Current Character Background: Cammie G

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: Technologic Age - Nuclear power is used to create both electricity and deadly weapons. Orbital spacecraft visit nearby satellites and "unmanned" probes explore other planets in the solar system. Industrial lasers, small computers, and organ transplants are commonplace.

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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.

Social Status: Nobility: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.

Nobles: Noble Notes: Archduke (Archduchess): Royal duke, possibly next in line for the throne, always a sibling of a king or queen

Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Know-It-all - Has an opinion or knows the "truth" about everything (but, of course, you already knew that). Actually has a 10% chance to really know something.

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Relatives - More Relatives. Then select {1d6} additional relations from Other Relations.

Other Family Relations: Grandparent - Grandparent.

Other Family Relations: Grandparent - Grandparent.

Other Family Relations: Adopted Sibling

Other Family Relations: Neice/Nephew

Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.

Other Family Relations: Aunt/Uncle - Aunt/Uncle.

Siblings & Birth Order: 0 - third of tiplets, others died at birth

Home World: Colony World - Colony World

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

Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.

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

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

Parent 1

Appearances: Macho Demeanor - The character projects exaggerated toughness, masking vulnerability behind bravado.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: A sealed bottle (determine contents).

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: A piece of jewelry.

Gifts & Legacies: Jewlery: Ring.

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: Character was kidnapped and as a result the character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. His people are suspicious. .

Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.

Aliens, Biology: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.

Talents, Mutations & Alien Abilities: Accelerated Learning - Whenever the character learns a new skill, it is acquired one level higher than normal.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

Significant Adulthood Events: Special - Special Events of Adolescence.

Special Adolescence Events: The character participates in a protest against school authority. The protests fails to accomplish its goals. Any known participants are expelled from the school. Someone told the authorities of the characters participation and the character Is expelled.

Parent 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.

Low Income Occupations: Farm worker: Farm hand

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

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: Ancestor - {1d3} + 1. The result is the number of generations removed from the character's grand parents (Great Grandparent, Great-great Grandparent, etc.).

Companions: Why?: GM Specials - Companion has an alterior motive that has yet to be revealed

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?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: Sibling (younger).

Rivals: Why?: They are sporting event rivals.

Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.

Rivals: Who?: Sibling (younger).

Rivals: Why?: Always trying to outdo each other in everything.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: A total stranger. See Others.

Others: A friend. Possibly a Companion. GM decides who.

Rivals: Why?: Multiple Reasons

Rivals: Why?: They are sporting event rivals.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Rivals: Who?: Sibling (older).

Rivals: Why?: They seek the same goal.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: Who?: Sibling (younger).

Rivals: Why?: Always trying to outdo each other in everything.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.

Talents, Mutations & Alien Abilities: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.

Parent 4

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Manager: manages the operation of a restaurant, hotel or retail establishment.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

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 kid. (Age = {1d12} in standard years)

Companions: Why?: Companion feels a need to protect the character.

Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.

Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.

Parent 5

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Signal Spoofing - Able to falsify or mask transponder signals, electronic IDs, or basic digital signatures.

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Severed Right Thumb - The character permanently loses their right thumb. It is impossible to properly grip or wield a weapon with that hand.

Serious Injuries, About this Injury ...: Dependency on Treatment - Ongoing medication, maintenance, therapy, or medical intervention is required to keep the injury from worsening.

Significant Childhood Events:

Characters parents split up. Father leaves, Mother remarries in {1d4} years

Significant Adolescence Events: Family Relocation & Distant System - The family relocates to a far-off star system.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Electronics/Computers

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Significant Adulthood Events: Faction Asset - The character becomes an informal asset or problem solver for a group.

Other Groups - Factions: Alien Political Organization - A non-human civilization or alliance with its own laws, customs, and interests.

Significant Adulthood Events: Special - Special Events of Adolescence.

Special Adolescence Events: During a period of turbulence and unrest, the character is accused of a crime that he did not commit. Character is tortured to reveal the names of accomplices. No Serious Injuries

Crimes: Crimes and Criminal Type: Substance Abuse Offense - The character was convicted for illegal substance use. Penalty: {1d4} years imprisonment.

Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.

Personality Traits: Neutral: Emotional - Emotional: rarefy keeps emotions in check,

Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.

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

Personality Traits: Neutral: Dreamy - Dreamy: a distant daydreamer.

Personality Traits: Lightside: Respectful - Shows respect for others.

Personality Traits: Lightside: Clean - Practices good hygiene.

Personality Traits: Darkside: Obstructive - Acts to block others actions.