Current Character Background: Janne Schneider

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: Decadent Civilized - Native to UrbanThese are Civilized Cultures past the peak of their prime. Decay has begun to set in at all levels and the people have beccme hedonistic and jaded. The government seems 10 have become self-perpetuating and careless of the people's needs. Although government suppcrt of the Poor is predominant, previousfy common civil liberties and sorvices begin to disappear. Inflation is often rampant. Historical examples include: the latter centuries of the Roman empire. Fictional examples of doc~dent Culture include: Robert E. Howard's Stygians, Michael Moorcock's Melniboneans, Fritz Leiber's Lankhmarites and Raymond Feist's Tsuranuanni of Kelewan.Gameptay Benefits: Characters from Decadent Civilizations have an increased resistance to cxx::urrences that might cause insanity (such as exposure to horror, violence or drugs). Any chance of going insane is reduced by 100/o. Some might say this is because such characters are already insane. Survfval Skills: Urban - Rank 3 abilny in cnies (Urban) and Rank 1 survival skills in the Wilderness.Literacy: A character from a Decadently Civilized Culture has only a 20% chance to be lnerate in his or her native language and a 1 0% chance to be literate in the language of another Culture or ccuntry.Roleplay: It is not uncommon for citizens of these Cultures (even tho lowliest slaves and beggars) to believe that their Culture is not only at its dynamic prime, but that it and they are vastly superior to everything else. A character from this Culture could easily have a haughty attitude, looking down his or her nose at every1hing. Simpfe pleasures might easily bore a person from this Culture. On the other hand, they cculd be so foreign to the character that they intrigue him or her to no end.

Social Status: Comfortable - This social group represents the middle class of any culture. They typically live in clean, well-furnished homes or apartments, often located in better neighborhoods. They eat regularly and sometimes quite well. Children in these families are frequently educated by tutors.Their luxuries include warm homes, quality food, the ability to hire household help, fine clothing, and family heirloom books. They may own a horse or a buggy for transportation. This group includes professions such as "impoverished" nobility, university professors, scribes, certain craftsmen, highly skilled laborers, lower-level government officials, military officers of lower rank, lesser priests and magicians, shopkeepers, prominent warriors, and lesser chieftains.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Mother & Father - Mother and Father only (not extended family)

Siblings: 3 - Three Siblings

Birth Order : A "middle" child. -

Time of Birth : Born in the Summer -

Place of Birth : Family Home - In the character's family home.

Unusual Births: 2 - Two unusual occurrences..

Unusual Birth Circumstances : Weird Water - Water froze or boiled by Itself..

Unusual Birth Circumstances : Affliction - Character born with unusual physical affliction.

Physical Afflictions: Ancestral haunt - Spirits of kin linger and interfere. GM to determine game mechanic effects of this affliction.

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

Occupations, Culture: Civilized -

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Pathfinder - a guide or pilot who aids travelers andmerchants in unknown areas. The pilot is a seagoing guide (more than just a navigator).

Parent 1

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Business Owner - Seller and trader of things

Parents & NPCs Noteworthy Items: Military Experience - NPC is a military veteran.

Military Experience, Events: War! Peasant Rebellion! - A fierce war breaks out! A Peasant Rebellion! The situation is grim. All noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one).

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Decisive Action! - An act of the character reverses the battle's outcome (a losing battle is won, a winning battle lost). The Character is recognized for it (A losing action causes demotion several ranks, a winning action results in a promotion one or more ranks).

Military Experience, Events (Battle Events!): Valient Warrior! - Character fought well. Many foe died at his hands.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Deserter! - Character deserts during battle, revealing to all his cravenly cowardice.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one). The character may improve one weapon skill.

Parent 2

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Philosopher - A thinker, a sage, probably associatedwith either a religious institution or a school of higher learning. May be quite wise or simply pompous.

Parents & NPCs Noteworthy Items: Jilted Lovers - NPC has multiple jilted ex-lover/best friends.

Parents & NPCs Noteworthy Items: Creative & Inventive - NPC Is creative, inventive, possibly even artistic..

Sibling 1

Civilized Occupations Selection: Lower Class Occupation -

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

Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Exotic Side Quirk

Exotic Personality: Several - Several Exotic Traits manifest themselves.

Exotic Personality: Behavior Tag - Behavior Tag

Exotic Personality: Behavior Tag: Multiple Tags -

Exotic Personality: Behavior Tag: Multiple Tags -

Exotic Personality: Behavior Tag: Distinctive Possession - Select an object on Table 863: Gifts & Legacies, for which the character is well known and which he may not wish to be parted from. Roll until you get something you are comfortable with.

Exotic Personality: Trait Strength: Average - There is an uneasy balance. Feature is not active unless the character is caught off guard or is too fatigued to control himself.

Exotic Personality: Behavior Tag: Anarchist - A variation of political activism, the character believes that each man should rule himself. A pain in the rear end to group leaders.

Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.

Exotic Personality: Behavior Tag: Insomniac - Character finds it almost impossible 10 sleep or get any rest at least during the night.

Exotic Personality: Trait Strength: Average - There is an uneasy balance. Feature is not active unless the character is caught off guard or is too fatigued to control himself.

Exotic Personality: Behavior Tag: Vandal - Feels a need to show thal he has been somewhere by defacing or destroying property.

Exotic Personality: Trait Strength: Strong - Unless character consciously resists the feature, it manifests itself strongly.

Exotic Personality: Behavior Tag: Yes-Man - Character maintains no personal opinions or ccnvictions, but instanlly supports those of a superior, either out of unquestioning loyalty, self -inlerest, or lack of personal ambition.

Exotic Personality: Trait Strength: Obsessive - Character cannot rest or find peace unless actively pursuing the desires, needs or compulsions of the feature.

Exotic Personality: Behavior Tag: Anarchist - A variation of political activism, the character believes that each man should rule himself. A pain in the rear end to group leaders.

Exotic Personality: Trait Strength: Obsessive - Character cannot rest or find peace unless actively pursuing the desires, needs or compulsions of the feature.

Exotic Personality: Behavior Tag: Insomniac - Character finds it almost impossible 10 sleep or get any rest at least during the night.

Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.

Exotic Personality: Phobia - Phobia

Exotic Personality: Phobia: Agoraphobia - Fear of Open spaces

Exotic Personality: Trait Strength: Driving - Feature dominates the character's lifecharacter finds it difficult to resist its compulsions.

Sibling 2

Appearances: Unkempt - Uncombed hair and a three-day beard (or unwashed for those who can't manage beard growth).

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Lawyer/Barrister - A Litigation Trickster. Dealsin the finer points of the law and defending the innocent against unjust prosecution. Of course, this is beforethe advent of ambulance chasing and liability suits, back when it was still a respectable occupation.

Parents & NPCs Noteworthy Items: Jilted Lovers - NPC has multiple jilted ex-lover/best friends.

Parents & NPCs Noteworthy Items: Preventing Future event. - Preventing a future event.

Significant Events of Adulthood : Romance - The character has a romantic encounter.

Love & Romance: Tragedy! - A tragedy afflicts the beloved.

Tragedic Events: Hometown Destroyed: War - The village or small town where the character lives is wiped out. If the character lives in a large town or city, the portion of the city affected is where the character or the character`s immediate family live.

Parents & NPCs Noteworthy Items: Military Experience - NPC is a military veteran.

Military Experience, Type of Service (Civilized/Noble): Navy - Primarily sailors who may double as marines. Weapons: sword (Cutlass); javelin & short sword; bow & sword. Armor: small shield, cloth, leather or studded leather. A Noble in this branch of service is always an officer.

Military Skills: Combat: Weapon Maintenance - Gain bonuses to weapon durability; weapons used by the character are less likely to break or dull.

Military Skills: Combat: Improvised Weapons - Gain proficiency and bonuses when using everyday objects as weapons.

Military Skills: Combat: Improvised Weapons - Gain proficiency and bonuses when using everyday objects as weapons.

Military Skills: Combat: Disarm opponent - Gain bonuses to disarm fore with similar weapon.

Military Skills: Naval: Cargo Stowage - Load and secure cargo to prevent shifting.

Military Skills: Naval: Navigation - Navigation.

Military Skills: Naval: Seamanship - General knowledge of shipboard duties and etiquette.

Military Skills: Naval: Large Boat Handling - Sail large craft.

Military Experience, Type of Service (Civilized/Noble): Noncombat duty - A Noble in this branch of service is always an officer.

Noncombat Duty: Mage guard! - Mage guard. Responsible for guarding the military's contingent of wizards.

Military Skills: Combat: Close-Quarters Combat - Gain bonuses when fighting in confined spaces such as tunnels or buildings.

Exotic Events : Veiled Conclave - The character is invited to a restricted gathering or ceremony. The gathering occurs in a hidden or shifting locationmasked attendees speak in symbols, music, or ritual gestures, and the character leaves knowing they witnessed something ancient but cannot fully explain.

Groups: Thieves` Guild - Criminal & Shadow Organization

Military Experience, Events: War! Extra-Planar Monster Invasion! - A fierce war breaks out as an army of alien monsters invades. The situation is grim. All noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Lone Survivor! - Character is the only survivor of his unit.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Cost of Victory! - The victory side suffers light casulties.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Deserter! - Character deserts during battle, revealing to all his cravenly cowardice.

Military Experience, Events (Battle Events!): Annihialation! - The loser's side is utterly destroyed.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Valient Warrior! - Character fought well. Many foe died at his hands.

Military Experience, Events (Battle Events!): Valient Warrior! - Character fought well. Many foe died at his hands. The character may improve one weapon skill.

Military Experience, Events (Battle Events!): The carnage was awesome! - The carnage was awesome. [d100%] of the character's side was killed. The character fought poorly and almost died when he received a serious injury. The character's military career ends.

Serious Injuries: Multiple - Multiple injuries occurred, Duplicate rolls are discarded and not rerolled.

Military Experience, Events (Battle Events!): Very Active Carreer! - Many things happened

Military Experience, Events (Battle Events!): Dereliction of Duty! - Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.

Military Experience, Events (Battle Events!): Tramatic Effect! - The horror of it all causes the character to develop an Exotic Personality Feature.

Exotic Personality: Mental Affliction - Mental Affliction

Exotic Personality: Mental Affliction: Obsessive behavior: Cleanliness - The need to perform some action to the exclusion of everything else. The character cannot be comfortable, or in extreme cases, think rationally, until the obsession is resolved. Character feels an obsessive need to clean.

Exotic Personality: Trait Strength: Trivial - Feature is barely noticeable, even when actively affecting the character. Special circumstances may have to exist for the feature to come into play.

Military Experience, Events (Battle Events!): Field Promotion! - Character's immediate superior officer is slain and he assumes command (effectivity a field promotion, by one rank.

Military Experience, Events (Battle Events!): Decorated for Service! - Regardless of performance in battle, the character is decorated for his heroism. If the character is an officer in the service of a Noble, the character is made a knight

Military Experience, Events (Battle Events!): Heroic Warrior! - Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made an officer if not yet one).

Military Experience, Events (Battle Events!): Cowardly! - Character was a coward in battle. No one saw it but the character has to live with it.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Dereliction of Duty! - Regardless of his performance in battle, the character is accused of dereliction of duty and is court-martialed and demoted one rank.

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side wins the battle.

Military Experience, Events (Battle Events!): Cowardly! - Character was a coward in battle. Many see the character as a coward!

Military Experience, Events (Battle!): Battle! - Characler is involved in a major battle. The Character's side lost the battle.

Military Experience, Events (Battle Events!): Field Promotion! - Character's immediate superior officer is slain and he assumes command (effectivity a field promotion, by one rank.

Sibling 3

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Architect - The designer, of grand and glorious buildings like temples, palaces and fortresses.

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

Parents & NPCs Noteworthy Items: Creative & Inventive - NPC Is creative, inventive, possibly even artistic..

Significant Events of Childhood & Adolescence: Find a Special Objects! - While foraging in a trash heap, the character finds an unusual object.

Gifts & Legacies: Papers - A pouch of papers containing a treasure map.

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

Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home and falls into the hands of criminals.

Underworld, How it started: Two Reasons - Combine theresults in some logical manner.

Underworld, How it started: Peer Pressure - Peer pressure forces character to do criminal acts.

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

Underworld, Events: Getting good at this! - The character's thieving skills improve.

Underworld, How it started: Punisher - The character feels he is punishing those responsible for misdeeds done to him.

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

Underworld, Events: Join a gang. - Join a gang. Members are usually of the character's same age and sex. Give the gang a name, such as the Street Sharks, the Big Six, the Brothers, etc.

Underworld, Type of Crime: Petty theft. - The character and several pals steal things they want or need. They act in violation of any organized thieves guild.

Underworld, Events: Killed the Boss! - A key gang boss is hit/slain and the character is blamed. Members of the slain boss's gang seek the character's death.

Significant Events of Adulthood : Friendly Beast - While foraging or hunting for food, the character has an encounter with a trapped predatory beast. Instead of slaying it, he frees it. The freed beast disappears. Later, the character is trapped by a falling leg. The same beast reappearsand frees the character.