Current Character Background: Jian

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

Home Culture: Nomadic - This culture does not build lasting buildings or edifices, but instead focuses its energy on transportation the task of moving its people from place of place. Their governments tend to focus on strong leaders, whose control usually does not extend beyond his clan or tribe. Nomadic folk could easily be interstellar trading clans, rabid biker gangs, or folk who wander the wilderness in armored recreational vehicles. Gameplay Benefits: Character learns to drive or ride the vehicle or beast common to his people (additional skills, GMs Discretion). Character has increases skills in both navigating and pathfinding in his culture's primary environment. A beginning player character has a 40% chance to possess the basic transportation of his people (though it may be in poor shape). Roleplay: A Nomadic character may be afflicted with wanderlust and become uncomfortable when tied down to one locale. A Nomadic character will always feel out of place in a city and often distrust those who live in them. A Nomadic character may have a kind of wild vitality, a lust for life that has been lost by the "civilized."See below of the type of Nomadic Subculture

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 8 - fourth of 9

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Hostile world - This world is unsuited to supporting life.

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 does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.

Parent 1

Appearances: Exceptionally Massive - The character is significantly more massive than average, regardless of height.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.

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 was originally of a different Social Status.

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

Underworld Experience : The Wrong Path: The character needs money to pay debts.

Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.

Underworld Experience : Events: A crime lord becomes the character's patron, and begins grooming the character to be a leader of organized crime.

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

Parent 2

Appearances: Petite - The character is notably small, lightly built, and delicate.

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 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: Backwater Encounter - While visiting a remote alien ghetto or slum, the character is affected by a significant event.

Lo-Tech Events: The character offends an important person who then challenges him to a duel. He fails and he takes a serious wound.

Serious Wounds/Injury: Brain Injury & Skill Degradation - Head trauma causes brain damage. Reduce multiple skills (GM discretion).

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

Sibling 1

Appearances: Multiple - Multiple features.

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

Appearances: Overweight - The character is heavier than average.

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Scribe: reads and writes fluently in several languages and has legible, even elegant handwriting.

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

Serious Wounds/Injury: Severed Right Foot - The character permanently loses their right foot. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.

Serious Injuries, About this Injury ...: Neurological Side Effects - The injury causes tremors, numbness, phantom sensations, or delayed responses, especially under stress.

Sibling 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Bouncer

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 killed during the commission of a crime - the victim was committing a crime when killed.

Crimes: Crimes and Criminal Type: Kidnapping - The character abducted a victim and held them for ransom. Penalty: NPCs have a 50% chance of execution.

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 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: Runaway & Criminal Exploitation - The character runs away and falls into the hands of criminals.

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

Underworld Experience: Types of Crimes: Piracy

Underworld Experience: Pirate Events: The character becomes one of the pirate captain's officers, and learns the location of many rival pirates' strongholds.

Underworld Experience : Events: A crime lord becomes the character's patron, and begins grooming the character to be a leader of organized crime.

Sibling 3

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Prophet: someone who speaks for God, bringing the diety's messages directly to the people.

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

Serious Wounds/Injury: Brain Injury & Cognitive Loss - Head trauma causes brain damage. Reduce the Intelligence attribute.

Serious Injuries, About this Injury ...: Recurring Complications - The injury periodically worsens as old wounds reopen, infections return, or systems malfunction without warning.

Serious Wounds/Injury: Body Scarring - The character is covered in visible scars. See below for Body Locations.

Body Locations: Face

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.

Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.

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

Appearances: Stooped Posture - Poor posture causes the character to hunch or slouch habitually.

Appearances: Unkempt - Hair is uncombed, grooming neglected, and clothing poorly maintained.

Appearances: Overweight - The character is heavier than average.

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

Sibling 4

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 Neutral personality trait.

Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,

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: Inherited Estate - The character receives a hunting lodge or estate on a distant forest world, including {1d10} square miles of land.

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

Tech Level: Renaissance - Learning is rediscovered with a vengeance. Gunpowder makes major changes in the waging of war, movable type printing speeds the spread of information. Equivalent to 1350-1800 in western Europe.

Sibling 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Courtier/Courtesan: an attendant in the court of a Noble or Royal ruler sometimes nothing more than a fancy prostitute (particularly the female courtesan).

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's relationship with his family involves one of the following. NPC does not love family or children.

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

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

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.

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

Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,

Sibling 7

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Weapons

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

Appearances: Hyperintense - The character reacts to situations with obvious urgency or emotional intensity.

Appearances: Multiple - Multiple features.

Appearances: Well-Dressed - Clothing is stylish, well-tailored, and often expensive./p>

Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.

Appearances: Impressive Presence - The character makes a strong first impression and appears heroic, commanding, or exceptional.

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}).

Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: Sibling (older).

Companions. Who?: Sibling (younger).

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

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. Who?: A robot or computer. See Artificial Persons.

Artificial Persons: Primary Function: Agricultural Robot.

Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.

Artificial Persons: Body Type: Machine-like. Designed to fulfil a specific task, its form and appearance are tailored to its function. Little concern is given to making it "look" like a classic robot. May include computers, ground vehicles, aircraft, spacecraft, tools, and battle machines.

Companions: Why?: Character saves his life.

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

Sibling 8

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Food Service Worker: waitperson, busboy, short-order cook, fast-food clerk.

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

Significant Childhood Events:

A change or upheaval occurs in the characters family. Character changes locale. The move is across the galaxy.

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: Family has the a certain attitudes towards the character. Family encourages characters interests.

Significant Adolescence Events: Youth Recruitment Attempt - A group or organization quietly attempts to recruit the character due to perceived talent or usefulness.

Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.

Other Groups - Factions, Crime Syndicate: Neon Lotus Circle - Runs vice operations, pleasure dens, and exotic entertainment rings.

Significant Adolescence Events: Faction Symbolism - The character adopts clothing, symbols, slang, or ideology associated with a group, intentionally or not.

Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.

Other Groups - Factions, Pirate Clan: Red Comet Brotherhood - Fast-strike pirates specializing in hit-and-run attacks on convoys.

Significant Adolescence Events: Offworld Misadventure - The character becomes involved in a dangerous or strange incident on another planet.

Otherworld Events: Other Worlds: Ice-ball. Entirely iced over, little or no breatheable atmosphere.

Otherworld Events: Reasons for Being Here: Emergency landing. The ship carrying the character is in trouble and needs to make an unscheduled landing on this remote world.

Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-shift camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet. The religion was revealed as a total lie, perpetrated by leaders who were charlatans and con artists.

Education : Outstanding Education.

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Forester: a warrior, guide and hunter who knows the forest, its flora and its fauna.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

Significant Adulthood Events: Unusual Weapon Training - The character learns to competently use an exotic or alien weapon unfamiliar to their culture.

Gifts & Legacies: Weapons: A laser rifle (any form of "blaster" rifle).

Significant Adulthood Events: Corporate Heir Targeted - The character inherits stock and a board seat in a powerful hi-tech corporation. The directors dislike this `outsider` and seek to either remove him from the board or `elimininate` him.

Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.

Personality Traits: Darkside: Unfriendly - Cold and distant.

Personality Traits: Darkside: Impatient - Unable to wait with calmness.

Exotic Personality Traits: Categories: Allergy - Allergy

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

Personality Traits: Neutral: Silent - Silent: rarely talks,

Personality Traits: Darkside: Foolish - Unable to discern what is true or wise.

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