You’ve been trained in acrobatics, taught to flip and cartwheel with ease to entertain spectators. Perhaps you grew up in a circus or travelling show.
Prerequisites: none.
Attributes: STR +1, AGI +1, CHA+1, REP +1
Skill Choices: running, jumping, climbing, throwing, acrobatics
Slippery. It isn’t easy to hit you. You receive a +2 to Defense when you are aware of an incoming attack, and you reduce falling damage by 1d6.
Your childhood was characterized only by its unremarkability. A normal childhood and high school experience, reasonable grades, and a typical teenaged social life, perhaps
you dreamed of being something more.
Prerequisites: none.
Attributes: END +1, LOG +1, CHA +1, LUC +1
Skill Choices: [scientific], [outdoor], computers, carousing, [performance]
Ordinary. Your very nondescript nature makes you easily able to blend in unnoticed, giving you a +1d6 bonus to attempts to bluff, disguise, or otherwise remain visible but unremarked upon.
You were the subject of tests and experiments by scientists and doctors, whether created or altered. Your childhood was spent in a lab.
Prerequisites: none.
Attributes: STR +1, AGI +1, END +1, LOG +1
Skill Choices: [physical]
Programming. You have been bred and engineered for a purpose. At the start of a fight your “programming” kicks in, granting you a +2d6 Initiative bonus.
You grew up on a farm—a wheat or dairy farm, or similar.
Prerequisites: none.
Attributes: STR +1, END +1, INT +1, WIL +1
Skill Choices: [outdoor], [vehicle], [physical], [crafting], [technical]
Dreamer. You may recharge your Luck attribute one extra time each day by spending five minutes daydreaming about farm life and wide-open spaces.
You were obsessed with geek culture; you can recite lines from your favorite movies, rules from your favorite tabletop games, or obscure facts from your favorite video games.
Prerequisites: none.
Attributes: INT +1, LOG +1, WIL +1, LUC +1
Skill Choices: [trivia], [gaming]
What Would Luke Do? Once per day you can be inspired by a pop culture character: you may spend all of your LUC dice on a check without reducing your LUC pool.
You were a football player (or other sportsman) in high school. You developed your physical and social skills, but your academic skills fell slightly behind.
Prerequisites: none.
Attributes: STR +1, AGI +1, END +1, CHA +1
Skill Choices: [sporting], [physical], carousing, intimidation
Athlete. Choose one: You can throw objects with a +50% to their range increment, or you gain a permanent +2 bonus to your Speed.
The story of your youth involves disciplined, regimented schooling in a traditional style of fighting, typically at a dojo in a remote location.
Prerequisites: none.
Attributes: AGI +1, END +1, WIL +1, Chi +1
Skill Choices: martial arts, acrobatics, religion, [artistic], staves, polearms
Training. Your training proves that the old ways are often the best, for more reasons than one. You receive a +1 bonus to all three Defenses.
You spent time getting shuffled around from military base to military base or otherwise learning from modern soldiers.
Prerequisites: none.
Attributes: END +1, LOG +1, WIL +1, LUC +1
Skill Choices: [vehicle], pistols, rifles, carousing, survival
Tactical. You gain 3 ranks (2d6) in the tactics skill.
You’ve been obsessed with computer systems.
Prerequisites: none.
Attributes: LOG +2, LUC +1, REP +1
Skill Choices: [computers], bureaucracy, cryptology, gaming, [scientific]
White-hat. You are practiced at hacking and anti-hacking techniques. You can actively provide a computer system with a +4 Electronic Defense score and gain a +1d6 bonus to electronic attacks.
You were brought up in a monastic or religious order.
Prerequisites: none.
Attributes: END +1, INT +1, WIL +1, Chi +1
Skill Choices: religion, [artistic], linguistics, insight
Confidant. You can discern a lie through a mix of intuition and experience. You gain a +1d6 bonus to discern lies and deceptions.
Your childhood was not a happy one.
Prerequisites: none.
Attributes: AGI +1, INT +1, CHA +1, LUC +1
Skill Choices: brawling, stealth, thievery, running, bluffing, [performance]
Urchin. You’re familiar with urban backgrounds and can blend in easily. After spending one hour in a new city, you learn the names of some local crime figures.
Always prepared, you were a member of the Boy or Girl Scouts or a similar organization.
Prerequisites: none.
Attributes: AGI +1, INT +1, LOG +1, WIL +1
Skill Choices: [crafting], [miscellaneous hobby], [outdoor]
Be Prepared. Once per day you can produce a small object worth $10 or less from your pockets.
You had a privileged upbringing in a wealthy family, heir to old money. You have never known hardship.
Prerequisites: none.
Attributes: INT +1, CHA +1, REP +2
Skill Choices: [trivia], [social], [artistic], [gaming], [sporting]
Privileged. You gain two sets of superior quality clothing and start play with a bonus $1,000.
You fell in with local gangs and the lower echelons of organized crime, looking up to gangsters as role models. You joined a gang, played truant, and engaged in petty crime.
Prerequisites: none.
Attributes: AGI +1, INT +1, CHA +1, LUC +1
Skill Choices: intimidation, thievery, appraisal, brawling, knives, clubs
Fell Off a Truck. You may acquire starting equipment at half cost. However, any items you acquire this way are actually stolen.
The story of your childhood is one of hardship and war zones; you’ve grown a thick hide from conflict or war.
Prerequisites: none.
Attributes: AGI +1, END +1, INT +1, WIL +1
Skill Choices: [outdoors], stealth, [vehicle], running
Endurance. You've endured a lot, and you have the scars to prove it. You gain +2 natural Soak.
Your parents travelled a lot, which gave you great exposure to the wonders and goings on of the world.
Prerequisites: none.
Attributes: END +1, INT +1, LUC +1, REP +1
Skill Choices: piloting, sailing, navigation, bureaucracy, linguistics
Stargazer. Your extensive travels have heightened your sense of location. You can tell which country and city you are in if you can see the sky, and can navigate outdoors with ease.