Current Character Background: Kyrie

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: Insectoid - Closely resemble bugs or spiders.

Tech Level: Mixed Technology, Intermixed - Hi and low technological achievements are intermixed. This is going to be more true for alien cultures that have developed along different lines than humanity.

Home Culture: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).

Social Status: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.

Underworld Experience : The Wrong Path: The character seeks to wield power in the crime world.

Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.

Underworld Experience : Events: Whenever a crime occurs in a city, the character is automatically a suspect, even if law enforcement officials are unfamiliar with his past. The character just looks like a hardened criminal.

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: State-run Centre - Communal child care.

Siblings & Birth Order: 7 - second of 8

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.

Place of Birth: Combined Exotic Location - The character is born in a bizarre or rare setting. See below for two results from Exotic Places, and combine them into a single location.

Exotic Birth Place: Back Alley - The character is born in a narrow alleyway or service corridor, far from safety or comfort.

Exotic Birth Place: During Evacuation - Born while fleeing disaster, war, or environmental collapse.

Unusual Events at Birth: 1 event

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A war

Parents/Family Details: Head of household has one occupation.

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Farm worker: Agriculture technician

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Noteworthy Items of Parents/NPCs: NPC is important in home village/town/city, not just another face in the crowd.

Sibling 2

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Business Owner: Business is based on a future history occcupation. The type of activity the business performs is below. The character does not actually do this service, but has employees who do it.