Current Character Background: blorbo

Future Genre Types: Post Holocaust - In humanitys slightly less-than-infinite wisdom, the homeworld has been reduced to a smoking, radioactive ruin. Whether through a single catastrophic war, a chain of escalating conflicts, or one disaster too many in failing nuclear systems, the outcome was the same: near-total annihilation. Yet from the glowing ashes of the old world, new civilizations have emerged. The shattered technologies of the ancients now form both the physical remnants and the mythic foundation of these reborn societies. Rusting machines, broken cities, and half-understood relics shape culture, belief, and ambition. Depending on the tone and fantasy level of the campaign, stories may focus on human survivors struggling against one another to reclaim the world, or on sentient mutant animals competing with mutant or so-called pure-strain humans for control of what little remains. Features Technology: All levels of technology may exist or have survived, though pretech primitive societies are far more common than isolated enclaves of ultratech. Cultures: Every culture exists at least as a scattered enclave. The GM may wish to define Technocultures for the worlds societies in advance. Travel: Space travel is unlikely. Unless the GM decides otherwise, any result involving spacecraft or interstellar travel should be modified. Vehicle Substitution: Replace spacecraft with aircraft, boats, sand skimmers, or similar vehicles that serve the same narrative role. Exploration: Travel among the stars is replaced by journeys to distant and exotic regions of the ruined world. Mutants: References to aliens instead refer to the ever-present mutants common to Post Holocaust settings. Rather than using an alien table, the GM should use a custom encounter table to determine mutant types. Character Creation: Each character begins play with a number of mutations, reflecting the altered nature of life in the aftermath.

Character Species: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.

Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).

Social Status: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Other Relation - Other Relation.

Other Family Relations: Neice/Nephew

Siblings & Birth Order: 0 - Only Child

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Water world - Mostly oceans and small islands.

Place of Birth: Tenement/Arcology Block - Born in crowded urban housing, surrounded by noise, poverty, or dense community.

Unusual Events at Birth: None - Nothing unusual. Normal Birth

Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.

Significant Childhood Events: Learn an occupation at considerable competency.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Dress Maker: makes clothing

Significant Childhood Events: A Fateful event occurs. Something Wonderful Occurs.

Something Wonderful: A despotic and evil local ruler outlaws the character's parents. After {1d10} years, the ruler's liege overthrows the evil ruler and the characters parents are not only pardoned, but are honored for their role in the despot's demise.

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet

Significant Adolescence Events: Exotic Personality Development - The character begins exhibiting an unusual or alien personality trait.

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Monstrosities (Teratophobia ) - fear of monsters.

Significant Adolescence Events: Family Relocation & Orbital Station - The family moves to an orbital habitat or space station.

Education : Poor Education.

Low Income Occupations: Farm worker: Agriculture technician

Significant Adulthood Events: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The board resents the character and seeks to remove or eliminate them.

Significant Adulthood Events: Saved a Life Devoted Companion - The character saves someones life. This person becomes a Companion and falls in love with the character (feelings may or may not be returned).

Companions. Who?: A Relative. See Other Relations.

Other Family Relations: Mysterious - The person claims to be a relation, yet the character was not aware of the person's existence.

Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Companions: What?: Groaning Griper: He may follow the character to Hell and back, but he doesn't have to like it and lets everyone know about it. May be a wise-cracking "smart mouth."

Significant Adulthood Events: Cover-Up - The character is paid, threatened, or coerced into helping conceal a factions wrongdoing.

Personality Traits: Darkside: Unenthusiastic - Can't get excited.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Darkside: Filthy - Knows nothing of hygiene.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Food - an exotic or alien food. Use your imagination and consider what an alien might find yummy.

Personality Traits: Lightside: Altruist - Selfless concern for others' welfare.

Personality Traits: Neutral: Humorous - Humorous: appreciates humor and likes to Joke,

Personality Traits: Lightside: Peacemaker - Attempts to calm others.

Personality Traits: Lightside: Clean - Practices good hygiene.