel the land.
Lunarians: They need to be careful. Addiction was one of the downfalls of the pre-Turn society.
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