Current Character Background: Merit Jackson Church

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: Mutant Humanoid - This is your basic genetically altered human. He's stronger, smarter, and faster than the standard issue human. He's also chock full o' problems.

Tech Level: Fusion Age - Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. "Cold sleep" used for long interplanetary trips. Most manufacturing is completely automated.

Home Culture: Developing - This is a culture that is making great strides to improve itself technologically, socially, and morally. Usually it is coming up from Barbarism or making a comeback from Decadence, or Retrogression (see below). A developing Culture is a "civilized" culture. Its governments tavorthose that offer representation of the peoples' interests. Its people are aggressive, have a good self image and a desire to make things better for themselves and their children. These people often place substantial emphasis on the moral concerns of technology development. Gameplay Benefits: {1d6}. On a result of 3-5. select one Lightside trait. On a result of 6, select {1d3} Lightside personality traits from Lightside Traits and one trait from Neutral Traits. Roleplay: A character from a Developing culture could easily be a pioneer, willing to take risks for the good of other people Instead of personal gain. Emphasis is placed on Lightside 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: 4 - fifth of 5

Home World: Colony World - Colony World

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

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

Unusual Events at Birth: 1 event

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A power blackout

Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Parent 1

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Outdoorsman: Hang gliding

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: Casual:

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

Personality Traits: Neutral: Atheistic - Atheistic: denies existence of the supernatural.

Parent 2

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Clergyman: Novitiate

Religion: Religions: Evil Worship. Devotion to the enemy of God.

Religion: How it Begins: Parent's religion. The character has grown up with this religion, but is now personally confronted by it.

Religion: Religious Events: Enemies of the religion persecute the character.

Religion: Religious Events: The character studies for the priesthood for {1d4} years. This improves literacy skills and gives the character skill in religious knowledge for each year.

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 Neutral personality trait.

Personality Traits: Neutral: Aesthetic - Aesthetic: possessions are unnecessary.

Sibling 1

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

Unusual Skills: Mountaineering - Professional-level climbing skills, including ropes, gear, and extreme terrain.

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

Military Duties: Branch of Service: Army - Light Infantry. Unarmored foot soldiers.

Military Skills: Combat Skills: Field repair of weapons and armor.

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: Characters unit is involved in numerous skirmishes and one erupts into a major battle (See Battle Ready!)

War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer).

Sibling 2

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

Blue Collar & Moderate Income Occupations: Instructor: A Craft.

Crafts Table 1: Painter: paints houses, ships, etc.

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

Rivals: Who?: 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.

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

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 former lover/best friend/love interest/crush.

Rivals: Why?: Multiple Reasons

Rivals: Why?: They are sporting event rivals.

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

Rivals: Why?: 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.

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: Exotic Tastes - The character develops jaded or expensive tastes for unusual pleasures.

Exotic Personality Traits: Addictions: Food addiction

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. - Lightside Trait

Personality Traits: Lightside: Kindly - Warmhearted and friendly.

Sibling 3

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

Blue Collar & Moderate Income Occupations: Craftsman

Crafts Table 2: Sausage Maker

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

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

Appearances: Extremely short - The character is far shorter than average.

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

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. - Lightside Trait

Personality Traits: Lightside: Courageous - Brave in the face of adversity.

Sibling 4

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Game Designer. Creates games. May even play them.

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: Devotes time to a hobby.

Hobbies: Type of Hobby: Gameplaying: Cards

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: Devoted:

Significant Childhood Events:

A Fateful event occurs. A Tragedy Occurs.

Tragedies : The character's best friend dies.

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

Significant Childhood Events: Character serves a Patron.

In the Service of - Who is the Patron: A local official. See Government Jobs.

Government Jobs: Revenue Officer: tax collector.

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.)

Significant Adolescence Events: Family Relocation & Same Planet - The family relocates to a moon of their home planet.

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: Revolutionary Movement - Insurgents fighting governments, corporations, or occupying powers.

Other Groups - Factions, Revolutionary Movement: Common Void Collective - Grassroots spacers and laborers rebelling against economic oppression.

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

Education : Military Acadamy. The character becomes an officer in his branch of the military.

Military Duties: Branch of Service: Mercenaries - Field Technician. Onsite repairman.

Military Skills: Combat Skills: First Aid Training

Military Skills: Special Survival Skills: Making own shelter (against cold & damp).

Military Skills: Special Survival Skills: Making own shelter (against cold & damp).

Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,

Military Rank: Sergeant major/Master Chief

Military Experience: A fierce war breaks out - A massive invasion of unknown alien enemies. 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: An act of the character reverses the battle's outcome - a losing battle is won.

War Time: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer). The character may improve one weapon skill by one Rank of ability.

War Time: Character was a coward in battle. Roll a {1d6}. The character is demoted {1d3} ranks for cowardice.

War Time: The character's side is utterly destroyed. Character is demoted one Rank.

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: 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.

Bionics: Replacement Parts: Left Hand - Cyber Left Hand

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: 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.

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a war of succession to determine a new ruler.. 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: Character sees action, but nothing noteworthy.

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

Significant Adulthood Events: Tragedy - Something terrible happens to the character. See Tragedy Events.

Tragedies : A favorite, possibly valuable, possession vanishes. It was stolen and a fake left in its place.

Personality Traits: Lightside: Helpful - Helps others in need.

Personality Traits: Lightside: Well-mannered - Polite, courteous.

Personality Traits: Lightside: Diplomatic - Careful to say the right thing.

Personality Traits: Neutral: Logical - Logical: uses deductive reasoning,

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

Personality Traits: Neutral: Leader - Leader: takes initiative, can take command.

Personality Traits: Neutral: Atheistic - Atheistic: denies existence of the supernatural.

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

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