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Hermits

"Eeuhh... arrrr..."
"Eeuhh... arrrrr... arr..."

Hermits aren't called hermits for no reason - they take after their namesakes very much. Like their counterparts from the past, Hermits live alone far from society, away from civilization as most people see it. You have only a rudimentary understanding of language, and your education is only what you've learnt from having to survive alone. Now, plunged back into society, you've got to adapt fast.

What You Look Like

Once, you would have worn animal skins as simple clothing. It did the job, and besides, who was looking? Now, surrounded by fashion-conscious drones, you wear whatever captures your attention first - usually adopted from the tastes of a popular figure. If he wears jeans and trainers, you will too, because you're unsure what else goes.

SubCulture

There is no relationship between individual Hermits, as by nature they are loners. You are referred to as a group by everyone else, but really you're not. If you come across another Hermit, you remember how you used to live, so you try to avoid contact whenever possible. You've found, though, that the only people in the world who come close to understanding you are fellow Hermits.

A Hermit is a surprisingly complex creature, a man of thinking who had chosen to live alone to further his own perception of himself. Very few females become Hermits, for no established reason. Accordingly, children born to Hermits are few and far between, and gang numbers are dwindling rapidly. Individual Hermits are very intelligent, with average IQ's of 160+, but appear almost neanderthal because few have a mastery of English and modern concepts are completely new to them.

Hermit culture began in the 1960's when "hippies" left society to live alone. Now, several generations on, their descendants are left to reverse this path, raising themselves from childhood until finally they must integrate with other people. Hermits are basically on a journey back into civilization, one which is long and fraught with many struggles. Tasks which are mindless to most, are awe-inspiring to Hermits.

Belonging

Again, there is no bond between Hermits. It's each to his own, one for one, forget the rest. You have enough trouble as it is understanding other people, never mind your own kind. However, should one hermit get into trouble, you can guarantee another will come to the rescue, even if only to take you to a retreat for a few days. It's the knowledge of this failsafe which keeps Hermits from running to the hills straight away.

There is, however, one exception to this norm. Extremely unreceptive to outside influences, the Natu Guild is an organisation for Hermits brought into the cities, and is among the most forward-thinking around. The most intelligent Hermits gather to exchange ideas, propose changes, and offer support to other Hermits who have not adapted so well. The Guild is not open to invitations; indeed, it is rarely known to exist. Hermit players who exhibit extraordinary feats of thinking may be lucky enough to be invited to the Initiation Ceremony, usually far out into the Northern Alaskan Plains.

Allies & Enemies

The Squats offer to share their holes sometimes, because you are quite like them and you don't mock them constantly. You like them for this - they don't demand your constant attention, and don't talk to you for minutes on end like the rest.

You see pretty much everyone else as an enemy of sorts, because few have any desire to help or understand you, and you are so different. Trouble always flares when you cannot understand the Cities.

Slang

Cities: city dwellers
Quola: natural habitat
Dwellings: city home
Noise: city life
Var-ar-a: solitude you long for
Umf: fighters instinct

YoGang Skill: Survival (REF/INT)

Covers everything you learnt while alone, away from people, from the best way to hunt down a polar bear, to the best way to cook its backside over a tiny oil fire. You can go for weeks without food, less without water, but still at least twice as long as anyone else. Your trusty rifle never leaves your side (even if it is made by the Cities), and you're an ace with it.

Survival acts as a bonus to Streetfighting in one specified combat type eg. h-to-h, rifle, brawling. It also reflects the level of integration into society the Hermit has achieved, so halves Streetsmarts until Survival reaches level 6.

This skill makes Hermits excellent hired hands, especially on long trips into the wilderness or dangerous areas.

If You're a Hermit

Pick four things:

Hideout somewhere in city
Hunting knife (DC4)
Hunting rifle (DC6)
Fatty reserves around body
Bear teeth necklace
Slashing nails (DC4)
Cool 'wild' pony tail
Designer (so they tell you) stubble

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