Current Character Background: Kim Thompson nickels

Fantasy Character Race: Human - The most common race in many game systems. If one is familiar with modern examples of humanity, then one has a good basis for humanity when found anywhere else. Culture: May be of any Culture level. Uses standard events tables.

Culture: Civilized - Native to Wilds or UrbanCivilized cultures are most otten noted for central governments (which seem to exist solely for the purpose of ccllecting taxes) and large ctties and stocked wi1h the dubious benefits of civiliza1ion - table manners, royal dynasties, wizards, pro fessional thieves, naval warfare, civil engineering and of ccurse, tax accountants. The hereditary warrior classes have beccme landed gentlefolk as knights and samurai are replaced by paid soldiery. Historical examples include: Persian and Early Roman Empires, imperial China, Serenium kingdom, dynastic Egypt, feudal Japan, the lncan empire. Fictional civilized cultures include: J. R. R. Tolkein's Gondoreans, Raymond Feist's Kingdom of the Isles, and Robert E. Howard's Aquiloneans.Gameplay Benefits: A civilized charaeler has a chance to have develop a hobby. If a Civilized character later changes to a Barbarian or Nomad Culture, he or she will be able to live as if he or she were one Social Status level higher and gain the Culture's survival skills.Survival: Choose either Urban or Wilderness, but character initially has ability in either environment. Literacy: A character from a Civilized Culture has a chance to be literate in his or her native language.Roleplay: Civilized peoples classically take a dim view of lesser cultures, often viewing them as less than human - especially true for those of Well-to-Do and higher Social Status. "Helpful" Civilized folk may feel a need to bring Civilization to lower Culture levels. A civilized character usually feels most at home in a cny and will be aware of what a cny has to offer.

Social Status: Poor - Poor individuals have very little income and typically don't own property. Their homes are often of low quality, sometimes because of neglectful landlords who might also be their employers. Luxuries for this group can be as basic as good food, heat during winter, keeping a pet, or having clean water. In some societies, the poor are only a step above slaves.This group includes most non-leader nomads, primitives, peasants, uncivilized warriors, and the majority of laborers and welfare recipients. It also includes some landowning farmers, craftsmen, young or semi-skilled urban thieves, apprentices, office clerks, and most professional soldiers. The character had an Underworld encounter at some point in his life because of his Poor upbringing in Childhood, Adolescent or Adulthood

Life Period: Adulthood -

Underworld, How it started: Living above Means - The character wants to live a lifestyle he could otherwise not afford.

Underworld, Type of Crime: Burglary - The character is heavily involved in Burglary.

Underworld, Events: Corrupt Politician - The character discovers that a prominent and popular government official is really the head of a major crime ring. The official is unaware of the character's knowledge.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Grandparents - Grandparents only. Maternal relation.

Siblings: 1 - One Sibling

Birth Order : First born (+20% additional starting money). -

Time of Birth : Born in the Fall -

Place of Birth : Exotic - Exotic Birth Locations.

Exotic Birth Locations : Thieves Den - In a thieves den..

Unusual Births: 2 - Two unusual occurrences..

Unusual Birth Circumstances : Stranger with Gifts - A Mysterious stranger bestows a gift on the character at birth

Gifts & Legacies: Shield - A Pavise

Gifts & Legacies: About this item...: None Special about this item

Unusual Birth Circumstances : Sky Darkened - The sky darkened when character was born(like an eclipse). If born at night, the moon and stars went dark briefly..

Unusual Birth Circumstances : Infestation - The house became infested with poisonouscreatures (snakes, spiders, etc.) the next day. Someone may have been killed..

Parents & NPCs : HoH Single Occupation - Head of household (NPC) has one occupation.

Occupations, Culture: Nomad -

Nomad Occupations: Hunter - He stalks wild game, providing both foodand clothing. Diel is supplemented by gathered foods.

Parent 1

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Street Vendor - sells goods he makes. finds,buys. or '"acquires" at his movable stree1side stall. Often a source of inexpensive (or imitation) goods.

Parents & NPCs Noteworthy Items: Legendary Lost Treasure - NPC tells tales of a legendary lost treasure that gave vague hints regarding its location.

Parents & NPCs Noteworthy Items: Exotic Event - NPC was affected by an Exotic Event which is spoken of often.

Exotic Events : Spoken into the Story - An influential figure speaks publicly about the character. The words spoken are symbolic, prophetic, or ritualized, subtly reshaping how the world perceives the character as if they have been written into a larger narrative.

Groups: Illuminated Path - Secret Societies & Cabal

Parents & NPCs Noteworthy Items: An Event that made them famous - NPC is noted for or hesitant to speak of something that occurred in his past. NPC is famous for the event.

Significant Events of Adulthood : Minor Task - The character is briefly employed by an influential organization for a minor task. Discreet Assistance Be present as backup or extra hands during a meeting, ritual, or transaction, intervening only if needed.

Groups: Caravan League - Mercantile & Trade Power

Parent 2

Appearances: Military garb - Regardless of his past, he wears military-style uniforms.

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Bouncer - Tavern or Inn Employee

Parents & NPCs Noteworthy Items: Loving Family - NPC's relationship with his family is particularly loving

Parents & NPCs Noteworthy Items: Previous Marriage - NPC has married more than once.

Parents & NPCs Noteworthy Items: Another Culture - NPC was originally from a different Culture.

Culture: Barbarian - Native to Wilds or UrbanBarbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic,often highly educated societies with a keen sense of proprietyand law and order. In a sense, they are pre-Civilized -organized, but not yet developed (or degenerated) to the pointwhere powerful centraf governments are needed. They normallyhave a solid economy wnh defined division of labor (occupationalspecialization). Organized religion is often a centralpillar of their society (and may dominate it). Bartlarians aregenerally led by strong charismatic warriors, but much of thepeople are governed by extended family groupings such asclans. Like the Nomads, most adult males are warriors in additionto any other profession that they follow (although, like theVikings, they may put this skill to work pillaging as opposed towarring). They may live in small cnies, which are often notmuch more than semipermanent camps. Examples ofhistorical Barbarian cultures include: feudal Europe (period ofCharlemagne), Gauls, Vikings, pre-19th century Iroquois andCherokee Indian tribes. Fictional Barbarians include J, R. R.Tolkein's Rohirrim, Robert E. Howard's Cimmerians and Vanirand Raymond Feist's Moredhel. Gameptay Benefits: A Bartlarian will learn weapon-usewth a hand weapon and a missile weapon to Rank 3 ability uponreaching adolescence. If he or she remains within a BarbarianCulture, a beginning character will always possess at least onehand weapon and one missile weapon.Survival Skills: Choose either Urban or Wilderness -Rank 5 skills in the chosen environment and Rank 1 skills in theother environment.Literacy: A character from a Barbarian Culture has a 10%chance to be literate in his or her native language.Roleplay: Like the Nomads, Barbarians live life withgusto. They live, love, fight, eat and drink like there may be notomorrow. Barbarians adapt well to Civilized cultures. ABartlarian character might easily be subject to great emotions,such a deep depressions, berserk fighting moods, andexuberant Joy. They are often frank and open about theirfeelings.

Heritage: Repressed - The character is a member of a repressed race within his nation.

Sibling 1

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Tavern/Inn Owner - Runs a tavern where drinks andfood are sold. The tavern is also an inn.

Parents & NPCs Noteworthy Items: Another Culture - NPC was originally from a different Culture.

Culture: Barbarian - Native to Wilds or UrbanBarbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic,often highly educated societies with a keen sense of proprietyand law and order. In a sense, they are pre-Civilized -organized, but not yet developed (or degenerated) to the pointwhere powerful centraf governments are needed. They normallyhave a solid economy wnh defined division of labor (occupationalspecialization). Organized religion is often a centralpillar of their society (and may dominate it). Bartlarians aregenerally led by strong charismatic warriors, but much of thepeople are governed by extended family groupings such asclans. Like the Nomads, most adult males are warriors in additionto any other profession that they follow (although, like theVikings, they may put this skill to work pillaging as opposed towarring). They may live in small cnies, which are often notmuch more than semipermanent camps. Examples ofhistorical Barbarian cultures include: feudal Europe (period ofCharlemagne), Gauls, Vikings, pre-19th century Iroquois andCherokee Indian tribes. Fictional Barbarians include J, R. R.Tolkein's Rohirrim, Robert E. Howard's Cimmerians and Vanirand Raymond Feist's Moredhel. Gameptay Benefits: A Bartlarian will learn weapon-usewth a hand weapon and a missile weapon to Rank 3 ability uponreaching adolescence. If he or she remains within a BarbarianCulture, a beginning character will always possess at least onehand weapon and one missile weapon.Survival Skills: Choose either Urban or Wilderness -Rank 5 skills in the chosen environment and Rank 1 skills in theother environment.Literacy: A character from a Barbarian Culture has a 10%chance to be literate in his or her native language.Roleplay: Like the Nomads, Barbarians live life withgusto. They live, love, fight, eat and drink like there may be notomorrow. Barbarians adapt well to Civilized cultures. ABartlarian character might easily be subject to great emotions,such a deep depressions, berserk fighting moods, andexuberant Joy. They are often frank and open about theirfeelings.

Heritage: Home is where the heart is! - The character's cultural ties are to his current nation of residence. While the character's ancestors may have come from another land, he has no strong emotional, physical or cultural ties to another country.

Parents & NPCs Noteworthy Items: Obsession accomplishing something - The accomplishment of a motivation.

Motivation: Working Out a Past Event - One of the events that happened to the character in his past left something unresolved, and an adventure is needed to complete the situation. For example: The character was kidnapped, disappeared, and lost ten years of his life without a trace. He then becomes motivated to discover who kidnapped him, what happened, and why his memory was wiped clean.