Human Backgrounds

NOTE: ‘Gain Access’ does not mean that you are granted the trait.  It just means that having the trait makes sense for a character with that background.

HOMELAND

Are you from Earth?  If so, what nation?  Did you grow up in a single place, or did you move around a lot?  Are you from a metropolitan area, or did you live in a suburban or rural area?  For the most part, Humans still identify themselves by what nation they are from, and old national rivalries still run deep.  If you don’t have a nation in mind, use the table below to determine where you are from.

  • CHARACTERS FROM EARTH: For characters old enough to have lived through (and remembered) World War 3 or even fought in the conflict, your choice of where you are from will play a large part into your perception of other people in the world.  Europeans tend to not trust people from the southern parts of the former USA, Russians and Scandinavians do not get along, and Japan is wary of the continuing rise of China as a global power – just to give a few examples.  Where you are from also determines what languages you know.
  • CHARACTERS FROM LUNA: The Earth’s moon began to host full-time colonists in the early 1990s, when advancements in starship drive technologies made it easier to resupply lunar bases.  If your character is from Luna, you should determine if you are a 1st-generation “Moonie” (20-40 years old), 2nd-generation “Lunite” (18-20 years old), or an immigrant from Earth (AKA “Launched”).
    • Launched – 
    • Lunites –
    • Moonies –
  • CHARACTERS FROM MARS: Mars didn’t see full-time colonists until the early 2000s, and didn’t see native-born children until 2010.  If your character is from Mars, you should determine if you are a 1st-generation “Marsie” (18-20 years old), or an immigrant from Earth (AKA “Reddie”).
    • Marsies – Marsies tend to have a lower STR score then people from Earth.  Marsies also operate off a 24-hour, 40-minute circadian rhythm, which can lead to some weirdness when comparing them with Earth-dwellers.
    • Reddies – Reddies adapt to the 24-hour, 40-minute day/night cycle on Mars after a few months of using light-therapy.
  • CHARACTERS FROM ALPHA CENTAURI (ALPHA PRIME COLONY): If you’re from Alpha Centauri, then you originate from either Earth, Luna, or Mars (or you’re too young to be a player character in 2030).  See those respective sections above.  Living in Alpha Centauri means you have greater exposure to Proximans, due to the proximity between the Centauri systems.  Proximan would be a logical language choice for you, if you can meet the requirements to speak it (DEX of 14 or higher) and understand it (INT of 14 or higher).
  • CHARACTERS FROM BARNARD’S STAR: Theoretically, your character could have been a Barnard’s Star colonist or colonial officer, or military personnel stationed in Barnard’s Star when the Dweller attack took place.  If this is the case, you were either not home when it happened, or managed to flee the assault as one of the survivors.  You would originate from either Earth, Luna, or Mars, so see those respective sections above.

PARENTS

What is the status of your parents?

d% RESULT
01-50 Both of your parents are alive.
51-70 Only your father is alive.
71-90 Only your mother is alive.
91-100 Both of your parents are dead.

 

SIBLINGS

Were you an only child, or were you one of 2.5 children, or did you have many siblings?

d% RESULT
01-60 1d2 siblings. With two siblings, you gain access to the Kin Guardian combat trait.
61-70 1d2 siblings and 1d2 half-siblings.  You gain access to the Kin Guardian combat trait.
71-80 2d4 siblings. You gain access to the Kin Guardian combat trait.
81-100 No siblings.

 

CIRCUMSTANCES OF BIRTH

d% RESULT
01-30 Blue-Collar Birth:  Your parents were blue-collar workers.  They instilled in you the value of a hard day’s work.  You gain access to the Blue-Collar Background social trait.  When determining your parents’ professions, Roll 2d20 on Table: Parents’ Profession to determine your parents’ occupations, instead of rolling d%.
31-60 White-Collar Birth: Your parents were white-collar workers.  They got you the best education that they could, and you picked up bits and pieces of their trades as well.  You gain access to the Merchant social trait.
60-65 Upper-Class Birth: You were born with a silver spoon in your mouth, to a wealthy family that catered to your every need.  You gain access to the Influence social trait and the Rich Parents social trait.
66-75 Adopted: You were not raised by your birth family, but taken in by another family within your race or culture. Roll four times instead of twice when determining your parents’ professions —twice for your birth family and a twice for your adoptive family. You gain access to traits granted by both sets of parents.
76-77 Born of Violence: Your birth was caused by violent, unwilling means. You have one parent, and the other likely remains unknown. You gain access to the Axe to Grind combat trait.
78-88 Dishonored Family: You were born into a family that once was honored among your society but has since fallen into disgrace. Perhaps one of your relatives committed atrocities during the Third World War.  Regardless of the reason, your family name is now loathed and maligned by those who know it, putting you on your guard. You gain access to the Reactionary combat trait, the Lost Legacy story feat, and the Redemption story feat.
89-91 Heir to a Legacy: You are the heir to a family with an old name and a distinguished past. Your family might be wealthy or middle class, but your name itself is worth twice your fortunes. You gain access to the Influence social trait and the Rich Parents social trait.
92-96 Progeny of Power: You were born during a particularly significant magical event, or possibly spirits had something to do with you being born.  You gain access to the Magical Talent magic trait, and the Charming social trait.
97-100 Reincarnated: You have been reborn in many cycles, and may be reborn in many more until you accomplish the ultimate task for which you are destined.  You gain access to the Reincarnated faith trait, and the Forgotten Past story feat.

PARENTS’ PROFESSIONS

Roll twice, once for each parent.

d% RESULT
01–25 Blue-Collar Laborer: You gain access to the Blue-Collar Background social trait.
26–30 Entertainers: You gain access to the Talented social trait.
31–34 Soldiers: You gain access to the Tactician combat trait. If you are in the military, you gain Military Man as a bonus feat.
35–37 Travelers: You gain access to the Worldly social trait.
38–40 Streetwise: You gain access to the Child of the Streets social trait.
41–55 Nature-Wise: You gain access to the Nature Watcher social trait.
56–70 Tradespeople: You gain access to the Life of Toil social trait.
71–85 Artisans: You gain access to the Life of Toil social trait.
86–95 Merchants: You gain access to the Merchant social trait.
96–100 Clergy or Cultists: You gain access to the Focused Training skill trait.

MAJOR CHILDHOOD EVENT

d% RESULT
01-05 Private Academy: You attended a private academy (possibly a Military Academy) where you studied a number of skills and gained training in your current profession. Whether you were a brilliant student or a dropout, the university-like environment was your home for a good portion of your formative years. You gain access to the Focused Training skill trait.
06-10 Betrayal: A friend or family member whom you trusted more than anyone else betrayed you. You have never fully trusted anyone since and prefer to rely on your own abilities rather than place your trust in others. You gain access to the Suspicious social trait.
11-15 Bullied: In your early life, you were a victim— easy prey for those stronger or cleverer than yourself. They beat you when they could, using you for their sport. This abuse nursed a powerful flame of vengeance. You gain access to the Bullied combat trait.
16-20 Competition Champion: You distinguished yourself at an early age when you won a competition. This might have been a sports tournament, a science fair, high stakes gambling, or something mundane like an eating championship. You gain access to the Influence social trait and the Champion story feat.
21-25 Death in the Family: You were profoundly affected by the death of someone close to you—a parent, grandparent, sibling, aunt, uncle, or cousin, or a close friend. This death affected you profoundly, and you’ve never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat.
26-35 Fall of a Major Power: In your early years, an old power with far-reaching influence fell into decline. This could have been an empire, a major organization or gang, or a person such as a benevolent leader or evil dictator. Your early memories were founded in a world where this great power affected your region for good or ill. You gain access to the Worldly social trait.
36-40 Fell in With a Bad Crowd: In your youth, you ran with a brutal, evil, or sadistic crowd. You might have belonged to a gang or some other nefarious organization. It was easy to cave in to pressure and do whatever they told you to do, and your outlook is colored by moral ambiguity. You gain access to the Child of the Streets social trait.
41-50 Troubled First Love: Your first love was everything you imagined it would be. That is, until you were separated from your beloved. This may have been the result of distance, changing perspectives, death, or differences in class or think it has granted you insight on how the world really works. You gain access to the Worldly social trait and you roll a d12 instead of a d20 on the Romantic Relationships table below.
51-55 Imprisoned: Your criminal record began when you were young. You were imprisoned and punished for a crime. Whether or not you committed the crime, the experience has stayed with you. You gain access to the Criminal social trait.  You also gain access to the Liberator story feat.
56-60 Inheritance: A great sum of wealth or property was bequeathed to you at an early age, providing you with extraordinary means. Daily costs of living have ceased to concern you, and you’ve learned that there is little that money cannot buy. You gain access to the Rich Parents social trait.
61-65 Kidnapped: You were kidnapped at some point in your childhood. The kidnappers might have been pirates, slavers, thieves looking for ransom, a powerful organization seeking to blackmail your parents, a cult, and so on else. Before you were released, were ransomed, or escaped, you picked up on various aspects of the criminal underworld. You gain access to the Canter social trait.
66-67 Magical Gift: You had an encounter with some form of magic as a child, whether you realized it at the time or not (most likely not, unless you already were magically inclined).  You gain access to the Magical Talent magic trait.
68-75 Major Disaster: You witnessed – and survived – a major disaster in your childhood years, such as a great fire, flood, earthquake, volcano, or storm.  It obliterated the settlement where you lived, whether a small village, large city, or entire island.  You gain access to the Resilient combat trait and the Unforgotten story feat.
76-80 Mentorship/Patronage: A mentor or patron took an interest in your development and volunteered to train or sponsor you.  Their motives might not be entirely clear, but without their influence you would not be who you are today.  You gain access to the Mentored social trait.
81-82 Met a Spirit: When you were only a child, you made contact with a spirit, possibly even before the masses knew about these creatures.  You learned a powerful lesson or a magic trick from your ‘invisible friend’, which never seemed to work when they weren’t around.  You gain access to the Gifted Adept magic trait.  For psionically-talented characters, reroll if you generate this event.
83-85 Ordinary Childhood: Your childhood was fairly ordinary, with no major blessing or catastrophe—a stark contrast to an current life. You lived your life in anticipation of growing up so you could affect the dull backdrop upon which your mundane life was painted. Now that you’ve grown, it’s easy to miss those tranquil days where nothing ever seemed to happen. You gain access to the Ordinary social trait.
86-100 The War: You grew up against the backdrop of a major military conflict that affected much of your childhood world. You became accustomed to a short food supply, living in occupied territory, and moving from place to place. Several of the people you knew in your childhood were lost in the war, including members of your family. You gain access to the Vagabond Child regional trait and the Deny the Reaper story feat.

ROMANTIC RELATIONSHIPS

D20 RESULT
1-2 One Significant Relationship: You had a true love once, but that time has passed.
3-6 A Few Significant Relationships: You’ve tried to make deep connections with individuals on several occasions, but it’s never worked out.
7-9 Several Significant Relationships: You’ve engaged in a number of partnerships, but for some reason or another your relationships always fail.
10-12 Current Lover: You are currently involved in a romantic relationship. You gain access to the True Love story feat.  Generate the details of your romantic partner by rolling on the Contacts table on the Contacts page.
13-16 Several Inconsequential Relationships: You have had many lovers but no long-lasting, meaningful relationships.
17-18 Experience but No Substantial Relationships: You’ve had a fling or two, but have so far shied away from any ties or commitments.
19-20 No Experience: You have never experienced any kind of romantic connection whatsoever.

CHARACTER DRAWBACK

Optionally, you can choose to randomly determine a drawback or choose one for yourself (see the Drawbacks page). Taking a drawback allows you to take a third trait.

d% RESULT
01-05 Attachment (Object): You are attached to a precious possession with immense sentimental value and significance. Without it, you are no longer yourself and are prone to suffer from depression, moodiness, or aggressive behavior. You gain access to the Attached drawback.
06-10 Attachment (Person): You are attached to a particular person—a friend, family member, or loved one—who means more than anything or anyone in the world. Your thoughts always return to this person. You gain access to the Attached drawback.
11-15 Family: Your family means everything to you, and there is nothing you wouldn’t do for them. Maybe your ties extend to your entire clan or bloodline, or perhaps there is one specific member of your family you hold closer than any other. You gain access to the Family Ties drawback.
16-20 Justice: Unfairness and injustice are intolerable. Whenever you witness them, you feel compelled to act or speak out. When you’re personally wronged, you require appeasement—or revenge if you don’t receive it. You gain access to the Headstrong drawback.
21-25 Love: Your love for someone motivates you. When this person is in danger, you’re prone to feel weak, powerless, or angry. You gain access to the Lovesick drawback.
26-30 Loyalty: You value loyalty over all things. You treasure the friends, associates, and lovers you have earned throughout the years, and when someone breaks your trust or betrays you in some way, you become utterly unhinged. You gain access to the Pride drawback.
31-35 Material Wealth: You have a weakness for material things—money, fine jewelry, exquisite foods, expensive or rare items, and so on. When such riches are within your reach, you’re driven to possess them, and you claim them either as an honest collector or a cunning thief. You gain access to the Avarice drawback.
36-40 Pleasure: You crave luxury, entertainment, and pleasure. You might indulge in every passing fancy or hold strong against a temptation that constantly eats at you. You gain access to the Hedonistic drawback.
41-45 Power: You long for the ability to influence the world around you, whether that’s as small as a village or  as large as a plane of reality. You gain access to the Power-Hungry drawback.
46-50 Pride: You present an image to the world that can’t be tarnished. When someone questions your motives, criticizes your actions, or insults your honor or pride, you question his friendship or count him among your enemies until he makes amends. You gain access to the Pride drawback.
51-55 Race: You are truly comfortable only around others of your species, and you have a hard time putting faith or trust in those of species different from your own. You gain access to the Xenophobic drawback.
56-60 Religion: Your beliefs are of paramount importance in your life, whether you belong to a temple, follow a cult, or practice a religious philosophy independently. When others question or attack the beliefs, principles, relics, or structures of your faith, you respond with fury. You gain access to the Pride drawback.
61-65 Reputation or Fame: You’ve worked hard to establish your identity and reputation, and someone who slanders or insults you must answer for it. You strive to promote your identity to the point where everyone knows your reputation. You gain access to the Vain drawback.
66-70 Safety or Security: You are cautious and guarded—wary of others who might harm you, steal from you, or betray your trust. As such,  you sleep lightly, always suspecting someone or something to sneak in upon you in the dark. Even when in relationships with people who trust you, there’s always the fear that they harbor hidden agendas or will change and turn against you. You gain access to the Paranoid drawback.
71-75 Self-Doubt: No matter what you do, it’s never good enough. You cannot help but see in your victories many little defeats and failures. If you were stronger, smarter, faster, or more powerful, maybe you could be better. However, stuck in the body and mind you have, you feel you’re destined to fail. You gain access to the Doubt drawback.
76-80 Social Acceptance: You want others to accept you, to believe you’re special and worthy of merit. You are self-conscious about your social flaws and breaches of etiquette. Rejection is among your greatest fears. You might go to extraordinary lengths to be accepted by or seek favor from your peers. You gain access to the Dependent drawback.
81-85 The Future: Your concerns lie not with the present, but with preparation for the future. You may be an avid and organized planner, or perhaps you see the signs of a coming dark age or troubled time. You behave cautiously, conservatively, and methodically as you plan for events that might one day occur. You gain access to the Meticulous drawback.
86-90 The Past: You long for the world to return to a past age. You’ve adopted the manners and style of this age, and are fascinated by its customs, relics, and artifacts, and by the historical figures of that time. Perhaps you live so much in this past age that your connection to the present is tenuous. Or your pretentiousness annoys others. You gain access to the Sentimental drawback.
91-95 Worldview: In your eyes, your moral philosophy is the only correct and true way of the world. Perhaps you gently pity, argue with, or brawl with those misguided souls who don’t see the world your way or by your light of reason. You gain access to the Pride drawback.
96-100 Youth: You reflect upon your youth as a golden time, one ever present in your mind and that refuses to fade into the background. Every day, you feel yourself growing older and closer to your inevitable end. You seek ways to make yourself look and feel young in attempt to rekindle that fire of your adolescence, but despite your attempts, you realize that your time still draws ever nearer. You gain access to the Vain drawback.

CAREER HISTORY

This is where things get complicated. Basically, for every year of your backstory after your 18th birthday (or 16th, if your character has psionic or magical talent), you roll on a table to figure out what happened during that year. An exception to the age limit is for characters with magical talent who had their talent and were younger than 16 during World War 3: roll for those years using the tables on the SDA Career Page if you were 8 or older, child mage soldiers were a thing in the Shadow Wars.

To begin, roll training for your character.  This is typically 2 years, though in the case of a military officer it is 4 years.  The training table you roll on is specific to your initial career.  Following the completion of your training (including any repeated years due to random events), you then roll on the appropriate yearly table for your career in that year.

Training must be gone through again in several cases:

  • If a military character changes from Enlisted to Officer, they must complete 2 years of training.
  • If a character joins the military after starting out as a civilian, they must go through the appropriate training (2 years for enlisted, 4 years for officer).

TAAF – See the TAAF Career History page
Non-TAAF Military – See the Non-TAAF Military Career History Page
SDA – See the SDA Career History page
Civilian – See the Civilian Life page