Here are some additional backgrounds for Ground Zero characters. They are mostly intended for NPCs, however player characters may select them with GM approval. Listed here are the bornagain, feudal, raider (and ganger), slicker, and vault-dweller backgrounds. Still more will be added later.
Numerous bizarre cults, cryptic alliances, and powerful factions have sprung up throughout the world of Ground Zero. Many trace their doctrine to pre-Crash beliefs, though some are entirely new. Bornagains were either raised by one of these groups or converted to their cause early in life.
Bornagain Traits:
Bornagains possess the following background traits:
- Attributes: +1 Cha, -1 Wis. Bornagains are accustomed to preaching their cause and work well within a group. Their faith, however, can distort their perceptions of the world around them.
- Allegiance: Bornagains almost always have membership in (and allegiance to) whatever faction raised them. However, some characters may have left their faction or been kicked out before starting play.
- Tech Level: Most bornagains are Primitive, worshipping the works of the Ancients with no real understanding of them. Bornagains from high-tech cults or cryptic alliances may choose to forfeit one of their starting talents to be familiar with Retro-Tech instead.
- Faithful: A bornagain's faith and conviction in their allegiance is unmatched. All benefits and penalties associated with a bornagain's allegiance are doubled.
- Skills: Bornagains are schooled in the doctrine of their faction. Knowledge (Philosophy) is always considered to be a class skill, and bornagain characters receive a +2 bonus to all Knowledge (Philosophy) skill checks.
- Languages & Literacy: Bornagains automatically speak the Unislang or some other modern language but are illiterate. Skill points must be spent to learn additional languages and literacy.
- Starting Equipment: Basic clothing, one or two primitive weapons, a symbol of their faith or allegiance, a holy book (if literate), and 1d4 scavenged relics.
Some societies in Ground Zero are run as feudal fiefs, resembling throwbacks to the medieval age (or at least they roughly resemble such societies). Mutant peasants tend the scorched land, producing crops for their lord, who protects his territory with scavenged weapons of great power along with a "cavalry" mounted on giant insects.
(This background is meant to represent the inhabitants of the low-tech Grass Plains Baronies in the Ruins of Gary campaign.)
Feudal Traits:
Feudal characters possess the following background traits:
- Attributes: Feudals receive no bonuses or penalties to their attributes.
- Allegiance: Some feudals claim fealty to their lord or community, but most have no strong allegiances.
- Tech Level: Feudal characters are Primitive and cannot start with any skills or talents requiring Retro-Tech or higher. They have no special restrictions on learning new technologies.
- Languages & Literacy: Most feudals speak Unislang, though some may use Gutterspeak or a Tribal dialect instead. They are illiterate by default. Skill points must be spent to learn additional languages and literacy.
- Starting Equipment: Peasant clothing, basic survival equipment, one or two useful primitive items, and 1d4 scavenged relics.
Raider/Ganger: [Background]
Not all inhabitants of Groud Zero make a living off their own sweat. Many find it easier to bully or harass others into giving them what they need to survive. Raiders are the scourge of the wastes, destroying what others have managed to build. PCs from this background are likely to be ex-raiders who have turned from their old ways. These same background traits can be used for their city-based bretheren, known as "gangers".
Raider/Ganger Traits:
Raiders and gangers possess the following background traits:
- Attributes: +1 Str, -1 Cha. For raiders and gangers, might makes right. They are stronger than other characters, but do not play well with others.
- Allegiance: Most have allegiance to their gang. Some, however, are either completely self-serving or have abandoned the raider lifestyle.
- Tech Level: Armed with scavenged firearms and driving jury-rigged vehicles, raiders are well acquanted with post-apocalyptic technology. They can choose skills and talents with the Retro-Tech prerequisite.
- Skills: Raiders and gangers are not famous for their devotion to study, nor are they noted for their social skills. They receive a -2 penalty on all Knowledge, Diplomacy, and Sense Motive checks.
- Languages & Literacy: Most speak the Gutterspeak as their first language, and are illiterate unless skill points are spent to learn reading and writing. Unislang is also an extremely popular language amongst raiders and gangers.
- Starting Equipment: The character possesses clothing in gang colours, light armour of choice, a retro-tech firearm in fair to good condition, and 1d6 primitive weapons.
Slickers (short for "city-slickers") inhabit the ruined cities and towns that are scattered throughout the wastes. Raised in these "necropoli", the character received a basic education and is familiar with retro-fitted and scavenged technology. Slickers tend to think of their frontier cousins as backwards, while tribals and ferals are considered dangerous barbarians.
Slicker Traits:
Slickers possess the following background traits:
- Attributes: Slickers receive no bonuses or penalties to their attributes.
- Allegiance: Some slickers claim allegiance to their community or to a specific faction, but most have no strong ties.
- Tech Level: Slickers are familiar with retro-tech and can choose skills and talents with the Retro-Tech prerequisite. They have no special restrictions on learning new technologies.
- Skills: Slickerss are at home in the urban ruins. Streetwise is always considered to be a class skill, and slickers receive a +2 bonus to all Streetwise skill checks.
- Languages & Literacy: Most slickers speak Unislang, though many also learn Gutterspeak. They are illiterate by default. Skill points must be spent to learn additional languages and literacy.
- Starting Equipment: The character possesses regular clothing, a retro-tech firearm in fair to good conditions, one or two other weapons or armour, and 2d4 scavenged relics.
After retreating to protected environments, generations vault-dwellers have lived in their subterranean communities, interacting with the surface world as little as possible. Vault-dwellers have been spared the majority of the death and destruction visited upon the world, but most have grown 'soft' in their years of self-imposed isolation.
Most vault-dwellers are pure-strain humans, though stock humans and tweaks also live in the vaults.
Vault-Dweller Traits:
Vault-Dwellers possess the following background traits:
- Attributes: Vault-dwellers receive no bonuses or penalties to their attributes.
- Allegiance: Most vault-dwellers possess a fierce allegiance to their community.
- Tech Level: Unlike most characters in Ground Zero, vault-dwellers still remember the technology of the Ancients and begin with an understanding Advanced tech. With the appropriate Craft talents, vault-dwellers can even recreate the lost relics of the Ancients. Most vaults have access to Cybertech and Nanotech, and some may still retain Biotech capability.
- Untalented: Due to their protected environment, vault-dwellers are less driven to develop their personal abilities. Vault-dwellers start with one less class talent than standard compared to characters from other backgrounds.
- Skills: Because they are sheltered and somewhat naive, vault-dwellers receive a -2 penalty on all Bluff and Sense Motive checks. In addition, vault-dwellers cannot start with any ranks in Knowledge (Regional), Streetwise, or Survival. These skills can be selected normally after 1st level.
- Languages & Literacy: Vault-dwellers are fluent in the Ancient tongue and are automatically literate. However, because of their isolated upbringing, starting vault-dwellers do not gain any additional languages for high intelligence. Skill points must be spent to learn additional tongues.
- Starting Equipment: Vault-dweller clothing, one or two advanced weapons or armour, a personal hand-held computer/communicator, and 1d4 other useful advanced items.