Current Character Background: 42 Auto

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: Alien, Non-Organic - This is a broad classification that includes, mineral-based life forms, energy-based beings and even robots.

Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.

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: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

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: Peer pressure "forces" character to do criminal acts.

Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.

Underworld Experience: Independent criminal: Prostitution

Underworld Experience: Independent criminal: Burglary

Underworld Experience: Independent criminal: Computer hacking (data theft & destruction)

Underworld Experience: Independent criminal: Assassination

Underworld Experience : Events: 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 characters knowledge.

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

Social Status: Wealthy - These people are rich. They own large estates, have many servants, plush furnishings and large holdings of commercial property. They usually make their money from investments, real estate holdings, commodities and gouging poorer folk. What most lower social levels see as luxuries, they take for granted. This class includes most nobility, merchant princes, high priests of rich cults, owners of very successful companies, political and criminal leaders. A Wealthy character is accustomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds. It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal.

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

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Birth Legitimacy: Illegitimate - Illegitimate Birth

Family Members: Grandparents - +{1d4} Siblings.

Family Members: Two Parents - Two Parents

Family Members: Grandparents - +{1d4} Siblings.

Siblings & Birth Order: 8 - first of 9

Siblings & Birth Order: 6 - fourth of 7

Siblings & Birth Order: 4 - second of 5

Home World: Racial Homeworld - Racial Homeworld

Home World: Core World - Core World

Home World: Core World - Core World

Home World: Colony World - Colony World

Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.

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

Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.

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

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

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

Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.

Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.

Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.

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

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

Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.

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: Alien Home - The character is born in the dwelling of non-human beings, possibly raised briefly among aliens.

Aliens: Bestial - A humanoid/anthropomorphized version of a common animal. These beings display animal traits combined with higher intelligence, tool use, or speech.

Aliens, Bestial: Ursine - Bear-like creatures combining great strength with thick hides and surprising intelligence.

Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Unusual Size Small - The character is 2060% smaller than the species norm.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Disease Immunity - The character is naturally immune to disease.

Exotic Birth Place: Temple of a Benevolent Faith - The character is born within a temple dedicated to a good or socially accepted religion.

Place of Birth: Combined Exotic Location - The character is born in a strange hybrid environment. See below for the two results from Exotic Places and merge them into a single location.

Exotic Birth Place: Brothel - The character is born in a brothel or pleasure house. This does not necessarily imply that their mother was a sex worker.

Exotic Birth Place: Research Laboratory - The character is born in a scientists research laboratory, amid experiments, prototypes, or controlled environments.

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

Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.

Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Hysterical injury - Person believes he suffers the effects of a serious injury. Determine "injury" on Table 860: Serious Wounds.

Serious Wounds/Injury: Reduced Dexterity - A serious injury permanently reduces the characters Dexterity attribute.

Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Obsessive behavior - 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. The obsession can vary from something simple, like cleaning, to a need to expunge evil (or good) from the universe.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Mold. Includes mildew and possibly even damp dirt. Additional symptom of constant sneezing.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Absentminded. The character misplaces things easily the more important something is, the greater the chance it will be mislaid. Items that are set down, dropped or hidden have a 1d20% chance of being lost permanently.

Parent 2

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

Blue Collar & Moderate Income Occupations: Engineer: Agricultural

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

Gifts & Legacies: A musical instrument.

Sibling 1

Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Medicine

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.

Personality Traits: Neutral: Follower - Follower: prefers to let others lead.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Aquatic Navy - Field Technician. On-site repairman.

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Aquatic Naval Skills: Computers. Operate, program and maintain them

Military Skills: Aquatic Naval Skills: Swimming.

Military Skills: Aquatic Naval Skills: Handle small boats.

Military Rank: Private FC/Seaman/Spaceman

Military Experience: A fierce war breaks out - a holy war against enemies of the main religion.. 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. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: Additional Battle Ready Events

War Time: The enemies' side is utterly destroyed. Character is promoted one Rank for valor.

War Time: Character fought well. Many foe died at his hands.

War Time: An act of the character reverses the battle's outcome - a losing battle is won.

War Time: Character was a coward in battle. No one else noticed, but he must live with his actions.

War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.

War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

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.

Bionics: Replacement Parts: Right Hand - Cyber Right Hand

Bionics: Function: Experimental Prototype - The cybernetic component is experimental or poorly tested. It offers unusual capabilities but has a significantly increased chance of malfunction. Unexpected side effects are common.

Bionics: Function: Poor Quality Function - 30% Malfunction rate. The cybernetic part functions in a minimal, inefficient, or clumsy manner. It is clearly inferior to organic equivalents. Reduce any skills or attributes affected by the implant (GM discretion).

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: Character's immediate superior officer is slain and he assumes command (effectively a field promotion, by one rank).

Sibling 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Housekeeper

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

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.

Death Situations: Premeditated, violent murder, Someone wanted the victim dead and took personal, violent action to ensure that death occurred. You or the GM will need le Create the situation surrounding the death, including method and motive.

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: An alien. See Aliens.

Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Echo Memory - The character experiences vague emotional or symbolic flashes of memory from places or objects they touch.

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Learn an occupation. See Occupations.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Aerospace

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

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

Sibling 4

Appearances: Grossly Overweight - The characters weight significantly impairs normal movement.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while

Rivals: Who?: A former friend.

Rivals: Why?: They are sporting event rivals.

Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.

Significant Childhood Events:

Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.

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

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Poet: a writer of sonnets, odes and epics.

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

Exotic Events: Character kills an alien 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. The aliens are furious and demand that the character be punished.

Aliens: Piscean - Fish-like beings. They may be restricted to aquatic environments or capable of surviving for limited periods on land.

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: Psionic Resistance - Character has a natural immunity to psionics. Use a system compatible with your system or {1d8}x5. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him.

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim dies of starvation - someone deliberately withheld food.

Death Situations: Special Circumstances: The person allegedly responsible for the death is haled and reviled by all who hear of it.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: A relative from See Other Relations.

Other Family Relations: Great Grandparent - Great Grandparent.

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Patron is outlawed. All those under his patronage are watched closely by secret police.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: Government worker.

Government Jobs: Government Employee (see Occupation below fo the nature of work)

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: Specialist

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: An alien. See Aliens.

Aliens: Amphibian - Equally at home in water and air. These beings can breathe in both environments and often dwell in coastal, aquatic, or swamp regions.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

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

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Patron provides for character's formal education (Increase additional experience, GMs Discretion.)

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

Sibling 3

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

Special Income Occupations: Professional Escort. A companion for hire.

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.

Sibling 4

Occupations Selection: Job is based on the future history of the game system.

Parents/Family Details:

Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Beggar

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.

Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.

Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.

Companions: Why?: They share the same enemy. See Rivals.

Rivals: Who?: An Alien. See Aliens.

Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Distinct Personality - Select Personality traits on Personality Trait Check.

Alignment & Attitude: Personality Traits 2: Darkside Trait - Darkside Trait

Personality Traits: Darkside: Irreverent - Mocks religion and the gods.

Alignment & Attitude: Personality Traits 2: Darkside Trait - Darkside Trait

Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.

Rivals: Why?: They are sporting event rivals.

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.

Companions: What?: Incurable Romantic: Imagines himself to always be questing after some greater goal. Always attempts noble and chivalrous deeds. Always quoting somebody, usually obscure poets and high-talking philosphers.

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Engineering Age - Internal combustion engines or electricity power most forms of transportation, including personal cars, war machines, and fixed-wing aircraft. Radio, television, suborbital rockets and small automatic weapons are developing. This is the late 19th century through pre-WWII 20th century, just before atomic escalation.

Parent 2

Appearances: Professionally Identifiable - The characters occupation is immediately apparent from their clothing and gear.

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

Unusual Skills: Computer Expertise - Able to program or operate most computers within one Tech Level of the characters own.

Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. A significant event from the past.

Significant Adolescence Events: Civil Unrest & Conscription - Due to an unpopular war with another planet in the system, public assistance is terminated and all able-bodied adults are drafted. Bloody riots erupt in poorer sectors. The characters family is deeply involved in the uprisings.

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Neutral Trait

Personality Traits: Neutral: Introverted - Introverted: focus one's interests in oneself.

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Attorney: deals in the finer points of the law and defending the innocent against unjust prosecution. On the other hand he may spend most of his time going for the "deep pocket" of insurance companies in civil liabilities cases.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: Sibling (older).

Rivals: Why?: Their parents were rivals.

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?: A total stranger. See Others.

Others: An alien.

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

Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.

Talents, Mutations & Alien Abilities: Unusual Sleep Cycle - The character requires significantly less sleep or enters unusually deep sleep compared to species norms.

Others: A monster. Select something awful from your game.

Rivals: Why?: An insult was percieved by one or the other.

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 (older).

Rivals: Why?: Their parents were rivals.

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?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: An insult was percieved by one or the other.

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.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: Employer. Characters current employer or Patron.

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

Talents, Mutations & Alien Abilities: Albinism - The character has pale skin and hair with pink or light eyes. They suffer 1d3 damage per hour of unprotected exposure to strong sunlight.

Sibling 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Housekeeper

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: The victim's spirit cannot rest and haunts the person responsible tor the death. Some form of atonement may be possible which will remove the ghost (al the GM's discretion).

Sibling 3

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

Blue Collar & Moderate Income Occupations: Engineer: Aerospace

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Sports and Athletics.

Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.

Hobbies Hobby Proficiency: Consuming Passion:

Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Medicine

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Alien/Unsettling Appearance - The character has an unusual, strange, or subtly alien look.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Aerospace

Significant Childhood Events:

Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.

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

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: They love the same person.

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.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: A former friend.

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

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.)

Parent 2

Appearances: Casual Demeanor - The character appears perpetually relaxed, rarely hurried or visibly stressed.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim died while dueling. A reason for a duel needs to be constructed (be creative!).

Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.

Sibling 1

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: Technician: Vehicles

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: A relative from See Other Relations.

Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.

In the Service of - Why a Patron: The character was chosen at random.

In the Service of - What happened: Patron is outlawed. All those under his patronage are watched closely by secret police.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: Victim died accidentally (falling from a ladder, run over by a vehicle, touching a live wire, etc.). No one is really to blame (unless someone has Caused the death to occur, in which case it is an arranged accident). However, it is possible that people think the character is responsible. (GM's Discretion)

Death Situations: Special Circumstances: The victim's spirit cannot rest and haunts the person responsible tor the death. Some form of atonement may be possible which will remove the ghost (al the GM's discretion).

Sibling 2

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Adventurer: a professional hero for hire. See below for his original occupation.

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Clergyman: Full priest/minister

Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.

Religion: How it Begins: Hostile encounter. Followers of the religion are persecuting unbelievers.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. God's followers persecute character.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers seek reparations.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 3

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

Blue Collar & Moderate Income Occupations: Chef: cook for a good restaurant or a wealthy family.

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Study: Weapons

Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.

Hobbies Hobby Proficiency: Devoted:

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

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

Others: Government worker.

Government Jobs: Governor: appointed to rule a colony or territory.

Rivals: Why?: Multiple Reasons

Rivals: Why?: An insult was percieved by one or the other.

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

Rivals: Why?: They love the same person.

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: 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?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: Their parents were rivals.

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?: A relative. See Other Relations.

Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.

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?: A relative. See Other Relations.

Other Family Relations: Adopted Sibling

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

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

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Electronics/Computers

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

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

Others: A noble.

Nobles: Noble Notes: Count or Earl (Countess): Rules over barons.

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

Rivals: Why?: They seek the same goal.

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 (older).

Rivals: Why?: They seek the same goal.

Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.

Rivals: Who?: Sibling (younger).

Rivals: Why?: Multiple Reasons

Rivals: Why?: They love the same person.

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?: Their parents were rivals.

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

Noteworthy Items of Parents/NPCs: Accomplishing a future event.

Significant Adulthood Events: Failed Rebellion Branded Outlaw - The character participates in a failed rebellion and is openly declared an outlaw with a price on their head.

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Flying: Prop planes

Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.

Hobbies Hobby Proficiency: Casual:

Significant Childhood Events:

Character has a misadventure on another planet.

Otherworld Events: Other Worlds: Earthlike world. Much water, large land masses.

Otherworld Events: Reasons for Being Here: Religious pilgrammage.The world contains a holyshrine which the character has come to visit.

Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Gains {1d3} Exotic traits. Modify them, if necessary so the attitudes or biases seem to reflect an alien personality.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Distinctive Possession - See Gifts & Legacies- This object for which the character is well known and which he may not wish to be parted from

Gifts & Legacies: A technological wonder.

Techno-Wonders: Alien artifact. In a fantasy game, this would be an exotic magical item. In an SFRP game, its a technological object of unknown powers, usually left by a long dead alien race. Have your GM select or create several powers for this object.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Stuttering - Reduce Charisma attribute when talking - Penalize any speaking skills, more if the character is under pressure or nervous.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Mold. Includes mildew and possibly even damp dirt. Additional symptom of constant sneezing.

Significant Childhood Events: Character develops jaded tastes for exotic and possibly expensive pleasures.

Exotic Personality Traits: Addictions: Serotonin - the self produced drug of choice for manic depression and bipolar folks

Significant Childhood Events: Character develops jaded tastes for exotic and possibly expensive pleasures.

Exotic Personality Traits: Addictions: Vicodin - watch some old shows of the series "House!"

Significant Childhood Events: Character has a misadventure on another planet.

Otherworld Events: Other Worlds: Forest world. Covered by huge tracts of virgin forest.

Otherworld Events: Reasons for Being Here: Travel layover. The planet is a stopover on a journey between here an there, giving the ship time to reprovision and refuel and the passengers and crew a chance to relieve the feeling of confinement aboard ship.

Otherworld Events: Events: The character gets lost in the wilderness. In the weeks that it takes to find him, he gains a bonus to his Wilderness Survival skills. The character gains an alien pet. Remember, the creature is an alien being. if it is found to be a familiar Terran animal, it will only resemble that creature, either in appearance and/or behavior.

Unusual Pets: Types: Mutated animal - Generally these are creatures who have been genetically altered by radioactive catastrophes. Combine multiple animal types in a creative (or icky) way. Example: A spider/cat combination could be an eight-eyed, eight-legged furry cat.

Unusual Pets: Types: Raccoon

Unusual Pets: Abilities: Pet is made of some substance other than flesh and blood. - Wood

Unusual Pets: Types: Cat

Unusual Pets: Abilities: Spit deadly poison (GM to determine potency)

Unusual Pets: Abilities: Pet has been cyborged. Portions of the animal have been replaced with bio-mechanical "bionic" parts. See Bionics for those parts.

Bionics: Replacement Parts: Spleen - Cyber Spleen

Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.

Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.

Significant Childhood Events: Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin adventuring). The character's future mate lives on another planet, one that few have ever heard tell of.

Significant Childhood Events: Character runs away from home ... and wanders the world, one step ahead of the authorities, living by wits. All survival skills improve in each environment (GMs Discretion).

Significant Childhood Events: Family arranges admittance to prestigious military academy. Upon reaching adulthood, character automatically enters the military as an officer. (See Military Events below - apply these to adulthood events)

Military Duties: Branch of Service: Mercenaries - Air Cavalry. Aerospace strike force.

Military Skills: Combat Skills: Endurance Exercises. For each the character gains this skill, the character can improve his Constitution attribute. (bonus GM's discretion)

Military Skills: Aerospace Skills: Communications.

Military Skills: Aerospace Skills: Pilot single engine fixed-wing aircraft.

Military Skills: Aerospace Skills: Communications.

Military Rank: Specialist/Seaman Specialist/Spaceman Specialist

Military Experience: Characters unit is involved in a plot to overthrow the government and take control. A battle is fought. (See Battle Ready!) The characters side loses, and all the troops in the unit are declared to be traitorous terrorists and are made outlaws.

War Time: Regardless of the outcome of this battle, the character performed a successful heroic mission that did real damage tot he enemy's ability to wage war. Because of this, the conflict ends in {1d6} months and innumerable lives are saved.

Significant Adolescence Events: Runaway & Never Returns - The character runs away from home and never returns.

Significant Adolescence Events: Cold Father - The characters father is distant and emotionally cold.

Exotic Events: A strange woman gives the character an ornate box sealed with wax and hoarsely whispers "It's up to you now, keep it safe, keep it from ...them." It's not until she drops dead at the characters feet that the smoking hole in her back becomes obvious. (GM's discretion)

Significant Adolescence Events: Public Loyalty Test - The character is pressured to prove loyalty to a group through a symbolic or risky act.

Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages

Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.

Other Groups - Factions: Mega-Corporation - A corporate entity powerful enough to rival governments, often controlling entire industries or star systems.

Other Groups - Factions, MegaCorporations: Black Meridian Consortium - A shadowy finance and investment megacorp that manipulates economies, debt systems, and corporate takeovers.

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Personality Traits: Darkside: Spendthrift - Spends money without thought.

Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Mediciine - Uncommon like meds for a specific disease or affliction

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

Personality Traits: Lightside: Pious - Reverently devoted to worship of God.

Personality Traits: Darkside: Pessimist - Always see the bad side of things.

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

Personality Traits: Darkside: Cruel - Coldhearted and hurtful.

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Darkside: Violent - Seeks physical conflict

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Hysterical sense loss - Character believes that he is either blind or deaf (GM's choice).

Personality Traits: Neutral: Self sufficient - Self sufficient: does not need others.

Personality Traits: Lightside: Clean - Practices good hygiene.

Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.

Personality Traits: Darkside: Egoist - Sellish concern for own welfare.

Personality Traits: Darkside: Greedy - Hoards all for set

Personality Traits: Darkside: Liar - Hardly ever tells the truth.

Personality Traits: Darkside: Pessimist - Always see the bad side of things.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Ego Signature - Character cannot do anything anonymously, but must leave some mark or item that links him with the act

Personality Traits: Neutral: Rash - Rash: acts before thinking.

Personality Traits: Lightside: Virtuous - Chaste, pure, of excellent morals.

Personality Traits: Darkside: Egotistic - Proud and conceited.

Personality Traits: Darkside: Harsh - Ungentle, sharp-tongued.

Personality Traits: Darkside: Tardy - Always late.

Personality Traits: Darkside: Irreverent - Mocks religion and the gods.

Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.

Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Multiple personalities - The person literally becomes someone else. {1d3} additional personnas may manifest themselves, usually to help the character deal with something his "normal" identity can't handle. Each individual personality should have one key personality trait that typifies it, possibly basing the entire personality around that trait. See the trait in Personality Triait Types.

Alignment & Attitude: Personality Traits 2: Darkside Trait - Darkside Trait

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

Alignment & Attitude: Personality Traits 2: Neutral Trait - Neutral Trait

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

Personality Traits: Neutral: Immature - Immature: acts younger than age,

Personality Traits: Lightside: Forgiving - Able to pardon faults in others.

Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.

Personality Traits: Darkside: Unfriendly - Cold and distant.

Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.

Personality Traits: Neutral: Liberal - Liberal: tolerant of others, open to change.

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

Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_

Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Dust. Additional symptom of constant sneezing.

Personality Traits: Neutral: Extroverted - Extroverted: outgoing.

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

Personality Traits: Darkside: Drunkard - Constantly overindulges In alcohol.

Personality Traits: Darkside: Drunkard - Constantly overindulges In alcohol.

Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_

Personality Traits: Neutral: Materialistic - Materialistic: puts emphasis on possessions.

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Darkside: Unfriendly - Cold and distant.

Personality Traits: Darkside: Violent - Seeks physical conflict

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Dust. Additional symptom of constant sneezing.

Personality Traits: Neutral: Even-tempered - Even-tempered: rarely angry or over toyo us.

Personality Traits: Lightside: Optimist - Always see the good side of things.

Personality Traits: Darkside: Liar - Hardly ever tells the truth.

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Personality Traits: Darkside: Flippant - Unable to be serious about anything.

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