Future Genre Types: Dark Near Future - A bleak near future where no apocalypse ever came—though many wish it had. Civilization still stands, but only barely. Society has collapsed into a ruthless struggle where only the adaptable thrive. The economic divide has never been wider, and hedonism, greed, and short-term survival dominate daily life. Ethics survive only in archived history vids, not in the evening news. Most nations have devolved into repressive police states, maintaining order through surveillance and force rather than consent. This is the future of cyberpunk: neural interfaces and brain-to-computer links are commonplace, and the line between human and machine grows thinner every year. Humanity may have reached space—or may be trapped planet-side—but either way, the streets belong to violent highway warriors and their custom-built engines of mayhem. FeaturesFuture-Specific Events: Characters from this era use Dark Near Future Events.Personality: Any character from this future gains {1d4} Darkside personality traits from Darkside Traits and has a 50% chance to acquire an Exotic Personality Trait.Technology Level: Tech Levels typically range from 8–11, without interstellar travel capabilities.Cybernetics: A character has a 1 in 4 chance of starting play with implanted cyberlink hardware that allows direct neural connection to computer systems.
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: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.
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: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.
Underworld Experience : The Wrong Path: The character seeks to wield power in the crime world.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Smuggling
Underworld Experience : Events: The character learns an unusual skill. See Unusual Skills.
Unusual Skills: Monster Mimicry - Able to convincingly imitate the sounds and calls of monsters or dangerous creatures.
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: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.
Place of Birth: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Biologist
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
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.
Parent 2
Appearances: Unkempt - Hair is uncombed, grooming neglected, and clothing poorly maintained.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Custodian: cleans up after everyone else
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for an exotic personality trait.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Insects (Entomophobia) - also buglike aliens.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Merchant Sailor (planet side vessels only)
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Saved a Life Trusted Ally - The rescued individual becomes a close friend and reliable contact.
Companions. Who?: A kid. (Age = {1d12} in standard years)
Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).
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?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Distinct Body Odor - The character has a noticeable scent. It may not be unpleasant, but it is unmistakable.
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 2
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Forester: a warrior, guide and hunter who knows the forest, its flora and its fauna.
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. - Darkside Trait
Personality Traits: Darkside: Lazy - Difficult to get motivated.
Sibling 3
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Spacecraft pilot. Can navigate a spacecraft between planets or even stars.
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?: Parents were Companions in adventure.
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. Who?: A childhood friend.
Companions: Why?: The Companion imagines the character to be a real hero and wishes to learn from him.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Sibling 4
Appearances: Distinct Body Odor - The character has a noticeable scent. It may not be unpleasant, but it is unmistakable.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: Police chief: top cop.
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: A robot or computer. See Artificial Persons.
Artificial Persons: Primary Function: War Machine.
Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.
Artificial Persons: Body Type: Alienoid. Like the humanoid robot, but designed to mimic the shape of its alien creators.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
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. Who?: A kid. (Age = {1d12} in standard years)
Companions: Why?: The Companion's original intent was to steal from the character.
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 has a Rival. The Rival seeks out the character.
Rivals: Who?: Sibling (younger).
Rivals: Why?: They seek the same goal.
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.)
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: Patron is a mysterious alien being with super-scientific or supernatural powers.
In the Service of - Why a Patron: The character is being prepared for a special task (the task is up to the GM).
In the Service of - What happened: Travel widely with patron. Learn the land (or galaxy).
Significant Childhood Events:
A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from.
Gifts & Legacies: A musical instrument.
Significant Adolescence Events: Early Occupation - The character learns an occupation to a notable level of competence.
Occupations Selection: Job is based on the future history of the game system.
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
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.
Significant Adolescence Events: Parental Separation: Father Leaves - The parents separate. The father leaves and mother never remarries.
Significant Adolescence Events: Rescued During Unrest - During riots, strikes, or conflict, the character is rescued by members of an organized group.
Other Groups - Factions: Street Gang - A gang of thugs wielding power by force.
Other Groups - Street Gang: Chrome Jackals - Cybernetically enhanced street predators who steal augmentations from rivals and the unlucky.
Significant Adolescence Events: Family Ties to a Faction - A parent or guardian is secretly or openly associated with a powerful group, drawing the character into its orbit.
Other Groups - Factions: Mega-Corporation - A corporate entity powerful enough to rival governments, often controlling entire industries or star systems.
Other Groups - Factions, MegaCorporations: Synapse Solutions - A technology corporation focused on AI development, neural interfaces, and data architecture.
Significant Adolescence Events: Protected by a Group - The character is shielded from consequences after a mistake or crime because a faction intervenes on their behalf.
Other Groups - Factions: Merchant Guild/Trade Combine - An organization controlling trade routes, tariffs, docking rights, and commercial access.
Other Groups - Factions, Merchant Guild: Black Sail Consortium - A semi-legal trade network specializing in embargoed, gray-market, and deniable commerce.
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: Spacer Union - A brotherhood of pilots, engineers, and spacers who protect their own and enforce informal codes.
Other Groups - Factions, Space Unions: Union of Licensed Pilots - Certification authority and labor union for commercial and civilian pilots.
Significant Adolescence Events: Trash Heap Discovery - While scavenging or foraging in refuse, the character discovers an unusual object.
Gifts & Legacies: The guardianship of a young ward. This is an NPC. Create this person as if it were a companion to the character.
Companions. Who?: A Relative. See Other Relations.
Other Family Relations: Ancestor - {1d3} + 1. The result is the number of generations removed from the character's grand parents (Great Grandparent, Great-great Grandparent, etc.).
Companions: Why?: Parents were Companions in adventure.
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.
Significant Adolescence Events: Family Relocation & Neighboring System - The family moves to a nearby star system.
Significant Adolescence Events: Illegal Favor for a Gang - The character is pressured into doing a small but illegal favor for a local gang or syndicate.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Significant Adolescence Events: Multiple Events - 2 more Significant Events occur during this time.
Significant Adolescence Events: Encouraged Interests - The family actively supports the characters interests and pursuits.
Significant Adolescence Events: Family Relocation & Same Star System - The family relocates elsewhere within the same star system.
Significant Adolescence Events: Family Debt to an Organization - The family owes money, favors, or service to a group, indirectly binding the character.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
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.
Significant Adolescence Events: Rescued During Unrest - During riots, strikes, or conflict, the character is rescued by members of an organized group.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Steel Remembrance - A memorial order dedicated to fallen comrades, rumored to pursue vengeance against war criminals.
Significant Adolescence Events: Faction Symbolism - The character adopts clothing, symbols, slang, or ideology associated with a group, intentionally or not.
Other Groups - Factions: Interstellar Government/Empire - A vast political authority claiming jurisdiction over multiple systems, enforcing laws, taxes, and military service.
Significant Adolescence Events: Something Wonderful - A rare and genuinely positive event shapes the characters outlook. Something Wonderful Occurs.
Something Wonderful: The character becomes reknowned for his occupation. Clients from around the world seek his services. The influx of business allows the character to increase his social status.
Significant Adolescence Events: Family Debt to an Organization - The family owes money, favors, or service to a group, indirectly binding the character.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Last Watch Order - Former soldiers sworn to defend their comrades and worlds abandoned after war.
Significant Adolescence Events: Adolescence Special Event - Adolescence Special Event
Special Adolescence Events: A future history-specific event occurs: Dark Near Future
Significant Adolescence Events: Runaway & Extended Absence - The character runs away and has an additional event. They return home after {1d12} months.
Significant Adolescence Events: Trash Heap Discovery - While scavenging or foraging in refuse, the character discovers an unusual object.
Gifts & Legacies: A technological wonder.
Techno-Wonders: Cloaking device. Shields larger equipment, such as a spacecraft or a battlebot from both the naked eye and sophisticated electronic sensing devices.
Education : Outstanding Education.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Skiing - Proficient in travel and maneuvering over snow and ice using skis.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Contractor: oversees the construction of private and public buildings.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
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.
Education : Limited Education.
Low Income Occupations: Technician: Computer
Significant Adulthood Events: Corporate Heir - Favored - The character inherits stock and a board seat in a powerful hi-tech corporation. The board welcomes them and offers gifts (GM discretion).
In the Service of - Who is the Patron: A notorious criminal.
In the Service of - Why a Patron: The patron admires the characters skills.
In the Service of - What happened: Patron Is in love with the character (the character may choose this to be only a one-sided affair).
Significant Adulthood Events: Protected by Reputation - A faction intervenes on the characters behalf due to past actions or perceived value.
Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.
Other Groups - Factions, Crime Syndicate: Broken Chain - Former slaves and indentured workers turned ruthless criminal organization.
Significant Adulthood Events: Cover-Up - The character is paid, threatened, or coerced into helping conceal a factions wrongdoing.
Other Groups - Factions: Merchant Guild/Trade Combine - An organization controlling trade routes, tariffs, docking rights, and commercial access.
Other Groups - Factions, Merchant Guild: Golden Route Consortium - Controls several highly profitable trade corridors and enforces exclusive transit rights.
Significant Adulthood Events: Entangled with a Faction - The character becomes involved with a significant group or organization; determine the faction and the nature of the relationship.
Other Groups - Factions: Pirate Clans - Independent or semi-organized pirate groups operating beyond formal law.
Other Groups - Factions, Pirate Clan: Gravewake Fleet - Pirates who salvage battlefields and ambush rescue operations.
Significant Adulthood Events: Job Loss - The character loses their job due to incompetence.
Significant Adulthood Events: misadventure - The character has a misadventure on another planet.
Otherworld Events: Other Worlds: Earthlike world. Much water, large land masses.
Otherworld Events: Reasons for Being Here: Rescue mission. This is a remote frontier world. The ship carrying the character makes an unscheduled stop in response to a planetside distress signal.
Otherworld Events: Events: The character discovers illegal activity going on in a restricted area of the planet. The character is forced to flee for his life and is marked as an enemy by the head of a very powerful corporation (have the GM select an appropriate company).
Significant Adulthood Events: Job Loss - The Character loses their job because the employer goes out of business.
Significant Adulthood Events: Wanderlust Planetary Travel - For {1d6} years, the character travels across their homeworld, visiting major cities and settlements.
Tarnished Tomorrows Events: A recently discovered TechnoWonder is secretly built into his vehicle.
Techno-Wonders: Genetic Manipulation Equipment. This equipment allows controlled modification of a living creature's genetic material, possibly causing changes in the creature itself.
Significant Adulthood Events: Successful Rebellion - The character helps overthrow the local ruling authority.
Significant Adulthood Events: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.
Military Duties: Branch of Service: Army - Field Technician. Onsite repairman.
Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Skills: Special Survival Skills: Trailing (following someone unseen).
Military Skills: Aerospace Skills: Fighter craft combat techniques.
Military Rank: Platoon Sergeant/Chief
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 is personally responsible forthe deaths of several of his comrades or followers.
War Time: The Character's best friend dies at his side.
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 Injuries). The characters military career ends. He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)
Serious Wounds/Injury: Severed Left Leg - The character permanently loses their left leg. 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 ...: Psychological Trigger - Stress, fear, or reminders of the original injury can cause hesitation, distraction, or emotional instability.
Bionics: Replacement Parts: Finger or Toe - Cyber Finger or Toe
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.
War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Personality Traits: Darkside: Drunkard - Constantly overindulges In alcohol.
Personality Traits: Darkside: Cruel - Coldhearted and hurtful.
Personality Traits: Darkside: Disrespectful - Does not show respect.
Personality Traits: Darkside: Obstructive - Acts to block others actions.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Colors (Chromophobia) - usually specific colors.
Personality Traits: Lightside: Humble - Lack of pretense, not proud.
Personality Traits: Lightside: Courageous - Brave in the face of adversity.
Personality Traits: Lightside: Generous - Willing to give more than fairly.
Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,
Personality Traits: Lightside: Teetotaler - Abstains from drinking alcohol.
Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.
Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.
Personality Traits: Lightside: Peacemaker - Attempts to calm others.
Personality Traits: Lightside: Respectful - Shows respect for others.
Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and
Personality Traits: Darkside: Argumentative - Starts arguments and fights.
Personality Traits: Darkside: Hateful - Strongly dislikes others_
Personality Traits: Darkside: Drunkard - Constantly overindulges In alcohol.
Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Low Pain Threshold - ANY pain makes the effective value of all skills and attributes drop (GM's discretion).
Personality Traits: Lightside: Cheerful - Always happy and smiling.
Personality Traits: Lightside: Diplomatic - Careful to say the right thing.
Personality Traits: Lightside: Courageous - Brave in the face of adversity.
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: Neutral: Illogical - Illogical: may not use reason to make decisions.
Personality Traits: Darkside: Tardy - Always late.
Personality Traits: Lightside: Pious - Reverently devoted to worship of God.
Personality Traits: Lightside: Well-mannered - Polite, courteous.
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.
Personality Traits: Darkside: Tardy - Always late.
Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Darkside: Liar - Hardly ever tells the truth.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Fire (Pyrophobia)
Personality Traits: Lightside: Courageous - Brave in the face of adversity.
Personality Traits: Lightside: Diplomatic - Careful to say the right thing.
Personality Traits: Lightside: Calm - Difficult to anger, a peaceful spirit.
Personality Traits: Neutral: Rash - Rash: acts before thinking.
Personality Traits: Lightside: Peacemaker - Attempts to calm others.
Personality Traits: Neutral: Aesthetic - Aesthetic: possessions are unnecessary.
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Lightside: Kindly - Warmhearted and friendly.
Personality Traits: Lightside: Honest - Always gives what is due.
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.