Current Character Background: Wade Chesumber

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-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.

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

Home Culture: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).

Social Status: 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 - first of 9

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Glacial world - Mostly ice and snow, but life can exist here.

Place of Birth: Open Field - The character is born outdoors in an open field, plain, or similar terrainno shelter, no building.

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

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

Parent 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Fisherman

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: Victim dies of starvation. The victim dies due to circumstances initiated by someone (e.g., someone causes a grain crop to tail, which beggars the family, which causes them to have no money for food, so they starve).

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

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

Serious Wounds/Injury: Lost Teeth - The character loses {1d4} teeth, affecting appearance, speech, or eating.

Serious Wounds/Injury: Lung Damage - The character suffers damaged lungs, causing painful coughing and breathlessness after physical exertion (running, fighting, climbing). Without medication, concentration checks are required to perform focused actions.

Serious Wounds/Injury: Severed Left Foot - The character permanently loses their left 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.

Parent 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Retail Worker: a store clerk or cashier.

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

Exotic Events: The character befriends an Extremely Wealthy alien who is much younger than the character (maybe a child)

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

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: Amoral - Amoral: no care for right or wrong.

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

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: Evangelism. Believers share their beliefs with the character in hopes of gaining a new follower.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Religious assassins seek character's death.

Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to have the character join them.

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Custodian: cleans up after everyone else

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: Juvenile Crime - Friends draw the character into illegal activities.

Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.

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

Underworld Experience: Independent criminal: Kidnapping

Underworld Experience: Independent criminal: Robbing banks, stores and credit machines

Underworld Experience: Independent criminal: Burglary

Underworld Experience: Independent criminal: Kidnapping

Underworld Experience : Events: Character is seriously wounded in a fight.

Serious Wounds/Injury: Kidney Damage - Damaged kidneys require the character to consume three to four times the normal amount of water. Failure to do so causes toxins to build up, inflicting 1d6 damage per day.

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: Berserker Rage - Mindless aggression. Person is subject to fits of mindless aggression lasting 1 d100 minutes.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Multiple Behavior Tags.

Exotic Personality Traits: Behavior Tags: Secret Identity - Maintains two separate identities, switching as necessary to keep both "active." Create a second background. Decide which is real and which a charade. Come up with a good reason for this.

Exotic Personality Traits: Behavior Tags: Squeamish - Can't stand to be around little creepy-crawly things, or touch slimy stuff or watch other people bleed, or eat certain types of foods.

Sibling 2

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Farm worker: Ranch hand (cowboy)

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

Death Situations: Victim dies of starvation - outside circumstances caused the death.

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

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

Others: A neighbor. GM decides who this is.

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

Sibling 3

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 had a companion. If the character searches long enough, the old companion can be found.

Companions. Who?: A Relative. See Other Relations.

Other Family Relations: Adopted Cousin

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

Rivals: Who?: Sibling (younger).

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

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

Companions. Who?: A childhood friend.

Companions: Why?: They happened to be in the same place and in trouble at the same time.

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

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

Artificial Persons: Primary Function: Medical/Surgical.

Artificial Persons: Intelligence Level: Unaware. Merely a machine. The robot is programmed to perform a task and is incapable of action outside that task unless reprogrammed.

Artificial Persons: Body Type: Humanoid. Designed to mimic human shape, but still retain the appearance of a mechanical device. Usually found in robots whose function is to deal directly with human beings.

Companions: Why?: They happened to be in the same place and in trouble at the same time.

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

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

Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Sibling 4

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Computer

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 is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.

Personality Traits: Neutral: Foppish - Foppish: vain. preoccupied with appearance.

Sibling 5

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

Blue Collar & Moderate Income Occupations: Engineer: Manufacturing

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.

Religion: How it Begins: Curiosity. The character hears stories of the religion and goes to personally investigate.

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 makes prophetic statements and becomes unpopular for what he says.

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

Sibling 6

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

Final Frontier Occupations: Medical Doctor: Specialist

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

Personality Traits: Darkside: Morose - Always gloomy and moody.

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

Talents, Mutations & Alien Abilities: Unusual Size Large - The character is 2060% larger than the species norm. Apply an appropriate Dexterity or agility penalty (GM discretion).

Sibling 7

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

Special Income Occupations: Private Detective: Ferrets out hidden information.

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

Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)

Crimes: Crimes and Criminal Type: Drug Distribution - The character sold illegal or harmful substances for profit. Penalty: {1d10} years imprisonment.

Crimes: Crimes and Criminal Type: Sexual Offense, Cultural Taboo Violation - The character violated local sexual customs or taboos. Penalty: {1d4} years imprisonment.

Crimes: Crimes and Criminal Type: Vandalism - The character deliberately destroyed or defaced property. Penalty: {1d4} years imprisonment.

Underworld Experience : Events: Join a gang. Members are usually of the character's same age and sex. Give the gang a name, such as the Mutant Maulers, the Stellar Six, the Sisters, etc.

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

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

Others: A professional adventurer.

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

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?: A relative. See Other Relations.

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

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.

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: Saved a Life Devoted Companion - The character saves someones life. This person becomes a Companion and falls in love with the character (feelings may or may not be returned).

Companions. Who?: Sibling (older).

Companions. Who?: Sibling (younger).

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

Companions: What?: Groaning Griper: He may follow the character to Hell and back, but he doesn't have to like it and lets everyone know about it. May be a wise-cracking "smart mouth."

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 - 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 professional rival, with the same occupation.

Rivals: Why?: They love the same person.

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.

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

Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.

Appearances- Unusual Speech: Lisping Voice - The character speaks with a noticeable lisp. `S` sounds are replaced or softened, often sounding like `h` or `th.`

Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.

Significant Childhood Events:

Character exhibits symptoms of an exotic personality.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Pet Lover/best friend - Has many pets. Usually brings one along. Always looking for something else to bring home. May focus on a type of animal, cats, dogs, giant amoebae, etc.

Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.

Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.

Significant Childhood Events: Head of household is made an advisor to a local ruler.

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

Significant Adolescence Events: Forced Relocation by Rivals - Enemies or rivals force the family to flee to a new localeoften another worldto avoid reprisals.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Electronics/Computers

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Significant Adulthood Events: Unusual Skill Learned - The character acquires an unusual or rare skill. See Unusual Skills.

Unusual Skills: Gourmet Cooking - Capable of preparing high-quality cuisine, including complex or exotic dishes.

Significant Adulthood Events: Run-In with Authority - Enemy - A legal dispute with a government leader results in a powerful enemy.

Rivals: Who?: A former lover/best friend/love interest/crush.

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

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.

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

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

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

Personality Traits: Darkside: Cowardly - Afraid to face adversity.

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

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Lightside: Friendly - Warm and comforting.

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

Personality Traits: Lightside: Imaginative - A clever, resourceful mind.

Personality Traits: Lightside: Enthusiastic - Excited, can't wait to act.

Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.