Current Character Background: Mouse

Motivation: Working Out a Past Event - One of the events that happened to the character in his past left something unresolved, and an adventure is needed to complete the situation. For example: The character was kidnapped, disappeared, and lost ten years of his life without a trace. He then becomes motivated to discover who kidnapped him, what happened, and why his memory was wiped clean.

Fantasy Character Race: Human - The most common race in many game systems. If one is familiar with modern examples of humanity, then one has a good basis for humanity when found anywhere else. Culture: May be of any Culture level. Uses standard events tables.

Culture: Decadent Civilized - Native to UrbanThese are Civilized Cultures past the peak of their prime. Decay has begun to set in at all levels and the people have beccme hedonistic and jaded. The government seems 10 have become self-perpetuating and careless of the people's needs. Although government suppcrt of the Poor is predominant, previousfy common civil liberties and sorvices begin to disappear. Inflation is often rampant. Historical examples include: the latter centuries of the Roman empire. Fictional examples of doc~dent Culture include: Robert E. Howard's Stygians, Michael Moorcock's Melniboneans, Fritz Leiber's Lankhmarites and Raymond Feist's Tsuranuanni of Kelewan.Gameptay Benefits: Characters from Decadent Civilizations have an increased resistance to cxx::urrences that might cause insanity (such as exposure to horror, violence or drugs). Any chance of going insane is reduced by 100/o. Some might say this is because such characters are already insane. Survfval Skills: Urban - Rank 3 abilny in cnies (Urban) and Rank 1 survival skills in the Wilderness.Literacy: A character from a Decadently Civilized Culture has only a 20% chance to be lnerate in his or her native language and a 1 0% chance to be literate in the language of another Culture or ccuntry.Roleplay: It is not uncommon for citizens of these Cultures (even tho lowliest slaves and beggars) to believe that their Culture is not only at its dynamic prime, but that it and they are vastly superior to everything else. A character from this Culture could easily have a haughty attitude, looking down his or her nose at every1hing. Simpfe pleasures might easily bore a person from this Culture. On the other hand, they cculd be so foreign to the character that they intrigue him or her to no end.

Social Status: Well-to-Do - This class represents the upper middle class or merchants in both barbarian and civilized societies. They typically own large homes, employ household staff like a cook or maid, and have their own private transportation, which allows them to travel. It's not uncommon for them to own more than one home in different cities. Their children receive a private education.Luxuries for this group include elegant furnishings, artwork, extensive libraries, hosting parties, fine clothing, and enjoying occasional exotic foods. This class includes the younger children of nobility, highly successful craftsmen, high-ranking military officers, merchants, ship owners, successful magicians, priests of prominent religions, guild leaders, city officials, and barbarian or nomad chieftains.

Birth Legitimacy?: Legitimate - Legitimate Birth

The Family: Mother & Father - Mother and Father only (not extended family)

Siblings: 5 - Five Siblings

Birth Order : A "middle" child. -

Time of Birth : Born in the Winter -

Place of Birth : Hospital - In a hospital or healers guild hall.

Unusual Births: Nothing - Nothing unusual occurred.

Parents & NPCs : Secret Occupation - Head of household (NPC) doss not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Parent 1

Appearances: Unusual speech - Hissing voice. `S` sounds are dragged out.

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Author/Playwrite/Poet - this indicates a successful writer. Most practitioners of the literary arts are paupers but some have patrons.

Parents & NPCs Noteworthy Items: Creative & Inventive - NPC Is creative, inventive, possibly even artistic..

Parents & NPCs Noteworthy Items: Creative & Inventive - NPC Is creative, inventive, possibly even artistic..

Parents & NPCs Noteworthy Items: Obsession accomplishing something - The accomplishment of a motivation.

Motivation: Revenge - Somebody did something to the character or his family and now he's gonna pay them back.

Parent 2

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Tavern/Inn Owner - Runs a tavern where drinks andfood are sold. The tavern is also an inn.

Parents & NPCs Noteworthy Items: Preventing Future event. - Preventing a future event.

Significant Events of Adulthood : Group Aid - The organization used its influence to secure a license for the character, binding them into future compliance.

Groups: Keepers of the Old Ways - Rural, Natural & Primal Order

Sibling 1

Civilized Occupations Selection: Lower Class Occupation -

Civilized Occupations: Lower Class: Housekeeper - Tavern or Inn Employee

Parents & NPCs Noteworthy Items: Unusual Personality Trait - NPC is noted for his extremely unusual personality.

Exotic Personality: Allergy - Allergy

Exotic Personality: Allergy: Unusual Food type - Caviar, horse milk cheese, jalapeno peppers, primitive hoagies, etc.

Exotic Personality: Allergy Strength: Severe - Severe

Parents & NPCs Noteworthy Items: Companion - NPC had a companion.

Companions: Who is it?: A kid [1d6+6] find the kid's age.

Companions: Why are they with you?: Oath or Prophecy - The companion believes fate, prophecy, or a divine sign binds their destiny to the characters, for good or ill.

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

Sibling 2

Civilized Occupations Selection: Upper Class Occupation -

Civilized Occupations: Upper Class: Alchemist - A maker of potions. a magical meddler inthe sciences. Not truly a wizard, not quite a scientist.

Parents & NPCs Noteworthy Items: Companion - NPC had a companion.

Companions: Who is it?: A younger sibling.

Companions: Why are they with you?: Debt - The Companion feels a debt is owed and will serve the Character until they feel it isi paid.

Companions: What kind of Companion?: Gung-ho Joe - Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.

Parents & NPCs Noteworthy Items: Serious Wounds - NPC was horribly wounded once.

Serious Injuries: Eye put out - Lost right eye,Depth perception is gone, reduce all combat and visual perception skills.

Serious Injuries, About this Injury ...: Healed Badly - Injury heals badly causing loss of attnbute points.

Parents & NPCs Noteworthy Items: Future event. - Accomplishing a future event.

Significant Events of Adulthood : Friendly Beast - While foraging or hunting for food, the character has an encounter with a trapped predatory beast. Instead of slaying it, he frees it. The freed beast disappears. Later, the character is trapped by a falling leg. The same beast reappearsand frees the character.

Sibling 3

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Civilized Occupation -

Civilized Occupations Selection: Middle Class Occupation -

Civilized Occupations: Middle Class: Unusual Skill Instructor - Instructor - a master of some skill who teaches others what he knows tor a fee.

Unusual Skills: Make/repair/play musical instrument

Gifts & Legacies: Musical Instruments: Dragonhorn

Parents & NPCs Noteworthy Items: Obsession with working out a light quirk - The working out of a light personality trait.

Lightside Traits : Peaceful - Serene of spirit.

Sibling 4

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Career Criminal - One who commits crime.

Criminals: Pimp - A pimp is a person who exploits and controls sex workers by arranging clients and profiting from their labor, often through coercion, manipulation, or violence.

Parents & NPCs Noteworthy Items: Rival - NPC has a Rival.

Rivals: Who is the Rival?: Government Official - A NonHuman Government official.

Nonhumans: Elf - A member of a race of beautiful humanoids, often referred to as an elder race, who are usually associated with forests, have a natural atlinity for magic, and life-spans tar longer than humans.

Government Officials: Tax Collector - collects the taxes.

Rivals: Why are they a Rival?: Jealousy - Rival jealous of the characler's possessions.

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

Sibling 5

Civilized Occupations Selection: Special Occupation -

Special Barbarian Occupations: Forester/Ranger - Warrior, guide and hunter, who knowsthe forest, its flora and its fauna.

Parents & NPCs Noteworthy Items: Another Culture - NPC was originally from a different Culture.

Culture: Barbarian - Native to Wilds or UrbanBarbarians are generally thought of as crude and semiliterate. In fact, they are not. Barbarian cultures are dynamic,often highly educated societies with a keen sense of proprietyand law and order. In a sense, they are pre-Civilized -organized, but not yet developed (or degenerated) to the pointwhere powerful centraf governments are needed. They normallyhave a solid economy wnh defined division of labor (occupationalspecialization). Organized religion is often a centralpillar of their society (and may dominate it). Bartlarians aregenerally led by strong charismatic warriors, but much of thepeople are governed by extended family groupings such asclans. Like the Nomads, most adult males are warriors in additionto any other profession that they follow (although, like theVikings, they may put this skill to work pillaging as opposed towarring). They may live in small cnies, which are often notmuch more than semipermanent camps. Examples ofhistorical Barbarian cultures include: feudal Europe (period ofCharlemagne), Gauls, Vikings, pre-19th century Iroquois andCherokee Indian tribes. Fictional Barbarians include J, R. R.Tolkein's Rohirrim, Robert E. Howard's Cimmerians and Vanirand Raymond Feist's Moredhel. Gameptay Benefits: A Bartlarian will learn weapon-usewth a hand weapon and a missile weapon to Rank 3 ability uponreaching adolescence. If he or she remains within a BarbarianCulture, a beginning character will always possess at least onehand weapon and one missile weapon.Survival Skills: Choose either Urban or Wilderness -Rank 5 skills in the chosen environment and Rank 1 skills in theother environment.Literacy: A character from a Barbarian Culture has a 10%chance to be literate in his or her native language.Roleplay: Like the Nomads, Barbarians live life withgusto. They live, love, fight, eat and drink like there may be notomorrow. Barbarians adapt well to Civilized cultures. ABartlarian character might easily be subject to great emotions,such a deep depressions, berserk fighting moods, andexuberant Joy. They are often frank and open about theirfeelings.

Heritage: Shunned Immigrant - The character is the child of recent immigrants to this land and still does not fit in with the dominant society.

Parents & NPCs Noteworthy Items: Personality Quirk - NPC is Noted for his personality. Dark Side Quirk

Darkside Traits: Harsh - Ungon11e. sharp-tongued.

Significant Events of Childhood & Adolescence: Runaway! - Character runs away from home to a distant land.

Significant Events of Childhood & Adolescence: Special Adolescence Event - A special age-specific event occurs. - Adolescence

Special Events of Childhood: Adolescence Event - An event that would normally affect an adolescent occurs now.

Special Events of Adolescence: Crime you did not commit - Character is accused of a crime that he did not commit. Character is tortured to reveal the names of accomplices.

Significant Events of Childhood & Adolescence: Tragic Event - A Tragedy Occurs.

Tragedic Events: Economic Upheavel! - The chief source of the character`s income (or his or her family`s income) is utterly destroyed. The character`s Social Status drops by one level.

Significant Events of Childhood & Adolescence: Unusual Skill. - Learn an Unusual Skill.

Unusual Skills: Ice Skating.

Significant Events of Childhood & Adolescence: Religious Experience - Character has a religious experience.

Religious Experience, How it started: Parent's religion! - The character has grown up with this religion, but is now personally confronted by it.

Deities: Evil Storm (Air) God - A god of unrestrained destruction, unleashing tempests that flatten cities and proving that power exists only to annihilate.

Religious Experience, Events: Desecration! - Character inadvertantly desecrates a holy shrine. The god's followers persecute character.

Significant Events of Adulthood : Transactional Safety - An organization offers protection for a price. The organization provides reliable protection in exchange for regular payment or service, treating the arrangement as strictly business with no deeper ties.

Groups: Caravan League - Mercantile & Trade Power