The Crazy Survivalist is a stock character who's certain that one day society will collapse, and he'll be one of the survivors. He prepares for this eventuality - stockpiling supplies, practicing with his rifle on lunchbreaks, setting up booby traps around the perimeter of his little shack in the woods, etc.
Game and Story Use
- One Crazy Survivalist in a shack in the woods is a Lone Nut, or maybe a retired badass looking to get away from their past.
- Two Crazy Survivalists are almost certainly Corrupt Hicks, and will probably go Ax Crazy after The Most Dangerous Game.
- A whole community of Crazy Survivalists are either a Cult or an Adventuring Party.
- A failed Crazy Survivalist (possibly Patient Zero for whatever's happening) would leave behind a cache of supplies, and possibly a compound full of booby traps. Dungeon crawl, anyone?
- It's worth noting that having enough of these people in one place can in itself be a disaster. Even the ones who aren't paranoid enough to shoot anyone coming their way on sight or actively try to cause their disaster of choice have a tendency to stockpile resources (causing shortages for everyone else), invest all their savings in gold, bitcoins (ironically enough), or ammunition (causing a bank run), and support short-run policies (destroying things that are useful long-term).
- Now imagine that your "crazy survivalist" is an epic scale wizard…
Building This Character
- The power level of the character really depends on the needs of the story.
- If they're the hero, they'll have a high level and high Physical Attributes.
- A minor villain on the other hand, will not.
- In every version, Social Attributes tend to be a weak spot.
- Survival Skills are the most important, of course. Hunting, Tracking, and Agriculture, if they don't automatically fall under the survival umbrella.
- Repair and First Aid are a really good idea for anyone expecting civilization to collapse.
- Awareness and Stealth are common, and useful if you're paranoid or expecting to have to avoid looters, government agents, or zombies.
- Trapsetting, Security, Demolitions and/or Metalworking may help establish a perimeter.
- Marksmanship is a good one, as out in the woods you can practice without drawing too much attention, at least during hunting season.
- Melee too, specializing in knives, but probably not rated as highly as the shooting skills.
- Animal Handling is an option, as they are often depicted as having a big dog or two.
- Knowledge skills, with a specialization in Conspiracy Theories and Disasters.
- The character has been stockpiling supplies for some time. In some systems, you can buy a Merit or Advantage of having extra resources - usually it's money, but your GM will probably let you have it be food, water, ammo and spare parts.
- Paranoia, Persecution Complex, or other Mental Disorder would fit the trope to a T.
- Health issues, caused by living out in the woods, eating dehydrated food, and avoiding doctors.