TEXT:     
  Presents:
  Presents:
  Presents:
  Presents:    
  THE NOMAD MARKET 
  *LITE EDITION* 
  A complete guide to Night City's Nomad Hub    
  Written by Deric Bernier  (droc@mc2k.com) 
   
      
      
  SOCIETY OF THE MARKET PAGE 5 
   
  LAW AND THE MARKET PAGE 9 
   
  THE NATIONS AND TRIBES PAGE 12 
   
  PERSONALITIES PAGE 20 
   
  BROWSE THE WARES PAGE 32 
   
  INSPIRATION PAGE 179
  This is the Lite version, it does not contain the weapons, equipment or vehicles, all of which can be found on the full version, on 
  separate PDF files (the Ultimate files, and the Nomad Vehicles file), or on the site.  For convenience, this PDF contains active links to 
  the Website pages containing them located in the Shopping section. 
   
  This is just one of many articles for the Cyberpunk 2020 Roleplaying Game you can find on Datafortress 2020, 
  the largest, most Comprehensive Cyberpunk 2020 site in the world. 
  Visit it at: 
  http://datafortress2020.110mb.
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  http://datafortress2020.110mb.com/
  com/
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  com/    
  
   
  THE NOMAD MARKET 
   
  Located just southwest of 
  Night City, is the world 
  renowned Nomad Market.  
  This huge gathering is the 
  largest open air bazaar in the 
  world, and while many such 
  markets exist outside other 
  city's, 
  Night 
  City's is the most 
  famous.  The idea is simple, nomads from all over 
  the world come here to buy sell and trade with 
  other road folk.  The market is also open to the 
  general public, and many adventurous and 
  enterprising city dwellers come here looking for 
  good deals on everything from fresh fruits and 
  vegetables grown by the agricultural tribes, to 
  fabrics 
  and 
  textiles 
  newly 
  imported 
  from 
  overseas.  There are only two entrances into the 
  market itself, as the entire area is surrounded by a 
  hand made reinforced sheet metal wall, 30 feet 
  high.  One gate on the northern side is for 
  civilians, 
  the 
  other gate is on 
  the southern side 
  and 
  is 
  for 
  nomads.  
  There 
  are tents and other living quarters inside the market, but most 
  tend to sleep in the parking lot with their vehicles if they 
  themselves aren't actively selling.  
  Affiliated nomads stick with their 
  clans and families, tribal leaders and 
  their personal entourages however, 
  are encouraged to reside with their 
  corresponding delegates in their Nations main tent inside the 
  market. 
   
  The Nomad Markets were originally created by the Council to 
  combat 
  the 
  ever 
  growing 
  number 
  of 
  violent 
  incidents 
  associated 
  with 
  "wilding" 
  and 
  the 
  Raffen Shiv.  Now, by 
  council 
  ruling, 
  any 
  tribesman who don't 
  have official business inside the city are politely asked to stay 
  in the Market, both for their own safety and that of the nomad 
  community as a whole.  Anyone who violates this rule and is 
  arrested by local authorities will be left to their own devices 
  and neither the council, nor their own family heads are allowed 
  to intervene.  It may sound harsh, but the general publics 
  opinion of nomads is not very favorable, seeing nomads as 
  either marauding raiders of the road and pirates, or at the very 
  least shifty eyed gypsies out to swindle and steal. 
   
  
   
   
  Finally the Markets provide a sense 
  of community and stability that many 
  nomad families find themselves sorely 
  lacking.  In addition to the trade area 
  itself, the market also boasts a huge 
  area dedicated solely as campgrounds 
  for the tribesmen come to barter 
  their goods.  A giant tent city surrounds the southern portion 
  of Night Cities market, and contains 
  everything from single man pup tents 
  for individuals, and larger "circus" 
  tents for families and even clans.  The 
  market area itself is simply enormous, 
  and is made of everything from simple 
  wooden stalls to large tent enclosed 
  "stores."  It's not uncommon to see single individuals with 
  nothing but a blanket on the ground hawking their meager 
  wares.  The Nomad market is also a giant black market 
  bazaar, 
  and 
  many 
  urban 
  warriors use it to buy and sell 
  weapons and equipment, book 
  non traceable passage and/or 
  escorts, 
  and 
  of 
  course, 
  information itself.  Corporations send scouts into the market, 
  always looking for anything they can get a good deal in mass 
  quantities of.  In fact many designer clothing labels were 
  originally manufactured, designed, or imported by nomads.  
  The ingenuity of nomads at 
  creating whatever they need 
  is fascinating to most city 
  dwelling technicians, and the 
  market is a prime place to 
  find to innovations and designs.  Talent is also scouted here, 
  from drivers and techies, to mercenaries.  Life on the road is 
  hard, and to survive you have to be very good at whatever it is 
  you do.  Navigating the market is very 
  difficult, as it is always crowded and 
  changes daily as traders come and go.  
  There are very few landmarks, and 
  even fewer permanent structures.  
  There is no organization, and no 
  guarantee 
  whatsoever 
  that 
  just 
  because you found something once 
  that it will be there tomorrow, or even 
  the merchant selling it. 
   
   
  While payment in cash is expected of outsiders, 
  among the community trade is the more 
  accepted form of transaction.  Money doesn't 
  come in very handy in the wastelands, but 
  ammo, food, gear and vehicles are always 
  needed.  Outsiders are encouraged to trade as 
  well, but also to use common sense, very few 
  nomads will have any use for your 500eb pair of 
  Giovanni 
  pumps.  
  Quality 
  weapons, 
  ammunition, sturdy clothes, armor, vehicles, 
  technology, tools, camping equipment, books... 
  etc.  The rule of thumb for what a nomad generally values, 
  simply wonder what you would want to have with you alone in 
  the wilderness.   
   
  Outsiders be warned, just as the council has 
  no authority in the city, neither do they 
  accept local police in the market.  If you are 
  caught violating the rules in the Market, be 
  warned now, nomad justice is swift, harsh, 
  and often unusual.  The nomads in the 
  market police themselves, just as they do on the open road, 
  with Paladins, the chosen enforcers of the nomad community.  
  All seven of the nomad Nations have representatives here, and 
  a council of the highest ranking headsmen from each nation 
  meet twice a week in the center tent to cover policy and settle 
  major disputes.  Minor disputes are usually settled by the 
  individual nation heads as they come up. 
   
  
   
  
  SOCIETY OF THE MARKET 
   
  Life in the Nomad market is like the 
  desert sands, constantly moving and 
  shifting, always changing from one day 
  to the next.  In 
  the market itself 
  the hustle and 
  bustle of people moving from one 
  vendor to the next can be quite 
  unnerving.  If you are looking for 
  something specific and hard to find, you 
  can get very frustrated very quickly.  
  The hundreds of vendors, big and small selling everything 
  from clothes and produce to weapons and drugs, can be an 
  impossible maze to contend with.  There is no organization in 
  the market as far as the 
  merchants go, and only the 
  larger more specialized 
  merchants ever have 
  permanent locations.  Add to 
  this that the Market is open 24 
  hours a day and you get a small taste of the chaos inherent in 
  the Nomad Market.  Haggling 
  isn't just optional, it's a way of 
  life here.  Only the Statics accept 
  a stated price (which for Static 
  customers is always inflated at 
  least 100%).  The Nomad Market 
  is the most culturally and 
  economically diverse social 
  gathering place in Northern California, and as such it is a 
  celebration of life itself.  For Statics, the Market is not only a 
  shopping center, it is a thrill.  They see mingling with the 
  nomads as exotic, and this attitude has often been compared to 
  tourists visiting Native American 
  locales. Hand built trinkets and 
  items are especially prized as 
  fashion statements by Statics 
  looking to appear a bit on the 
  wild side.  Nomads cultivate this 
  with a grin, knowing the real joke 
  is on the Statics themselves.  This 
  is yet another difference between nomads and Statics, while 
  Statics would most likely be offended by someone ripping their 
  culture, nomads are tOo pragmatic to get upset, the money 
  generated through these sales is far more important.  
   
  Among the nomads in the Market, 
  the actual market itself is a place of 
  business.  Trading whatever they can 
  part with for whatever they can get in return, re-supplying for 
  long stretches on the road, and meeting with others going the 
  same direction to make for a larger caravan.  The real 
  celebration is in the camp lot.  It 
  is here, among the hundreds of 
  other nomads where the parties 
  take place.  Friends reunite, 
  bonfires rage, stories are shared, 
  and music plays on into the 
  night.  Many family headman and 
  tribal elders use this opportunity to share routes and 
  coordinate maps.  Outriders and scouts are 
  chosen, alliances are made.  In the camp lot 
  nomad entertainment is abundant.  They put 
  up temporary theaters in tents, put on plays 
  and concerts, wandering entertainers amuse anyone they come 
  across.  The highly social nature within the nomad community 
  is an oddity for any outsider.  Children run free through the 
  tents and vehicles, and the parties that stretch into the early 
  morning wild.  It shouldn't come as any surprise really, life on 
  the road can get tedious and lonely, and on the road they have 
  to be ever vigilant of the world 
  around them.  The camp lot of 
  the Market is one of the few 
  times that nomads can simply 
  cut loose and relax.  Kitchen 
  tents are everywhere, showers 
  and baths are set up, and 
  portable toilets are abundant.  
  Clinics, dentists, grooming 
  facilities, and everything else a 
  nomad could need can be 
  found. Tattoo parlors are also prevalent, 
  and popular, from people getting their 
  Tribes insignia, to simply expressing 
  themselves.  Public nudity is common, as 
  the nomad sensibilities and lifestyle don't 
  frown on such activities. 
  
   
  Adult themed entertainment is 
  also present.  Opium dens are 
  common (although the drugs 
  actually are far more varied), 
  makeshift bars are everywhere, 
  as are brothels and gambling 
  tents.  Gambling especially is a 
  large part of nomad 
  entertainment.  Nomads are 
  known to wager on just about 
  anything, from standard card and dice games, to the direction 
  a bird will fly.  This is fully represented in the Nomad Market.  
  Just outside the western edge of the market are the ruins of a 
  suburban town, long 
  deserted.  The roads of 
  this town and part of 
  the surrounding area 
  have been cordoned 
  off to outside traffic 
  and now serve as the 
  Battle Track.  Battle track is a huge no holds barred race open 
  to anyone foolhardy or skilled enough to enter.  Racers drive 
  their own vehicles, and the only rule is 
  that and the first to cross the finish line 
  wins.  It is a combat race, and injuries and 
  fatalities are common.  Races are held 
  every Sunday, and are one of only two 
  combat sports officially endorsed by the 
  council.  During the week the track is used to settle disputes.  
  Nomads in disagreement race to settle the score.  Some see this 
  as a safer alternative to the Dome. Recently the Council has 
  accepted an exclusive 
  contract with WBN to 
  broadcast the races 
  globally.  Wagers on 
  the Battle Track run 
  very high, and the 
  nomad community 
  expects it to generate a 
  lot of revenue. 
   
  
  The Dome is the only other bloodsport officially promoted by 
  the council.  The Dome is a very large but simple structure of 
  interconnected pipes, like a larger version of the popular 
  playground apparatus, erected just east of the Council Aerie.  
  Hooks are attached at various points around the dome for an 
  ever varying and exotic selection of weapons for the 
  combatants.  Two bungee harnesses are suspended from a 
  pivoting mount on the ceiling, combatants are strapped into 
  these.  The rules are simple, 2 men enter, one man leaves.  A 
  dome fight is one of four choices available when there is a 
  dispute that can't be solved any other way, Battle Track is 
  another, and for non violent means there is checkers, larger 
  conflicts involving whole families and clans can opt for 
  Jugging. In addition to being used to settle disputes, nightly 
  dome fights between voluntary combatants are also popular.  
  Anyone can enter, and opponents are picked at random from 
  the volunteers.  Only melee weapons are allowed, and 
  combatants agree on the stakes before they enter the dome, 
  whether it be to first blood or to the death.  Spectators perch 
  on the outside of the dome or watch on one of the many vid 
  monitors scattered throughout the Market.  It's a good way for 
  a nomad who knows how to fight to make some quick cash, 
  and a quick reputation, and many of the tribes actually use a 
  persons performance in the dome as an audition for outrider 
  or warrior positions.  Deaths in volunteer matches are rare, 
  and are usually only fought till under pre-arranged 
  circumstances, such as first blood, first fall, or till someone 
  concedes, though if both parties agree they can fight to the 
  death.  The current champion of the Dome is a young woman 
  named Kim Max.  Formerly a Raffen-Shiv, she is now a 
  member of the Storm Riders.  She has remained undefeated 
  for 8 months, and has amassed a small fortune in prize money. 
   She has announced that she will fight one more time, then 
  retire to return to the road with the Storm Riders again.  
   
   
  
   
  And finally there is the 
  official sport of the nomad 
  community, Jugging.  
  Jugging is a combat sport 
  consisting of  two 4 man 
  teams, competing to put a dog 
  skull on the other teams 
  spike.  Teams consist of a 
  Quick (the only person 
  allowed to touch the dog skull, not allowed to carry a weapon, 
  but kicking, biting, punching, and 
  anything else is allowed to put the 
  Skull on the spike), 3 Enforcers 
  (armed with a variety of weapons, 
  usually polearms, or clubs and 
  shields, though any non bladed 
  weapon is allowed, their job is to 
  act as defense for their quick, and 
  as offense to clear the way for him), and a Chain (whose only 
  weapon is a long chain with a weight at the end, usually spiked, 
  any variation is allowed but the chain must be at least 9 feet 
  long, and no longer than 13, his job is to prevent the Quick 
  from scoring).  The rules 
  are simple, The dog skull is 
  placed in the center of the 
  field, the first teams quick 
  to reach it and place it on 
  the opposing teams pike 
  wins.  The team with the 
  most plants before time 
  runs out is the winner.  
  Time is measured in stones, and counted by the time keeper 
  throwing the stones one at a time at a large metal gong.  The 
  rules are simple, the game is not.  Strategy is 
  every bit as important as strength, and even 
  so the game is simply brutal.  Injuries are 
  not just common they are expected, and 
  maiming and death is all too frequent.  Most 
  tribes have a Jugger team, and competition 
  is fierce.  There are no seasons per se as it is 
  played year round, but their are annual 
  championship tournaments which culminate 
  at the major nomad Gathering.  Any time two tribes meet 
  there is usually a match.  Here at the Market there are weekly 
  matches.  Non nomads are generally 
  not permitted to watch, or 
  participate.  As stated this game is 
  brutal, and it has been said that no 
  two Juggers can fuck after a match, 
  because all you are doing is rubbing 
  wounds together.  For tribal 
  disputes involving more than two people jugging is also a 
  common means of settling things.  Jugging is a strictly nomad 
  ritual, they do not allow it to be filmed. 
   
   
   
  
  THE LAW OF THE MARKET    
   
  In the wastelands the only 
  law is survival of the fittest, 
  what you can keep is yours, 
  alternatively what you can 
  take is yours.  In the 
  Market things are calmer, 
  safer, and more civilized.  
  Through special arrangements and tenuous agreements, City, 
  State and federal law enforcement stay out of the nomad 
  market.  The closest they come is to put up a strict checkpoint 
  on the roads the civilians use to get in and 
  out of the market, and a looser one on the 
  southern road the nomads use.  Unofficially 
  the Nomad Market is a no man's land, and 
  the government will not try to move in for 
  fear of a full scale and possible nation wide 
  revolt from the nomads.  The nomad 
  community and by proxy the Nomad 
  Market have their own rules, and in the 
  market, the only laws enforced are those 
  laid down by the Nomad Council: 
   
   
   
  All merchants must have Tribal Sponsorship 
  While anyone may trade with anyone 
  else in the Market, merchants who set 
  up shop must have a recognized Tribe 
  sponsor them.  If you are not affiliated 
  with a recognized Tribe, several offer 
  temporary sponsorship for a price 
  (varies but usually around about 1/10th 
  the Market value of what you are 
  selling).  Sponsorship is necessary 
  because if you sell defective products, 
  your Tribe is held responsible. 
   
   
   
  Violence inside the Market is not permitted, especially against 
  Statics 
  If you are caught fighting you will be given a choice, settle it by 
  combat or be banished from the Market for a month.  If you 
  kill or rape someone, then the Tribe of 
  the victim has the right to challenge you 
  to combat to the death, if they forfeit 
  that right you are banned for a year.  
  For second offenses, you are also 
  branded. Third offense you are 
  banished for life.  If the victim in any of 
  these cases is a Static, you will be handed over to local 
  authorities without question.  The Council will tolerate no 
  incident which brings Static law into the Market. 
   
   
  Stealing inside the Market is not permitted 
  If you are caught stealing from anyone in the market, you will 
  be banished for a month, and restitution will be made to the 
  victim of your goods equaling the lost 
  property as closely as possible. 
   
  Trading faulty goods, or 
  misrepresenting goods, is not 
  permitted 
  This is considered the same as 
  stealing and will be dealt with the 
  same way, if you have already left, 
  the consequences will fall on the 
  Tribe that sponsored you. 
   
  Minor disputes will be settled by the 
  involved families, major disputes will 
  be settled by the Council 
  
  If you can't settle a disagreement by yourselves, then your 
  Tribal representative will step in.  If the problem is between 
  people of two different Tribes, then the problem will be taken 
  to the council, however the council is very busy, so it had better 
  be important. The word of the Council is final. Any dispute 
  that cannot be solved by any other means will be settled by 
  combat. (Either by Battle Race, The Dome, or Checkers, yes 
  checkers......... this keeps it fair for those who are obviously 
  outclassed.  If the two in dispute can't agree which venue to 
  take, a die will be rolled and the choice will be made for them.) 
   
  You are responsible for any illegal goods you are caught with 
  after you leave the Market 
  Once you leave the Market, you are on your own and the local, 
  state, and federal laws apply to you again.  If you are caught 
  with drugs, illegal weapons, or any other contraband then 
  expect no help from the Council 
   
  Council law is enforced in the 
  Market by the Lawgivers.  
  Lawgivers have cut ties to all 
  tribes and families, and have 
  permanently allied themselves 
  with the Council itself.  They 
  are easy to spot, due to their 
  "uniform" of black leather and 
  face masks.  In addition to 
  providing door security and manning the defenses on the wall, 
  Lawgivers also roam the market in groups of no less than two 
  at a time.  Joining the Lawgivers is simple, and only requires 
  that you prove your ability to 
  fight, you must have at least 
  five people vouch for you, and 
  you must denounce all other 
  loyalty and swear allegiance to 
  the Council.  You must serve 
  the minimum of at least one 
  year (after which time you can 
  quit any time you wish) and you must be willing to do your job 
  without prejudice.  To ensure this, Lawgivers who have been 
  on less than a year are always 
  partnered with someone who has 
  been on at least three years.  The 
  senior Lawgiver will be required to 
  make reports to the council on the 
  status and performance of the new 
  member.  (Lawgivers have the 
  secondary special ability: 
  Authority, but it only works inside 
  the Nomad Market)  
   
   
  
  Only one group has authority over 
  the Council, the Paladins.  The first 
  Paladin was a retired Hi-Way cop 
  named Sean Wayne whose family 
  was killed by Raffen-Shiv in 2011.  
  For two years he traveled 
  undercover with the nomads trying 
  to find the ones who killed his 
  family.  Originally he was bent on revenge towards all nomads, 
  but as he traveled with them he came to understand and 
  embrace their lifestyle.  
  Eventually he revealed his true 
  identity and decided it was time 
  the nomads had their own brand 
  of justice and order.  He became 
  the first Paladin, and wandered 
  the roads and wastelands, helping 
  any who needed him, fighting 
  injustice and villiany wherever he 
  found it.  A blacksmith named 
  Khan forged the first Gunblade for him, presenting it as a 
  token of gratitude for saving his daughter 
  from a corrupt Hi-Way cop.  The Gunblade 
  would become the Paladin Badge of office.  
  In 2014 he was wounded while fighting of a 
  band of Raffen-Shiv marauders while the 
  caravan he was traveling with escaped.  He 
  managed to run them off, but lost his left 
  arm and the lower half of his right leg in the 
  process.  It would have been the end of the 
  Paladins, but his story and his reputation 
  had spread, and he had attracted followers 
  who wished to take up the cause.  Five men 
  and women were in that first group, and Wayne spent a year 
  training them.  Khan agreed to craft a gunblade for each of 
  them, and any new 
  recruits who felt the 
  calling.  As the years 
  passed the reputation 
  of the Paladins grew.  
  Now they are accepted 
  as the only authority 
  on the open road, the 
  Council has bestowed upon them their full blessings.  In the 
  nomad community Paladins have the authority to solve any 
  dispute, enter any vehicle, and join any caravan.  Even in 
  Static society there are people who have heard 
  of Paladins, especially among the Hi-Way, 
  who have even been known to work with a  
  Paladin on occasion.  Raffen-Shiv on the other 
  hand have an open bounty of 1000eb on any 
  Paladin brought to them alive.   
   
  Becoming a Paladin isn't easy.  First you 
  must be accepted for training by Wayne, 
  who evaluates you while you train for six 
  months.  During this time you are 
  required to permanently cut all ties to 
  family, tribe, and nation.  After wards you 
  are assigned to a senior Paladin to act as apprentice for a full 2 
  years before you become a full fledged Paladin.  Your 
  Gunblade is awarded to you after the first six months if you 
  are seen as worthy.  Other than 
  the two year apprenticeship, no 
  two Paladins ever travel 
  together.  It is a life of solitude 
  and constant danger.  It is also a 
  life of grays.  Unlike police who 
  have a strict set of laws to guide 
  them, Paladins are expected to 
  judge each and every situation on its own merits of right and 
  wrong, and necessity.  Paladins often travel with others for at 
  least a few days before they continue on their journey, riding 
  with a caravan, or even just another 
  lone wanderer.  Forming permanent ties 
  is forbidden, some Paladins take it so 
  far as to vow celibacy.  If needed, a 
  Paladin can call for backup from the 
  others, though it rarely happens.  
  Paladins are too scattered, and too hard 
  to contact.   Alternatively, a Paladin can "deputize" a posse if 
  the situation requires it.  All this talk of authority must be 
  taken in context, a Paladin has no "official" power, and 
  anyone can refuse him, but to do so brings 
  immediate suspicion on anyone who dares, 
  both from the Paladins, and from other 
  nomads.  In a city, or anytime he deals with 
  Static society, a Paladin has no power 
  whatsoever.  Paladins are required to check 
  in with Wayne for updates and possible 
  assignments every 2 weeks. 
   
  The Gunblade a Paladin carries, while fully 
  functional as both a firearm and a sword, is 
  more a badge of authority than a primary 
  weapon.  It is simply too heavy to be effective 
  (though some nomads do use it almost 
  exclusively somehow).  Instead a Paladin usually 
  carries at least a sidearm as his primary 
  weapon.  No two Gunblades are ever the same.  
  If a Paladin dies, his Gunblade is to be returned 
  to Wayne Ranch in Texas.  Anyone not a 
  Paladin caught carrying a Gunblade by a 
  Paladin may be executed. 
   
  Corruption is an ever present threat to the Paladins, and any 
  Paladin found breaking their oath is to be hunted down and 
  executed by the other Paladins.  Paladins may retire, but once 
  they do they must turn in their Gunblade.  (Paladins have the 
  secondary special ability: Authority, identical to the cop special 
  ability, but it only works in the nomad community.) 
   
  
   
  NATIONS AND TRIBES    
   
   
  All walks of nomad life are represented in the Market.  It is required by Council that each of the 
  Seven Nomad Nations has a permanent representative at the Nomad Market.  These seven men 
  and women are the head of the Nomad Council and are the absolute authority over everything 
  that happens here.  They meet privately in the Council Aerie, and convene over the rest of the 
  council in the main pavilion below.  All of the recognized tribes have members on the Council, 
  and though only the the seven Nations are required to have permanent representation, many 
  tribal representatives also reside in the Market year round.  In fact, the only way for a tribe to be 
  recognized is to have a member on the Council.  Raffen-Shiv are not allowed to sit on the 
  Council, nor are any tribes affiliated with them allowed to join.   
   
  Each Nation has its own permanent tent, this is where business 
  that is strictly within the nation gets carried out.  Tribal leaders 
  bring their motions, complaints, and disputes here.  The major 
  tribes also have their own permanent tents, and family leaders 
  bring their concerns and ideas to their Tribal leaders, who in 
  turn bring it to the attention of their Nation representative.  Each 
  Nation and the families that make them up, have their own way 
  of deciding on their next representatives, from, simple voting to 
  contests, in some of the smaller families it is actually considered a 
  punishment. 
   
  Council meetings themselves are held from Monday through Friday, from 10 
  am to 6 pm.  These meetings are highly disciplined, with each effected 
  member of any resolution getting their turn to speak if they so desire.  
  Shouting matches often break out however, and the entire system can get 
  bogged down very fast.  Still it isn't as bad as the U.S. senate or British 
  Parliament, and most disagreements are settled by the end of the day.  Any 
  dispute that persists is either settled by the Tribal Champion in combat, or by 
  the Council Heads, whose word is final. 
   
   
   
   
   
   
   
  
  THE SNAKE NATION 
  The snake nation, being the most 
  disorganized and the largest of the seven 
  nations oddly enough has the least tribal 
  delegates.  Tribal delegates affiliated 
  with the Snake nation comprise 8 
  percent of the Nomad Council.  This is in 
  line with their desire to remain free and 
  unburdened.  
  They see the 
  council as too 
  similar to the governments that 
  brought about the fall.  Still, while 
  they make up only 9 percent of the 
  Council, Snake nation affiliates 
  make up over half over the 
  merchants in the market. 
   
  THE JODES 
  Being the Nation that is most concerned with 
  agriculture, it is no surprise that the Jodes have 
  almost a complete monopoly on fresh produce, 
  pork, sheep, and beef products.  They also bring 
  horses and camels to trade at auction.  Being the 
  leading agricultural producer, not only among 
  the nomadic community, but in the 
  United States, affords them a 
  measure of influence that exceeds 
  their actual means.  While they are not typically 
  warriors, their numbers make up for their lack of 
  combat abilities, and they often procure 
  protection and escort from other more conflict 
  capable tribes.   They are also one of the most 
  ethnically and culturally diverse nations.  The 
  Jodes control 23 percent of the council. 
   
  THE BLOOD NATION 
  As a nation made up of former gang members and 
  entertainers, it should come as no surprise to 
  anyone that the Bloods control the vast majority of 
  gambling, drugs, and brothels in the Market.  The 
  Bloods are also responsible 
  for putting on both the Battle 
  Race and the Dome fights.  In 
  addition they are usually the 
  ones setting up theaters in the 
  Camp Lot, and most of the 
  wandering performers are Bloods as 
  well.  As far as the council goes, the 
  Bloods tribal affiliate delegates tend to go 
  with the majority when it comes to voting, 
  though they do control about 15 percent of the council on an 
  average day. 
   
  METACORP 
  A nomad Nation only by the loosest 
  definition, Metacorp is still by far the most 
  financially secure.  More of a large loosely 
  structured mega corporation than than a 
  nomadic force, Metacorp controls vast sums 
  of money and resources, and is the number 
  one employer of nomads outside of the 
  agricultural field.  Meta representatives scour the nomad 
  community for innovative technology ideas, and honest and 
  reliable warriors.  Their presence in the Nomad Market is 
  small, with only a few dealers selling brand new 
  wares for cash only, the rest of their presence in 
  the market is made up of recruiters on the 
  lookout for new talent and technology ideas.  
  They also pour more money into the nomad 
  community as a whole than any other source.  It 
  is for this reason that Metacorp, the smallest of 
  Nations, has managed to control 25 percent of 
  the Council. 
   
  THE ALDECALDOS 
  It is well known that the tribes 
  associated with the Aldecaldos 
  specialize in construction, from their 
  contracts to rebuild roads in the 
  Midwest, to their forays into New 
  York and Pittsburgh.  The Aldecaldo 
  nation is able to maintain 
  organization while at the same time 
  being loose 
  enough to flourish as migrant workers, 
  mostly taking on reconstruction work, 
  rebuilding our country after the 
  Collapse.  The work is long and slow, and 
  there is a still a long way to go, which 
  works well for them.  Because of their 
  contractual status, outgoing attitude, and 
  outspoken ties to the media, the 
  Aldecaldos have managed 15 percent 
  control over the Council. 
   
   
  THELAS NATION 
  The Thelas affiliated tribes control the seas, 
  lakes, and rivers.  They are the only ones 
  who regularly deal with the forgotten souls 
  in Lost Angeles, (other than the Raffen-Shiv) 
  and any of the corporations who wish to 
  transport their goods over the seas are better 
  off hiring the Thelas as escorts, if not 
  simply hiring them to do it altogether..  
  Even Static fisherman often end up 
  allying themselves with the Thelas for 
  protection.  It is their importance to 
  world shipping and the fishing industry 
  that has allowed the Thelas to control 
  14 percent of the council. 
   
   
  THE FOLK 
  The Folk Nation is the largest force active in the 
  rebuilding of Chicago.  And while their affiliates 
  are scattered across the northern midwest, they 
  are mostly based in Illinois.  With efforts to 
  rebuild Chicago well underway, the Folk are 
  getting closer to achieving their goal of 
  rejoining Static society, and most of the 
  tribes affiliated are either working with 
  them in Chicago, or in other parts of 
  the country rebuilding the cities hit hardest by the 
  Collapse, all in the hopes of staking their property 
  claims as citizens and owners when the work is 
  done.  They are the least active in the Council, with 
  only 5 percent control on average, and usually only 
  vote on matters that pertain directly to them.
  
  RAFFEN-SHIV 
  The Raffen-Shiv, both as a nation, and as individual tribes are not allowed 
  seats on the council.  This does not stop them from having an influence in the 
  market.  Many Raffen-Shiv come to the market to barter their spoils, and it 
  can be quite tense when they are around, especially for nomads of other 
  alliances who have had dealings with them in the past.  It is only because the 
  Raffen seem to respect the "holy ground" of the market that their presence is 
  tolerated.  That and to keep them out could possibly cause a war the nomad 
  community as a whole can't afford to wage.  Still minor problems do come up.  
  There have been many times when normal nomads have recognized a Raffen-
  Shiv who attacked them, raped them, or killed a loved one.  
  There have been other times when Raffen have recognized their 
  victims, some even going as far as to let on when and where they 
  will be holding their next slave auction.  Grieving parents have 
  been known to go to these auctions and bid on their missing 
  children, only to have the Raffen around them jack up the price 
  so high that it's next to impossible for the parents to match.  Or 
  simply killing the parents outright, or their tribe.  For this reason 
  any Raffen who come into the Market are watched very carefully 
  by the Lawgivers.   The Raffen-Shiv are not fools, they very 
  rarely cause any trouble inside the market, and almost never 
  travel in groups of less than ten. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  The Tribes within the varying nations are each unique unto themselves, 
  but most have adopted similar costuming for ease of identification.   
   
   
   
   
  TECHNOMANCERS are instantly recognizable, not only because they all wear gas 
  masks or air filters and long robes or coats, but also because they are loaded down 
  with hand made tools and exotic scratch built gadgets.  The Technomancers are the 
  number one innovators of nomad technology, and their wares are highly sought 
  after.  Their numbers have grown in the last year since their new leader decided 
  they should start actively recruiting people who show the right amount of potential.  
  They are still exceedingly mysterious however.  Due to increased funding, and 
  exclusive contracts with Metacorp, some of the simpler Technomancer technology 
  has begun seeing mass production and sales into Static society.  Technomancers are 
  the mechanical monks of the new world, wandering the roads in search of new ideas 
  and ways of thinking. 
   
   
   
   
   
   
   
   
   
  THE GYPSY HEARTS are a relatively new Tribe.  Originally they were all 
  Romany, but over the years they have taken on anyone who wanted to join, 
  especially runaways and other lost children.  The main point of interest of the 
  Gypsy Hearts is their leader, Lubya Derenko, an immigrant romanian.  She is 
  gathering a reputation as one of the best Jitte fighters in the nomad community.  
  She teaches it to every member of her tribe who is capable of learning.  She 
  personally assigns her best students to take leadership of the smaller packs of her 
  tribe.   The art of the knife is very important to the Gypsy Hearts, and you must 
  make your own before you can be accepted as an adult in the tribe.  While the knife 
  is the primary weapon of the tribe, they do use guns, as many an unwary 
  marauding band have found to their dismay.  Each night at camp is celebrated with 
  music and dance, and the Gypsy Hearts follow the Romany customs very strictly.  
  The Gypsy Hearts are affiliated with the Snake Nation, but have worked with the 
  Aldecaldo's and the Blood's quite often.  They avoid tribes associated with the Folk, 
  considering them Gaje, or false gypsies, due to their desire to rejoin static society.  
  They maintain a close friendship with several packs in the Thelas nation, and have 
  been known to work temporarily with Jodes in exchange for food.  They spend most 
  of their time in Oregon and Washington, but have been known to travel as far as 
  Iowa. 
   
   
   
   
   
   
  
   
   
   
   
  THE STORM RIDERS are one of the largest combat Tribes in the 
  nomad  community, outside of the Raffen-Shiv.  Unlike the Raffen-
  Shiv, who are their mortal enemies, the Storm Riders generally don't 
  cause any mayhem, and never target innocents.  In fact, they almost 
  exclusively target Raffen-Shiv, hunting down any small packs they 
  can find.  The Storm Riders often hire themselves out as escorts, and 
  have a reputation for coming to the rescue of any nomads attacked on 
  the road.  Unfortunately they also have been known to come into 
  conflict with Hi-Way, more often than not with deadly results.  No 
  one is quite sure of the origins of the Storm Riders, but rumors 
  abound.  Stories range from them once being suburban teenagers to 
  former Raffen-Shiv who grew disgusted with the indiscriminate killing and 
  cowardice.  What is for sure is that they are highly skilled road warriors, and when 
  not actually moving down the road they are partying.  They live every moment of 
  their lives as if it were there last.  The Storm riders are loosely affiliated with the 
  Aldecaldo Nation, but have worked with every nation but the Thelas.  They have no 
  home territory, but simply go where the roads take them.  Their leader is a mystery, 
  nothing is known about him outside the tribe other than his name is Logan Slade. 
   
   
   
   
   
   
   
  THE LOST SHEPHERDS are a large tribe based out of Texas, Nevada, and New 
  Mexico.  They are the largest camel and horse breeders in the United States.  Their 
  leader is an Egyptian who came across just before the mid-east meltdown named 
  Hammid.  His skill at tending and caring for camels and horses is the reason for the 
  tribes success.  Well, that and his tribes unrivaled skill as guides through the 
  desert.  Most of his tribe is made up of native americans and mexicans.  They 
  subcontract out scouts to anyone who needs them.  They also have advisors on hand 
  to help outfit vehicles and personnel for extended desert survival.  The Lost 
  Shepherds have a darker side as well, smuggling immigrants into the country and 
  bringing them into the fold. They employ english teachers to help them blend in, 
  and netrunners to build up fake identification and histories.  They are not choosy, 
  and will take anyone's money for this service, even slave traders and terrorists.  
  They are also part of a large network of body smugglers, and if the Jodes find out 
  about it there could be serious repercussions.  Obviously they are allied with the 
  Jodes, but have provided their services to every nation, even the Raffen-Shiv.  They 
  also work closely with elements of the Thelas nation in their body smuggling ring. 
   
  
   
   
   
  THE FORGOTTEN were originally a group of orphans in Colorado.  When the 
  rock hit Colorado Springs the blast caused the orphanage caretaker to have a 
  stroke.  When the surrounding area was being evacuated, the orphanage somehow 
  got over looked up in the mountains.  All through the region power was out and 
  fires were raging.  If that wasn't bad enough, the sky was black from all the dust for 
  miles and miles around.  When the rock fell there were 32 children, the oldest was 
  16, the youngest was 2 months.  Convinced they should stay and wait for help, the 
  children dug in.  The only thing they could reach were a few abandoned homes and 
  a small grocery store.  After two weeks, there was no rescue.  They couldn't call out 
  because the phones and everything else was dead, and they were running out of food 
  for the infants.  It was decided that the two oldest boys, 15 and 16, should try and 
  reach help.  They set out on foot in the darkness leaving the next oldest, a 15 year 
  old girl and a 14 year old boy, in charge.  Two hours after they left, the snow started 
  falling, no rescue ever came, and the boys never returned.  After 3 days of snowing 
  without respite, it was decided it would be to dangerous to send anyone else out.  It 
  was a heart breaking decision, because the food for the babies was gone.  Things 
  didn't clear up enough for them to leave the orphanage for 8 months.  All of the 
  babies died within the first month, and they were not the only fatalities.  Of the 32 
  children, only 18 survived.  When the snow finally cleared and the sun began to 
  shine again, they left the orphanage seeking help at last.  It was not to be.  Sara, the 
  oldest girl led them down the road, where they were found by a group of half crazed 
  survivors looting through the rubble.  Sensing the danger Sara hid the others and 
  approached the men.  It was a mistake.  The men, in a fit of insanity, attacked her, 
  brutally raped her, and left her for dead.  The 14 year old boy Theo, next eldest in 
  line, retrieved her after the men moved on and carried her back to the orphanage.  
  They had no way of knowing that the outside world was still moving on, all they saw 
  was the wasteland.  So they snuck round, scavenging for supplies and fortified the 
  orphanage.  It was 5 years until they were found, by Malachi Jode of all people, as 
  they were traveling through the area.  It was a bitter meeting, and the news that the 
  world outside the area was fine was a hard pill to swallow.  The Forgotten, as they 
  were now being called, traveled with the Jodes for two years, relearning how to 
  interact with people again.  Then, after an argument with Jode, Sara pulled the rest 
  of the forgotten together and they left, opting to return to Colorado.  Now, at 27 
  Sara is still the oldest member of the tribe and leader, Theo is intensely loyal to her, 
  as are all the original forgotten.  None of them have forgiven Static society for their 
  plight, and are hostile to any Statics who try to cross their territories.  They have 
  taken it upon themselves to rebuild Colorado with the help of Aldecaldo affiliated 
  tribes in the area.  Mostly they act as guides and escorts through the area.  They 
  have increased their numbers by taking unwanted or lost children (some even claim 
  they steal children).  They are officially Aldecaldo, and have a single delegate at the 
  council, whose only concern is making sure supplies and salvage are brought back 
  and forth from Colorado by the Aldecaldo's. 
   
   
   
   
   
   
   
   
   
   
   
   
     
   
  
   
  THE KINGSGUARD are a small splinter cell loosely aligned with the Folk Nation.  
  Originally the Kingsguard was a touring renaissance company, traveling the 
  country to the various Renaissance faires.  When the collapse hit, interest in these 
  faires died almost completely, and the disposable income to spend there died even 
  faster.  Many of these people had done nothing but follow the festivals for years.  In 
  the beginning things were rough, and most of the horses ended up as food, then the 
  king of the troupe, a man who was only known by the name Arthur, formulated a 
  plan for survival.   They would start a new life style, true to the one they had always 
  dreamed of living.  They would live by the code of chivalry, traveling the land as 
  Knights, lords, ladies, squires, jesters, etc., with one small change.  Instead of 
  horses, they would use motorcycles.  This novelty was original enough to attract 
  crowds to their shows once again.  Not large crowds, but enough to keep them fed.  
  And so was born the Knights Errant.  Under Arthur’s vision, the Knights grew, as 
  more and more people disillusioned with the trappings of modern life and looking 
  for a better way were attracted to the lifestyle the Knights offered.  Things went 
  well for a time, then the unthinkable happened.  During a show outside of Kansas 
  City, the Raffen Shiv attacked.  Since the beginning, the Knights had sworn off 
  firearms (one of the few issues of contention among them) and they were woefully 
  unprepared for the marauders that beset them.  In a desperate attempt to move the 
  fight away from the civilian spectators, and non combatants, Arthur chose 3 of his 
  Knights, and ordered the rest to stay behind and evacuate as soon as it was clear.  
  Arthur and his 3 knights then offered themselves as bait, leading the Raffen away 
  from the area.   The plan succeeded, but at a cost, neither Arthur nor his 3 Knights 
  survived, slaughtered on the road.  The remaining Knights, and the rest of the tribe 
  changed their name to the Kingsguard, to honor Arthur and his knights who made 
  the ultimate sacrifice.  Today the Kingsgaurd has grown, with over 200 members.  
  It is ruled by its own council, and the only time any one man has dominion over the 
  tribe is during times of war.  The War Chief is a position only won through yearly 
  trial by combat, with the winners of every show being tallied to decide who gets to 
  participate.  As much as they can they try to live by the ways set forth by Arthur, 
  and still refer to him as their king, refusing to accept another leader.  The knights of 
  the Kingsgaurd wear motorcycle armor, fashioned to resemble that of midievil 
  armor.  They make their own armor and weapons, and have a crew of mechanics 
  who maintain their vehicles, especially the bikes.  They have created their own 
  society, based on the legends of the knights of old.  They generally carry only melee 
  weapons, however they have an arsenal of firearms now, and will never let the 
  tragedy that took Arthur come to pass again.  The shows they put on are an 
  important part of their society, jousting and mock combat, with the winners of each 
  show being given special honors and privileges, until the next show of course. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  THE HORSEMEN Prosthetic bodies are rare enough in the 
  nomad community, the Horsemen are all full conversions,  In fact 
  they are the only recorded family made up exclusively of highly 
  customized full cyborgs.  Although they are often associated with 
  the Raffen-Shiv, the Horsemen claim no nation, and have worked 
  both sides of the fence, as raiders and as escorts.  They most often 
  ride alone, and when they do hire on with a tribe, usually as 
  outriders and escorts, they remain only for the duration of the 
  run.  Other than being extremely violent and mercenary in nature, 
  not much is known about them.  What is known is that the 
  majority of them ride extremely modified motorcycles, boosted for 
  speed with reinforced frames to support their weight.  They also 
  always travel with a truck that serves as a repair and maintenance 
  station for both the riders and their bikes.  Of course being full 
  borg, they have little requirement for food, shelter or clothing, but 
  they likely have one or two highly skilled techs in their small 
  number.  Borg bodies are generally not suitable for the nomad 
  lifestyle, as lack of parts and skilled cybertechnicians can make life 
  very difficult in the wastelands, but somehow the Horsemen plow 
  on.  Rumors fly in the nomad community that the 
  Horsemen are ex-military, disillusioned vets probably 
  from some special forces team that served in Africa or 
  South America, or that they were once cops, or even 
  escaped criminals who managed to undergo full 
  conversion.  Their numbers appear to be between 8 and 
  fifteen strong.  The only thing anyone knows for sure is 
  that they will hire on for a price, and that meeting them 
  on the open road is usually a very bad omen.  
   
  
   
  PERSONALITIES
  PERSONALITIES
  PERSONALITIES
  PERSONALITIES 
  Just a few of the men and women you may meet in the Nomad Market 
  CECILIA REYES  
  AGE: 20 
  ROLE: NOMAD  
  CHARACTER POINTS: 112  
  INT: 5  REF:9  TECH: 5  
  COOL: 4  ATTR: 10  
  LUCK: 5  MA: 6  BODY: 7  
  EMP: 8  
  Cecilias parents were spanish 
  jews living in Compton 
  California.  When the quake 
  hit California, in the aftermath 
  of fires and looting they fled 
  the city and took to the roads.  
  Cecilia had a well adjusted 
  childhood.  Her father would 
  do odd jobs for money while 
  her mother would tell 
  fortunes.  A gift Cecilia believes 
  was passed on to her.  Around 
  the time she was 16 she struck 
  up with the Gypsy Hearts.  Life in the tribe suited her, almost 
  too well.  She made the mistake of Challenging Lubya for 
  leadership, and was beaten soundly.   She left as soon as she 
  could ride, in shame and defeat.  Since then she has traveled 
  with many different groups, but has always remained a Gypsy 
  at heart.  She has returned to the Nomad Market in hopes of 
  waiting for the Gypsies and begging to be let back in. 
  Cecilia is overly self confident, and likes to project an air of 
  mystery.  She believes in her fortune telling abilities, and 
  practices openly.  She is also well aware of how attractive she 
  is, and revels in it.  She lives to dance, and oozes sensuality in 
  every movement.  This has a tendency to get her in trouble as 
  people mistake her body language as a come on.     
     
  DANIEL TALLTREES 
  AGE:33 
  ROLE: NOMAD  
  CHARACTER POINTS: 114  
  INT: 7  REF: 9  TECH: 5  COOL: 9  
  ATTR: 4  
  LUCK: 5  MA: 6  BODY: 10  EMP: 
  8 
  Proud members of the Sleeping 
  Wind tribe of Navajo native 
  americans, Daniel grew up on a 
  reservation in Arizona.  His parents 
  tried there best to give him a modern 
  education, while at the same time 
  teaching him the old ways.  When the collapse hit, Daniel's 
  people were well suited to the change.  The entire tribe was 
  living below poverty level, so they didn't notice much.   
  Eventually however, the reservation was no longer supported 
  by the government, one of those "lost files" in government 
  funding, and the tribe took the road.  As more and more 
  people began fleeing from smaller towns in the wake of the 
  collapse, the Sleeping Wind tribe grew, and eventually allied 
  itself with the Aldecaldo nation.  Today the Sleeping Wind 
  tribe is 300 strong, fully two thirds are native americans.  
  Daniel is a shaman, he gives advice, he treats ailments, and he 
  has visions.  He keeps the old ways alive, teaching the new 
  generation as his people taught him.  His favorite activity 
  however, is telling stories.  He tells of the great bear, and the 
  human beings.  He tells of the raven and the snake.  But his 
  favorite story is of the great tribe, his people. 
     
   
  
  JIMMY "RABBIT" WEATHERS 
  AGE: 26  
  ROLE: NOMAD 
  CHARACTER POINTS: 134  
  INT: 7 REF: 9  TECH: 8  COOL: 6  
  ATTR: 7  
  LUCK: 9  MA: 7  BODY: 7  EMP: 7  
  Rabbit was born on the road, 
  literally.  His parents were bikers 
  belonging to Confederate Road, and 
  on a run his mothers water broke, so 
  there on the side of the road, in the dirt, 50 miles from vegas, 
  Rabbit was born.  His life didn't change much after that.  His 
  parents took the motto "live to ride" seriously.  Rabbit has 
  never been inside a school, and he has never worn anything 
  more formal than a pair of new jeans.  After the collapse the 
  Confederate Road gang allied itself with the Snake Nation, 
  which is to say it remained independent.  Rabbit could care 
  less, he lived by no ones rules but his own.  Which isn't to say 
  he is wise, or intelligent, just that he simply cannot sit still, and 
  has as much self control as your average spazztic. 
  Rabbit is always moving, even when forced to sit, he fidgets 
  constantly.  And he simply isn't happy unless he is on his bike.  
  He does however have 2 things going for him.  He knows all of 
  the secret smuggler routes along the west coast, Nevada, Texas, 
  and Arizona, and secondly he has the luck of the devil.  He is 
  loud, boisterous, not to bright, and usually the cause of any 
  fight he happens to find himself in.    
  JOSE "ROOSTER" 
  SANCHEZ  
  AGE: 25  
  ROLE: NOMAD  
  CHARACTER POINTS: 110  
  INT: 7  REF:9  TECH: 7  
  COOL: 8  ATTR: 5  
  LUCK: 4  MA: 9  BOD: 10  
  EMP: 4  
  Immigrants from mexico who 
  found work picking fruit in the 
  U.S., Jose has been a nomad 
  since before anyone knew what 
  a nomad was.  His childhood 
  was spent following the crops.  
  It was also spent getting into 
  trouble.  He had a knack for attracting problems with local 
  boys, almost always leading to violent altercation.  When he 
  became 16 it got so bad that as punishment his parents would 
  force him to ride alone.  Little wonder he took to the solitary 
  life as an outrider.  When he was 20, Joses family joined the 
  Aldecaldo nation, and things looked up for a while.  But 
  unfortunately, Jose's family was hit on the road by the Raffen 
  Shiv, and everyone was killed, including his mother and two 
  younger sisters, Jose only survived because he was riding 
  point, and blames himself for the entire incident.  Now he hires 
  himself out as an outrider to anyone who can pay. 
  Rooster gets his name from his speed, he is almost impossible 
  to catch, and always seems to be aware of everything around 
  him.  His temper has slowed, but when it is raised he is an 
  explosion of violence.  Normally however, he is quite, keeps to 
  himself and between jobs he can be found here in the Market, 
  looking for work. 
     
  JOSEPH WHITERAVEN  
  AGE: 34  
  ROLE: FIXER 
  CHARACTER POINTS:129  
  INT: 10  REF: 9  TECH: 8  COOL: 
  10  ATTR: 5  
  LUCK:4  MA: 6  BODY: 6  EMP: 6  
  Joseph Whiteraven was born on a 
  Lakota reservation in Oklahoma.  
  He grew up on a cattle ranch, and 
  was riding a horse before he could 
  read.  He was happy and content, 
  and then the crash hit.  His family 
  could no longer afford to take care of 
  horses, so they sold the ranch for pennies.  18 at the time, 
  Joseph was determined to help his family.  He left home and 
  began looking for work only to find the job market completely 
  bare.  However, he did find he had a knack for finding people 
  what they wanted.  Jo went into business for himself, buying 
  and selling whatever passing nomads had to offer.  He excelled 
  at it.  He had found his place.  After a few years he had 
  managed to save enough money to buy his families ranch back, 
  but decided not to return to them.  Instead he joined the 
  nomad community.  Opening up a shop in the Nomad Market, 
  trading in goods, information, and anything else, legal or 
  otherwise. 
  Joseph is cool and self assured.  He is a hard man to get get a 
  read on, and he uses that to his advantage.  He adopts the 
  affectations and mannerisms of an old gunslinger, and is never 
  seen without his old west style gunbelt on his hip.   
  JOYCE NIKITA RAMONE 
  AGE: 16  
  ROLE: SOLO/NOMAD 
  CHARACTER POINTS: 104  
  INT: 10  REF: 10  TECH: 9  COOL: 7  
  ATTR: 7  
  LUCK: 4  MA: 4  BODY: 6  EMP: 8  
  Nikita has never known a life outside the 
  road.  She was communally raised among 
  a small family allied with the Jodes, and 
  has no clue who her actual parents are.   
  A.D.D. mixed with a violent temper led 
  her to be somewhat ostracized by other children, and the 
  adults of the community as well.  Her childhood was stained 
  with numerous fights, until finally she was removed from the 
  other children altogether and forced to travel with the men as 
  the pack moved from town to town working construction and 
  labor jobs. Soon after her 15th birthday, she was raped by one 
  of the men.  Uunable to prove her claim, and finding no 
  sympathy, she left the clan, stealing a motorcycle and running 
  off on her own.  She wandered around for a time, tagging 
  along with whoever she could for safety.  But always her 
  temper would get the better of her and she would find herself 
  alone again.  She made her way here to the market, hoping to 
  someday find a place she belongs. 
  At 16, Nikita is young, but her temper is fierce.  She is very 
  stubborn, speaks her mind at all times, and is about as far 
  from ladylike as would seem possible.  But underneath it all, 
  she is a lost child, desperately looking for someone to keep her 
  safe.  She will latch on to anyone who shows the slightest 
  interest, though her abrasive, demanding, and self conscious 
  attitude is usually too much for anyone to take for long. 
  
  DARAVIEN "DAR"  
  AGE: 17  
  ROLE: SOLO  
  CHARACTER POINTS: 123  
  INT: 8  REF: 10  TECH: 5  
  COOL: 7  ATTR: 10  
  LUCK: 8  MA: 6  BODY: 6/10  
  EMP: 7/5  
  Dar is a 17 year old girl and 
  partner to Christian Alexander.  
  She has never told anyone where 
  she is from or what her real 
  name is.  She has been riding 
  with Christian since she was 15 and has been his lover since the 
  day they met.  Normally one would question a man for having 
  relations with a girl so young but this pair are ruthless killers 
  and to ask the wrong question will receive an answer in the 
  form of a knife in your belly and urine on your corpse.  These 
  two are ruthless and slaughter happy.  The river of blood they 
  leave behind is vast, they only take the dirtiest jobs, and only 
  work so long as it beneifts them.   
     
  YURIKO "PINK" HATOYA 
  AGE: 20  
  ROLE: NOMAD  
  CHARACTER POINTS: 159  
  INT: 9  REF: 10  TECH: 4  
  COOL: 7  ATTR: 6  
  LUCK: 3  MA: 7  BOD:  6  
  EMP: 7  
  Pink grew up sailing with the 
  Crimson Waters, a fishing tribe 
  allied with the Thelas Nation, off 
  the gulf of Mexico.  Her parents 
  were killed when she was young, 
  and she was raised by the tribe 
  at large.  It was a simple life, and she revelled in the open sea.  
  It was not to last however, as corporate fishing trawlers forced 
  their tribe out of the gulf.  In a desperate move, the entire tribe 
  sailed to the waters of the california coast, taking up smuggling 
  operations.  They had a deal working out of Lost Angeles, and 
  though their new life was dangerous, it was prosperous as 
  well.  Eventually Pink decided to find out what dry land had to 
  offer, which brought her here to the Nomad Market. 
  Pink wants to see the world, as much of it as she possibly can.  
  She is looking to hire on with any outfit traveling the long 
  haul.  She has become an accomplished outrider since leaving 
  the sea (which only makes sense since thats what she did on it), 
  and listens intently when anyone she considers knowledgable 
  has anything to say.  Pink is a curious girl, which can lead her 
  into trouble, she is also friendly, but will not tolerate 
  disrespect. 
     
   
   
   
   
  SHARA "LITTLE FOX" 
  CHEHATHA 
  AGE: 25 
  ROLE: NOMAD/TECHIE 
  CHARACTER POINTS: 120  
  INT: 6  REF: 10  TECH: 9  
  COOL: 8  ATTR: 9  
  LUCK: 3  MA: 5  BODY: 4  
  EMP: 8  
  Shara's parents were Indian 
  immigrants who had the 
  misfortune of coming over 
  just before the crash.  Abject 
  poverty combined with her 
  parents strict Hindu beliefs 
  made for an unpleasant 
  childhood.  Her only joy was 
  found working on engines with her father.  It focused her, since 
  the rest of the time she was kept at home, confined to the house 
  or school.  She wasn't allowed to join any teams or clubs at 
  school, and had to come straight home, which left her virtually 
  no friends.  When she was 15 she was told she could no longer 
  help her father with auto repairs, it wasn't proper for a young 
  lady.  That was the final straw.  She left home and has never 
  looked back since.  She immediately hooked up with a Blood 
  circus convoy, and impressed them with her mechanical 
  aptitude.  She traveled with them for a time, learning to knife 
  fight from one of the performers, and keeping their vehicles 
  running.  But as soon as she could afford her own bike, she set 
  out on her own.   
  Shara has no ties to any tribe or nation, but usually will hire on 
  as a mechanic to any group making a long trek. She moves 
  from destination to destination, and will always sleep under the 
  stars if possible.  She has two loves in life, engines and the open 
  road.  She is outgoing, and makes friends easily. 
  BRIAN MORGAN 
  TAYLOR "VENGER" 
  THE BLACK PALADIN 
  AGE:42 
  ROLE: NOMAD/SOLO  
  CHARACTER POINTS: 
  239  
  INT: 9  REF: 10/12  
  TECH: 5  COOL: 10  
  ATTR: 5  
  LUCK: 4  MA: 5  BODY: 
  10  EMP: 6/5  
  No one knows where "Venger" comes from, or who he really 
  is.  One thing they do know, he is one of the most feared of all 
  Raffen Shiv.  It is rumored he used to be a Paladin, for he 
  carries a Gunblade.  But he is Paladin no more.   Some 
  estimate the bounty on his head to be over 500,000.  And the 
  Paladins actively hunt him for marring their honor.  He leads 
  the Plague, his own personal army of Raffen Shiv, and has 
  waged war campaigns against the reconstruction efforts in 
  Chicago, mostly by terrorizing the roads leading in and out.  
  Why he is here in the Nomad Market is cause for wild 
  speculation.  (GM’s Venger did indeed used to be a Paladin, 
  one of the first, and according to rumor he may have been 
  responsible for Arthur's death, betraying him out of greed and 
  envy.  Venger is a very very dangerous man.)  
  
  Venger is one of the most feared warriors on the road, his 
  reign of terror in the midwest has left a body count rumored to 
  be in the hundreds.  He is a cold blooded slayer of men, 
  women, and children.  His crimes include murder, kidnapping, 
  slavery, rape, and anything else that makes your skin crawl.  
  He is always surrounded by at least 20 of his best men, all 
  ruthless killers.   
  YAMA HASO  
  AGE: 22  
  ROLE: NOMAD/COP  
  CHARACTER POINTS: 160  
  INT: 9  REF: 10/8  TECH: 9  
  COOL: 8  ATTR: 7  
  LUCK: 5  MA: 7  BODY: 10  
  EMP: 6  
  Yama was born to a Korean 
  immigrant.  His mother, a 
  prostitute at the time, never 
  even knew the name of the 
  father.  When she found out 
  she was pregnant she quit the 
  life, and began saving all her 
  money for the child.  She 
  doted on young Yama, 
  raising him in Texas, and 
  giving him the best childhood she could.  It worked, Yama 
  grew up with a strong sense of discipline and compassion, he 
  knew right from wrong, and was always quick to step in when 
  someone crossed the line.  Fascinated with westerns, Yama 
  joined the highway patrol immediately after high school.  The 
  life suited him well, but he couldn't stand the limits placed on 
  him by the law.  When word of the Paladins came to him, he 
  quit that very day and dedicated his life to the ideals and code 
  of the Paladins.   
  Yama is an idealist, he sees things in right and wrong, and he 
  almost obsessively will work to right any injustice he sees.  He 
  has been a Paladin for 4 years now, and will most likely remain 
  so until he dies.  He is strong willed, with an easy 
  temperament.  He is half Caucasian half Korean, and speaks 
  with a thick texas accent, which seems almost odd. 
    
  CHESHIRE  
  AGE: 25? 
  ROLE: NOMAD/MEDIA  
  CHARACTER POINTS: 151 
  INT: 10/11  REF: 10  TECH: 
  10  COOL: 10  ATTR: 6  
  LUCK: 8  MA: 7  BODY: 7  
  EMP: 5  
  Cheshire was found 
  unconscious on the side of the 
  road when he was 
  approximately 15 years old by 
  a man named Wallace who ran a traveling bookstore.  The boy 
  had no recollection of who he was, or how he came to be on the 
  side of the road.  His body was covered with strange scars, and 
  he was wearing a dirty white sweat suit.  Not knowing what 
  else to do, he took the boy in, and raised him like a son.  
  Whenever his named was asked, Cheshire could only stuttter 
  Ch-che-che, so Wallace named him Cheshire after the way he 
  smiled whenever he read or learned anything new.  The boy 
  had a voracious appetite for books, reading constantly.  
  Especially Hemmingway and Kerouac.  He may not have had 
  any clue who he really was, but he definitely knew who he 
  wanted to be... a write.  Still there was something odd about the 
  boy, his intelligence tested off the charts, and his reflexes were 
  uncanny.  He was also the most calm person anyone had ever 
  seen.  One morning he awoke to find a rattlesnake had crawled 
  into his sleeping bag.  He was bitten twice before he could get 
  out of the bag, but never made a sound until he had calmly set 
  the snake free and woken Wallace to drive him to the hospital.  
  He has a smile that would win anyone over, but there is 
  something disturbing about him, something that makes people 
  uneasy.  When Wallace died, he left Cheshire his book van and 
  all his worldly possessions.  Cheshire traded the van and most 
  of its contents to a large family allied with the Aldecaldo's, and 
  received a laptop with full printing capabilities, a high quality 
  digital camera, and a small safari truck in return.  Since then 
  Cheshire has wandered the country, running his own Nomad 
  newspaper called Dust In The Wind, available by feed as well 
  as by the weekly papers he leaves at every rest stop and gas 
  station he comes across.  He travels where the wind takes him, 
  writing about everything he sees.  Most recently he has joined 
  the Paladins, in order to do a lengthy story via weekly column 
  on them.  The only way he could get permission to travel with 
  them on a long basis, was to become one. 
   
  Cheshire is friendly and outgoing, willing to talk to anyone, 
  and genuinely interested in everything they have to say.  He 
  keeps an unbiased opinion and reserves judgment as long as 
  possible.  He only joined the Paladins for the story, but is 
  quickly finding the life suits him. 
  NAPOLEAN MONTESQUIE  
  AGE: 26  
  ROLE: NOMAD  
  CHARACTER POINTS: 134  
  INT: 10  REF: 9/12  TECH: 9  COOL: 7  ATTR: 9  
  LUCK: 7  MA: 8  BODY: 8  EMP: 10/7  
  Napoleans parents were European smugglers, sailing the high 
  seas and doing anything to turn a 
  profit, at the age of six they 
  traded him to an immigrant 
  nomad community in the ruins 
  of  L.A. known as the L.A. 
  Ramblers.   He hated the water 
  and stowed away with a land 
  based clan the Ramblers were 
  trading with two weeks later.  
  Upon discovery they made him a 
  family member and he rode with 
  them all over both the 
  California's and Nevada.  
     
   
   
   
   
   
  
  CHRISTIAN 
  ALEXANDER  
  AGE: 31  
  ROLE: 
  NOMAD/OUTRIDER/BOU
  NTY HUNTER 
  CHARACTER POINTS: 
  153  
  INT: 10  REF: 10/13  
  TECH: 9  COOL: 10  
  ATTR: 6  
  LUCK: 7  MA: 9  BOD: 
  9/13  EMP: 9/8  
  Dar's partner and one of 
  the most ruthless violent 
  men alive.  Christian was a feral child who was found by a 
  nameless nomad clan.  He was raised as best as possible, but 
  Christian simply hated people.  Upon reaching 13 he began his 
  career as an outrider, only joining the clan when absolutely 
  necessary.  By 19 he realized he hated being tied down to the 
  clan, so he left and worked freelance, hiring out as outrider to 
  whoever was making the longest trips.  He has ridden with 
  most of the clans but very few know him personally, even 
  though almost all nomads know of him.  He has also become a 
  ruthless bouhty hunter, able to track down anyone with only 
  the faintest of trails to guide him.  He met Dar in a shit bar in a 
  shit town when she was 15.  She was running from some bikers 
  intent on raping her when she bumped into his motorcycle, the 
  bikers took one look at him and ran.  Christian himself doesn't 
  know why he decided to let the girl join him...perhaps he was 
  lonely, or perhaps he just needed a woman, but whatever the 
  reason he took her with him.  A few miles out of town the 
  bikers and their friends caught up to them, determined to get 
  the girl back and show the stranger who's turf he was on. 
  Christian attacked them, and much to his surprise Dar fought 
  like a hellcat alongside him.  The two have been partners and 
  lovers ever since, and they are the only ones either of them can 
  stand.  Christian is an opium addict and  borderline alcoholic, 
  he is also prone to fits of rage and has only rarely left an 
  opponent alive.  
     
  ALEX "FENRIS" 
  MICKHAILOVITCH  
  AGE: 38  
  ROLE: 
  NOMAD/OUTRIDER  
  CHARACTER POINTS: 
  210  
  INT: 8  REF: 9/12  TECH: 
  9  COOL: 10  ATTR: 6  
  LUCK: 5  MA: 4  BODY: 
  9/13  EMP: 7/5  
  Alex's parents were full blooded Czech, and when the Soviet 
  Union fell they immigrated to America.  Alex was 21 when he 
  joined the Army and went to war in South America.  When the 
  US packed up their bags he like so many others were left 
  behind.  He survived "the long walk" home and soon fell in 
  with a small nomad outfit in the midwest known as the 
  Confederates.  He left them because of their racist policies, he 
  had seen to much stupidity already.  He wandered from clan to 
  clan joining for brief periods then moving on.  He has traveled 
  with every major nomad group on the land, in the air, and 
  above and beneath the sea.  
  He is quiet and serious all the time, and when not on the road 
  he becomes very restless.  He also has a quirky habit of taking 
  the weapons from defeated enemies, and usually carries a 
  duffel bag full of assorted weapons on his bike which he will 
  sell or trade with other nomads. 
   
  BREE SANFORD 
  AGE:20 
  ROLE: NOMAD  
  CHARACTER POINTS: 88  
  INT: 7  REF: 9  TECH: 5  COOL: 
  6  ATTR: 10  
  LUCK: 10  MA: 9  BODY: 5  EMP: 
  7 
  Bree is nomad, born and raised, 
  her childhood was spent on the 
  road with her family, at first 
  traveling between events such as 
  Burning Man and The Gathering, 
  and the when the collapse hit, her 
  family just kept traveling.  Even as 
  a young girl, she was beautiful, and 
  has used her good looks to her 
  advantage for as long as she has 
  been aware of them.  This has often 
  led to trouble, but her family is very protective of her, so it 
  rarely gets very far.  At one time she had been set to marry the 
  leader of an allied family, but a sneak attack by the Raffen 
  Shiv ended that dream before it could ever begin.  Since then 
  she has led fast and free, and is somewhat less than 
  discriminate with her partners. 
  Bree knows she is pretty, and uses that to its fullest advantage.  
  However she still maintains a generous and pleasant demeanor 
  and is often the only smiling face in a group of sour and bitter 
  nomads. 
  GALEN WEZ 
  AGE:23 
  ROLE: NOMAD/SOLO  
  CHARACTER POINTS: 140 
  INT: 8  REF: 10  TECH: 7  
  COOL: 9  ATTR: 4  
  LUCK: 5  MA: 6  BODY: 9  
  EMP: 6 
  Galen and his family were 
  beset upon by Raffen Shiv 
  when he was a very young 
  child.  His father was killed in 
  front of his eyes and his sister 
  and mother were raped to 
  death.  Galen himself was spared death, but lived as a slave 
  among the Raffen for years, trading hands between them.  
  When he was 12, his master was caught alone by a group of 
  Stormriders.  Finally free Galen joined up with the group and 
  began a life of freedom.  Mercilessly hunting down any and all 
  Raffen Shiv he encounters in retribution for the nightmare 
  they made of his life. 
  Galen is a stern and serious individual, very quiet.  He almost 
  never smiles, and laughter from his mouth is almost unheard 
  of.  His all consuming hatred of Raffen Shiv is all that keeps 
  him going, and will most likely get him killed. 
  
  SAMPLE NOMAD FAMILY 
   
  VAL REYNOLDS 
  AGE: 31  
  ROLE: NOMAD/SOLO 
  CHARACTER POINTS: 146 
  INT: 9  REF: 9  TECH: 4  COOL: 
  10  ATTR: 7  
  LUCK: 7  MA: 6  BODY: 7  
  EMP: 7  
  Val grew up in Texas before 
  the collapse, raised by his loving 
  mother and a crew of about 40 
  ranch hands.  After graduation he 
  left his mothers ranch and 
  enlisted in the military.  When the 
  South Am conflict began he 
  quickly began distinguishing 
  himself for his leadership 
  abilities.  Unfortunately, he was 
  also one of the thousands left 
  behind when the US pulled out of 
  the war.  Val's leadership abilities 
  truly came to light during this 
  period.  His unit was one of the 
  ones deployed furthest south, and was quickly cut off from the 
  main body of returning US forces.  Playing catch up with low 
  supplies, and no support whatsoever, Val's unit was constantly 
  under attack, and within a matter of days all his superior 
  officers had been killed, and he had risen to the rank of captain 
  by default.  The worst losses came during the battle of 
  Serenidad Valley in Central Costa Rica.  When moving across 
  the valley, the force of 400 was ambushed by South Am rebels, 
  all but 40 were killed.  It was by sheer will alone that Val was 
  able to finally get his surviving men back to the relative safety 
  of the main group for "The Long Walk" home. 
  After the war, Val could not go back to a society that had failed 
  him and so many of his men.  Men who had died for them.  
  Instead Val kept "walking", 
  the nomad life suited his 
  restless nearly broken soul. 
  Chloe, ever loyal, followed 
  Val through his journeys.  
  After a few years of 
  scrimping and saving, he was 
  able to purchase his own 
  truck which he dubbed the 
  Serenidad.  Since then he has 
  managed to gather his own 
  crew, a veritable 
  smorgasboard of misfits and 
  lost causes.  Together they 
  represent the epitome of the 
  nomad lifestyle, taking any 
  job that comes their way, especially smuggling runs. 
  Val is headstrong but cautious, and a surly mood seems to 
  follow him like a dark cloud.  Win his trust, and he will fight 
  the demons of hell itself to stand by your side, betray that trust 
  an god help you.  Val's personal code of honor is almost idealist 
  in nature, and hearkens back to a day when a mans word was 
  his bond, and you looked your enemies in the face.  His honor 
  is more important to him than his life, and his crew is more 
  important to him than anything. 
   
   
   
   
   
   
  
  CHLOE "ALLEN" NASH 
  AGE: 33  
  ROLE: NOMAD/SOLO 
  CHARACTER POINTS: 143  
  INT: 9  REF: 10  TECH: 4  
  COOL: 9  ATTR: 8  
  LUCK: 5  MA: 5  BODY: 8  
  EMP: 7  
  Chloe grew up in New York on 
  the mean streets of Harlem.  As 
  soon as she could she followed in 
  her fathers footsteps and joined 
  the military, looking to go career 
  army.  She served under Val 
  Reynolds and was the only 
  survivor of their unit to come out 
  of "The Long Walk."  Her loyalty and discipline are 
  unquestioned.  After a rocky start, Chloe married the crews 
  driver, Obie Nash, and the two make incredibly affectionate, 
  though often diametrically opposed pair.  The opposition 
  between the two balances perfectly however, and they enjoy a 
  successful and committed marriage.  Like Val, Chloe no longer 
  has any love for society, the military, or the corporations who 
  abandoned them. 
  Chloe is also the counterpoint to Val.  She is outgoing and 
  affectionate, but in desperate situations she is calm and 
  reserved, tactical in nature.  Where Val thinks with his heart 
  and his instinct, Chloe thinks with her head and trusts her 
  experience.  Her cold battlefield demeanor is testament to her 
  combat prowess and discipline.  She is Vals second in 
  command and most trusted adviser. 
   
  OBIE NASH  
  AGE: 30  
  ROLE: NOMAD  
  CHARACTER POINTS: 210  
  INT: 8  REF: 9/12  TECH: 9  
  COOL: 10  ATTR: 6  
  LUCK: 5  MA: 4  BODY: 9/13  
  EMP: 7/5  
  Nash was raised in Detroit, and 
  as a child all he knew were cars 
  and pollution.  His father was a freelance truck driver, and was 
  never around much, his mother died from lung cancer when he 
  17.  With nothing left to keep him in Detroit, and a strong 
  desire to see the world, he took his mothers car and went on 
  the road, traveling with no destination.  He earned his money 
  racing, both on  legal tracks and on underground street racing 
  circuits.  It wasn't long before he had made a name for himself  
  and gained a reputation as one of the finest drivers on the 
  road, but his career didn't really take off until he started 
  following his old mans footsteps and driving trucks.  Right of 
  the bat he had an uncanny knack for getting a truck to do 
  exactly what he needed it to do, pushing it to its limits and 
  beyond.   
  When Val hired him as the crew driver, Nash was already 
  being courted by several other nomad outfits, but there was 
  something about the Serinidad that called to him.  And after a 
  short time together, Nash and Chloe fell in love and were 
  married.  Nash at times has felt a bit threatened and jealous of 
  Chloe's loyalty and devotion to Val, but understand the reason 
  behind it. 
  Nash is the joker of the crew, his affable demeanor and wacky 
  sense of humor is as invaluable as his driving ability.  He is also 
  the first to suggest a non-violent resolution, especially if it 
  involves running.  He isn't a coward, he just values the lives of 
  his friends and wife, and would rather them not endanger 
  themselves any more than 
  absolutely necessary. 
  HAILEY SKYE  
  AGE: 21  
  ROLE: TECHIE/NOMAD 
  CHARACTER POINTS: 120  
  INT: 8  REF: 7  TECH: 10  
  COOL: 5  ATTR: 9  
  LUCK: 8  MA: 6  BODY: 5  
  EMP: 10  
  Hailey's father was a grease 
  monkey in Missouri, her 
  mother was a waitress.  She 
  spent day and night in her 
  fathers shop, often proving 
  herself a better mechanic than he was.  Somehow she just has 
  an affinity with machines, they almost seem to talk to her.  
  During the collapse, she dropped out of school to help her 
  father in the shop.  Diesel engines were one of the few things 
  there was a constant need for, as the corporations were the 
  only ones who could regularly travel.  When the Serenidad 
  pulled into her fathers shop for repairs, Val was amazed by her 
  aptitude and affinity with the engine.  He hired her on as the 
  trucks mechanic immediately, and she has made herself 
  invaluable ever since. 
   
  With little formal education, and always covered in grease, she 
  was quite often mistaken for a tomboy even among the crew, 
  however her actual personality is quite girlish, almost 
  innocent.  When not covered in oil stained overalls, she is just 
  as likely to be found wearing pink and drawing pictures of 
  Unicorns in front of rainbows.  If Val is the head of the crew, 
  Chloe it's right arm, and Nash its legs, Hailey is most definitely 
  its heart.  Her smile and optimistic, upbeat attitude never fail 
  to bring warmth to any situation.  She is seen almost 
  universally as the little sister to the entire crew, and they go to 
  great lengths to protect her and make her happy.  Sue has had 
  a crush on her from the moment they met, but Hailey and 
  Hiram have become an item. 
   
   
   
   
   
   
   
  
  SUE HOBB  
  AGE: 29 
  ROLE: SOLO/OUTRIDER 
  CHARACTER POINTS: 125  
  INT: 5  REF: 10  TECH: 4  COOL: 7  
  ATTR: 5  
  LUCK: 4  MA: 5  BODY: 10  
  EMP: 5  
  Born and raised in Biloxi, Sue's 
  parents where avid fans of Johnny 
  Cash.  Of course what his parents 
  thought was a good idea actually served 
  only to give reason for constant fighting 
  for the young boy.  With a name like 
  Sue he had to be tough.  He quickly developed a reputation in 
  his town as fighter and a troublemaker, this tendency only 
  increased with age.  At 19 he fell in with a less than savory 
  mercenary crew.  Not quite Raffen Shiv, but skirting the line.   
  It was with this group that he attempted a robbery of the 
  Serinidad.  Val was able to convince him to turn, and offered 
  him a place on the crew, where  he has served loyally (for the 
  most part) ever since.  
  Sue is a brute, he is 
  uncouth, rude, and 
  afraid of little.  
  However he is also 
  quite cunning and 
  skilled when it comes 
  to combat.  Though 
  he would be loathe to 
  admit it, the crew of 
  the Serenidad is the 
  closest thing he has 
  ever known to a true 
  family, other than his 
  mother, who whom 
  he still sends half of 
  his shares.  While 
  Sue is never afraid to say whatever comes to mind, and has the 
  manners of rutting goat, he also has a much bigger heart than 
  anyone would give him credit for.  His affection, especially for 
  Hailey, is a closely guarded secret, though his jealousy over her 
  can be glimpsed frequently.  Unfortunately, his love for money 
  is almost as great as his love for the crew, and it is possible he 
  may betray them if the money is right.  He keeps a large 
  assortment of weapons, and is a little too fond of explosives for  
  Val's tastes, but if you are going to be in a fight, Sue is the man 
  you want standing next to you. 
  HIRAM MAT 
  AGE: 22  
  ROLE: MEDTECH  
  CHARACTER POINTS: 115 
  INT: 10  REF: 5  TECH: 10  COOL: 5  
  ATTR: 7 
  LUCK: 4  MA: 4  BODY: 4  EMP: 8  
  Hiram and his sister Creek led a happy 
  and fulfilling childhood in the suburbs 
  of Portland.  Their family was wealthy 
  and affluent, and they were afforded 
  the finest of educations.  From the 
  beginning, Hiram was being groomed 
  for a career in medicine.  An advanced student he graduated 
  early, completed his internship 6 months early, and had begun 
  a lucrative career as a surgeon.  However upon hearing of his 
  sisters predicament he dropped everything and hired a group 
  of mercenaries to extract her.  Once she was safely out of 
  Biotechnica hands, Hiram took her on the run, with 
  Biotechnica and the Police looking for for them both actively.  
  He hired on with the Serenidad as the crews medic in exchange 
  for their protection of his sister.  
  Hiram is reserved and almost paranoid in his evadance of 
  Biotechnica and the police.  He is also very very protective of 
  his sister.  He can also be a bit snobbish, as his educated and 
  formal background and refined tastes offer a stark contrast to 
  the rest of the crew.  All that aside, he is a gifted surgeon, and 
  his role as the crews medic has been invaluable. 
  CREEK MAT  
  AGE: 17  
  ROLE: 
  NETRUNNER/SOLO/NOM
  AD 
  CHARACTER POINTS: 137 
  INT: 10  REF: 10  TECH: 5  
  COOL: 8  ATTR: 9  
  LUCK: 5  MA: 7  BODY: 6  
  EMP: 10  
  Creek and her brother 
  Hiram led a happy and 
  fulfilling childhood in the 
  suburbs of Portland.  Their 
  family was wealthy and 
  affluent, and they were 
  afforded the finest of 
  educations.  When she was 
  12, Creek and her parents were approached by a Biotechnica 
  representative named  James Laterne.  Laterne offered Creek 
  a place in an advanced new training facility, specializing in 
  meeting the needs of intellectually gifted students and 
  challenging them to their full potential.  She would be given 
  full scholarship and more.  Seeing this as a wonderful 
  opportunity Creeks parents gave their consent and the young 
  girl was shipped off. 
  Unfortunately it was a hoax 
  perpetrated by Biotechnica, who had 
  been gathering several of the brightest 
  young minds around the country.  
  Funded by the military, the program 
  had Creek kept in Braindance over 18 
  hours a day, even during her sleep she 
  was constantly bombarded with 
  stimuli.  Hew few waking hours were 
  spent undergoing rigorous physical 
  conditioning, often with her in a 
  zombie like state.  Biotechnicas 
  mistake however came when they 
  began her training as a netrunner.  It 
  allowed her to bypass the security 
  clearances and send a message out to 
  her brother.  It also allowed her access 
  to Biotechnicas top secret genetics 
  research project.  When she escaped, 
  with the aid of her brother, she did so 
  with a head full of classified data that 
  could potentially ruin the corporation, 
  and they have hunted her ever since.  
  
  Unfortunately, because of the near zombie like state of her 
  consciousness during her time with Biotechnica due to constant 
  stimulation and lack of real sleep, Creek's memories are 
  fragmented, and her personality itself is slightly schizophrenic, 
  if not manic. 
  Creek is an enigma, going from long periods where she makes 
  no noise at all, to outbursts of absolute childlike glee.  In 
  motion and personality she resembles a cat.  She is prone to 
  moments of utterly bizarre, and sometimes violent behavior, 
  alternating with moments of rare insight far beyond her years.  
  She is a mystery, and Hiram and the rest of the crew are 
  desperate to bring solace to this young girl and keep her safe.  
  Her skill as a netrunner is amazing, she has an almost intuitive 
  connection to the information net.  She also shows signs of 
  incredible combat aptitude.  The life of a nomad however, 
  seems to bring a peace, the open road, the ever changing 
  landscape, always meeting new people, these things bring out 
  the best in her. 
  IRENE SARRAH 
  AGE: 30  
  ROLE: FIXER/NOMAD 
  CHARACTER POINTS: 130 
  INT: 8  REF: 5  TECH: 6  COOL: 
  10  ATTR: 10  
  LUCK: 4  MA: 4  BODY: 5  EMP: 
  8  
  Irene grew up under the tutelage of 
  an all girls academy, from the 
  earliest age she was groomed for 
  life in high society and as a 
  courtesan.  To her parents, wealthy 
  socialites from Europe, the 
  importance of "being proper" was 
  paramount.  Irene was being 
  groomed for marriage, her 
  education in the arts, philosophy, 
  and in etiquette all suited to make her the perfect socialite 
  wife.  When it was announced that she had been arranged to 
  marry an heir to the the English throne, she  rebelled.  She fled 
  her school, taking only what she could stuff into her personal 
  AV-7 and emptying her account.  Her flight brought her to 
  America, constantly on the run from her parents.  She sold the 
  AV-7 and bought a truck, which the nomads have since heavily 
  customized.  In utter defiance of the 'proper" and ordered way 
  of life her parents had arranged for her, Irene began selling 
  herself as a high priced escort.  When she realized that they 
  would find her if she set roots down anywhere, she decided 
  instead to live on the road, drifting from one place to the next.  
  But life on the road is dangerous and so she formed a contract 
  with the Serenidad and Val.  For a healthy stipend, she would 
  travel with them, and call the truck her home, and they would 
  provide protection for her. 
  Regardless of her rebellion from her parents, Irene is well 
  mannered, has exquisite taste, and impeccable grace.  Her 
  clients include statesmen, politicians, corporate executives, and 
  other men and women of power and influence, which has 
  allowed her to open doors that would otherwise be barred from 
  the crew of the Serenidad.  She has assumed an almost 
  motherly role among the crew, and her relationship with Val, 
  while unconsumated, is apparent for everyone but the two 
  involved. 
   
  FLOCK "REV" PAGES  
  AGE: 52  
  ROLE: ROCKERBOY/NOMAD  
  CHARACTER POINTS: 210  
  INT: 8  REF: 7  TECH: 7  
  COOL: 6  ATTR: 5  
  LUCK: 4  MA: 3  BODY: 5  
  EMP: 10  
  Much of "Rev's" life is a secret.  
  It is known however that he grew 
  up in Chicago and is one of the lucky few who made it out 
  before the disaster there.  It is also rumored that he is 
  purposely hiding something, and is running from his past.  
  Rumors abound that he is anything from a former secret 
  service agent or Le-Div enforcer, to a former member of 
  special forces, and even a former top level mafia hitman.  
  These rumors are only fueled by his apparent knowledge of 
  martial arts, weapons training, and government procedure and 
  protocol.  He also has used his name and identification to gain 
  access to static hospitals and even free imprisoned crewmates 
  from static jails.  What is certain is that he has embraced 
  religion, and now sees it as his mission to bring the word of 
  God to the nomad community.  His personal beliefs however 
  are a bit harder to define.  He carried on him at all times a 
  bible, a Quran, and a Torah, and seems to refer to all three 
  when administering his teachings.  Often when asked what 
  religion he is, he will only reply "I am a man of God."   
  Rev has taken a vow on non-violence, and appears to be a 
  master of Lee Kwan Choo, a martial art with no offensive 
  moves.  Rev is the conscience of the crew, and his wisdom and 
  guidance a heavily relied upon during times of distress.  He is 
  passive and wise, and open to discussion with anyone of an 
  open mind.  He is the first to suggest a non-violent resolution.  
  If conflict cannot be avoided, he will fight to wound, never to 
  kill.
   
   
   
   
   
  
  THE SERENIDAD 
   
  Top Speed: 
  140 mph 
  Acc/Decc: 
  12/25 
  Crew: 
  3 
  Range: 
  450mi 
  Passengers: 
  8 
  Cargo: 
  90tons 
  Maneuver: 
  -2 
  SDP: 
  140 
  SP: 
  25 
  Type: 
  Heavy Truck 
  Mass: 
  19tons 
  Starting Bid: 
  NFS 
  A custom built truck used by Val and his crew as both mobile home and business.  The Serenidad is heavily 
  armored and built on a Mack frame.  The trailer is is mechanized and when stopped will actually widen to allow 
  for more room.  In retracted mode, the kitchen, med bay, bathroom and armory are still accessible.  In its open 
  mode there is an additional communal eating area, and 6 private rooms.  The truck itself features its own bunk, 
  slept in by Nash and Chloe, a navigation/communications suite manned by Creek, a roof mounted hatch with a 
  pop-up M2HB manned by Chloe, and the shotgun seat manned occupied by Val, with the drivers seat left to 
  Nash.  The truck itself has many hidey holes used for smuggling, these areas are shielded and incredibly hard to 
  spot (A/N 30).  The Serenidad is more than just a home or vehicle, in many ways it is part of the crew itself, and 
  is loved as dearly.  When larger loads are required, the crew merely attaches another trailer, and it is not 
  uncommon for the truck to be seen hauling as many as 3 extra trailers.  Irene will often dock her nomad 
  customized AV-4 to the roof of the trailer and underneath the side doors on either side of the trailer are 
  retracting mounting brackets to hold up to four outrider bikes.   Direct access is possible from the truck to 
  trailer. 
   
  SPECIAL EQUIPMENT: Truck- fold down double bed (bunk style), fridge, microwave, military radio, radar, 
  gps, Satellite link, cybermodem, full entertainment suite, armor plating, ram bar, roof hatch with concealed 
  retracting M2HB turret,  
  Trailer - Family size distillation kit, 50 gallon water tank, exterior faucet with shower attachment, full kitchen, 
  med bay equipped for full surgery and trauma, armor plating, under side escape hatch, roof hatch, detachable 
  tow bar for Irenes truck. 
   
    
  
  Outrider bike 1 
   
  This is Sue's bike, and is heavily armed to defend the 
  Serenidad.  The weapons are removable, and are usually 
  stored in one of the smuggling hidey holes on the truck.  Sue is 
  extremely jealous of this bike, and really hates anyone other 
  than Hailey even touching it.  Unfortunately due to abuse it is 
  frequently in need of repair. 
  Top Speed: 
  260 mph 
  Acc/Decc: 
  33/45 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  0 
  Cargo: 
  40KG 
  Maneuver: 
  +1 
  SDP: 
  40 
  SP: 
  20 
  Type: 
  cycle 
  Mass: 
  260kg 
  Starting bid: 
  NFS 
  SPECIAL EQUIPMENT: audio entertainment suite, digital 
  control surface, GPS, Military radio, Cybernetic linkage, 2" 
  rocket pods x2 (HVY / -2 / P / 6D10 / 7 / 1-7 / VR) .50cal 
  Browning M2HB x2 (HVY / 0 / N / P / 6d10 (12.7mm) / 100 / 10 
  / VR).  
   
  Outrider bike 2 
   
  Val's bike, unarmed but very fast.  
  Top Speed: 
  200 mph 
  Acc/Decc: 
  35/45 
  Crew: 
  1 
  Range: 
  320mi 
  Passengers: 
  0 
  Cargo: 
  20KG 
  Maneuver: 
  +3 
  SDP: 
  40 
  SP: 
  10 
  Type: 
  cycle 
  Mass: 
  220kg 
  Starting bid: 
  NFS 
  SPECIAL EQUIPMENT: limited off-road capability, military 
  radio 
   
  Outrider bike 3 
   
  A dirt bike, frequently Sue will choose this bike over his own, 
  especially in rough terrain. 
  Top Speed: 
  120 mph 
  Acc/Decc: 
  28/45 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  1 
  Cargo: 
  0KG 
  Maneuver: 
  +3 
  SDP: 
  40 
  SP: 
  5 
  Type: 
  cycle 
  Mass: 
  160kg 
  Starting bid: 
  NFS 
  SPECIAL EQUIPMENT: off-road capability, military radio  
   
  Outrider bike 4 
   
  Taken from a downed Raffen Shiv, this bike is "up-for-grabs" 
  by any of the crew who need it. 
  Top Speed: 
  120 mph 
  Acc/Decc: 
  20/45 
  Crew: 
  1 
  Range: 
  350mi 
  Passengers: 
  1 
  Cargo: 
  120KG 
  Maneuver: 
  +1 
  SDP: 
  40 
  SP: 
  5 
  Type: 
  cycle 
  Mass: 
  160kg 
  Starting bid: 
  NFS 
  SPECIAL EQUIPMENT: off-road capability, military radio 
   
  
  IRENE'S TRUCK 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Irene used to drive a van, very customized and comfortable, 
  however after an unfortunate incident with the Raffen Shiv she 
  has been forced to make due with this truck.  She is saving her 
  money now to buy a new Van, as meeting clients in this truck 
  presents a very awkward situation.  As soon as she can she will 
  sell this vehicle, commonly referred to as "The Ladies 
  Monstrosity".  When Irene isn't actively using this vehicle, it is 
  pulled along behind the Serenidad via a tow assembly. 
  Top Speed: 
  120 mph 
  Acc/Decc: 
  28/45 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  1 
  Cargo: 
  0KG 
  Maneuver: 
  +3 
  SDP: 
  40 
  SP: 
  20 
  Type: 
  cycle 
  Mass: 
  160kg 
  Starting bid: 
  NFS (yet) 
  SPECIAL EQUIPMENT: off-road capability, military radio, 
  armor plating, 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  SHOPPING    
   
   
  The stalls, stores, and vendors of the Nomad Market.  All the wonders of the world can be found 
  here.  Enjoy a small sample of what the nomad market has to offer.  Fresh fruit and produce, fresh 
  meat and fish, imported spices and exotic cuisine.  From the latest knock off fashions from europe 
  and asia, to black market munitions.  What follows here is just a taste, and only nomad made items 
  will be shown.  While you can find anything in the market, these are some of the unique hand made 
  (or home grown) items you won't find anywhere else in the world.  Some of them are simple, jury 
  rigged devices, but some of it is pure art.  While necessity is the cornerstone of nomad life, some of the finest artists 
  and craftsmen are wanderers.  You will see that many of the items listed in the following pages are priced, this price 
  is just a basis to compare to, since most of the business done in the market is by trade.  It is also important to note 
  that the prices listed are very very loose guesses, as it is simply part of a nomads nature to haggle. 
   
   
   
  CLOTHING AND ARMOR 
   
  WEAPONS 
   
  GEAR 
   
  CYBERNETICS 
   
  WANDERING JOE'S USED VEHICLE AUCTION 
   
   
   
   
   
   
   
   
   
  
  INSPIRATION 
     
  This page is dedicated to all the bits of inspiration I found handy or just awesome…. 
   
   
   
  FILMS & TELEVISION 
  Mad Max Trilogy 
  Spacehunter 
  A Boy and His Dog 
  Metalstorm: The Destruction of Jared 
  Synn 
  Battletank 
  Tank Girl 
  Waterworld 
  Equalizer / Defender 2000 
  Interzone 
  Grotesque 
  Rockit: Final Executioner 
  Rush & Rush 2 
  Postman 
  Warl of the Lost World 
  Damnation Alley 
  Warlords of the 21st Century 
  Death Race 2000 
  Escape from New York 
  The Last Warrior 
  Escape From LA 
  Neon City 
  Jeremiah 
  Six String Samurai 
  Cyborg 
  The New Barbarians 
  Stryker 
  Solar Babies 
  Urban Warriors 
  Exterminators 3000 
  Land Of The Dead 
  Cherry 3000 
  Fist Of The North Star 
  The Lawless Land 
  Blood of Heroes 
  Highwayman 
  Knightrider 2020 
   
   
   
   
  ANIME 
  Trigun 
  Fist Of The North Star 
  Dragonstaff 
  Windaria 
  Genesis Climber Mospeada 
  Nausicaa 
  Gunm 
  Saiyuki 
  X 
  Cowboy Bebop 
  
   
   
   
   
   
   
   
  COMICS & MANGA 
  Hex 
  Waterworld 
  Snake Plisskin 
  Fist Of The North Star 
  Legend Of Mother Sarah 
  Trigun 
  Jeremiah 
  Scout 
  Ex-Mutants 
  Dragon Chiang 
  Southern Cross 
  Exterminators 
  Grendell 
  Car Warriors 
   
   
  Video Games 
  Road Avenger 
  Outlander 
  Wasteland 
  Twisted Metal
   
   
   
  RPG's 
  D20 Apocalypse 
  Rifts 
  Twilight 2000 
  Car Wars 
  Truck Battles 
  Macho Women With Guns 
  Deadlands: Hell On Earth 
  Mad Police 
  Cyberspace 
  Road War 
  Redline 
  Dark Future 
  Truck Stop 
  Street Fighter 
  Autoduel 
  Battlecars 
  Road Kill Rally 
  Wreckage 
  
  Written By Deric "D" Bernier, images from Deric "D" Bernier, Mad Max, The Road Warrior, Mad Max Beyond Theunderdome, 
  Warriors of the 21st Century, Spacehunter, Battletruck, Damnation Alley, Metalstorm: The Destruction of Jared Synn, Warriors of 
  the Lost World, Transformers, Death Race 2000, Warhammer, Neon City, Akira, Tank Girl, Dragon Staff, Final Fantasy, Tempus 
  Fugitive, Dragon Chiang, Nausicaa, Porco Russo, Windaria, Red Skies, Waterworld, Ghost in the Shell, GITS: Stand Alone Complex, 
  GITS: Innocence, The Fifth Element, Ghostrider, The Postman, The New Barbarians, Back To The Future 2, Car Warriors, GI Joe, 
  Mad Police, Corvette Summer, Gunm, Star Wars, Appleseed, Truck Battles, Buckaroo Banzai, Solar Babies, Spy Hunter, Genesis 
  Climber Mospeada, Urban Warriors, Exterminators 3000, Urban Warriors, Cyberpunk 2020, Deadlands: Hell On Earth, Rifts, Gurps, 
  Macho Women With Guns, Mekton, Ratbike zone, Cyberspace, Road War, Street Fighter, D20 Future, D20 Apocalypse, Road 
  Avenger, Redline, Dark  Future, Twilight 2000, The Lawless Land, and various other unknown films, anime, comics, artists, and car 
  customizers. 
   
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Datafortress 2020 - Nomad Market Lite Edition.pdf