Every character comes from somewhere, whether it was a small farming village just trying to succeed (survivor) or a primitive desert community that rose (and perhaps vanished soon after) into the shifting desert sands (tribal). Was he raised in a sheltered homestead that remained isolated from the surrounding world (frontier) or was the character 'brought up by wolves' - or the mutated equivalent (feral)? Perhaps he had an even more exotic upbringing (Additional Backgrounds, available at the GM's discretion).
Each character's background defines him as a personality and sets the stage for his behavior, beliefs, and ethical code. His background also determines his starting tech level (see the Technology page), language, and culture.
(Tribal Defenders PCs will have either the tribal or feral background. Ruins of Gary PCs can select from survivor or frontier, depending on player experience. For the Wastelords campaign, the survivor, frontier, and tribal backgrounds are available.)
Survivors - the ordinary denizens of the Ground Zero world - inhabit the rebuilt towns and hardscrabble villages that are scattered throughout the wastes. Survivor characters receive a basic education and are familiar with retro-fitted and scavenged technology.
Survivor Traits:
Survivors possess the following background traits:
- Attributes: Survivors receive no bonuses or penalties to their attributes.
- Allegiance: Most are too busy trying to survive and don't have time for allegiances.
- Tech Level: Survivors 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: No adjustments.
- Languages & Literacy: Most survivors speak Unislang and are illiterate by default. Skill points must be spent to learn additional languages and literacy.
- Starting Equipment: The character possesses regular clothing, one primitive or retro-tech weapon of choice, one or two other useful items (including armour), and 1d4 scavenged relics.
Many isolated communities exist in the frontier; the lucky ones have even managed to hold onto some of skills and technology of the Ancients. Ranging in size from a single family clan to a large town, these tiny settlements struggle to make it in the wastes. Most of these frontier villages and towns are extremely xenophobic and mistrustful towards strangers.
Frontier Traits:
Frontier characters possess the following background traits:
- Attributes: +1 Con, -1 Cha. Frontier characters are tough and self-sufficient, but their isloated upbringing can lead them to be naive or unsocialized.
- Allegiance: Most frontier characters are loyal only to their family and community. Faction allegiances are rare.
- Tech Level: Frontier characters are familiar with retro-tech and can select skills or talents requiring Retro-Tech. Because of their rudimentary education, however, frontier thinkers cannot select talents from the Technology talent tree at 1st level.
- Skills: Most frontier inhabitants can handle themselves in the wastes; Survival is always considered to be a class skill. Because they are sheltered and somewhat naive, however, they receive a -2 penalty on all Bluff and Sense Motive checks.
- Languages & Literacy: Frontier characters speak Unislang and are illiterate by default. Skill points must be spent to learn additional languages and literacy.
- Starting Equipment: Basic clothing, one primitive or retro-tech weapon of choice, a knife or axe, light armour, and 1d4 scavenged relics. Frontier characters with the Animal Handling skill may also possess a mount.
Primitive communities, far removed from centres of remaining technology, have returned to hunting and gathering for survival. Often fiercely xenophobic, tribal villages are typically surrounded by pits, spear traps, and other hazards. Tribal characters are often deeply suspicious of outsiders and most view ancient technology with a mixture of fear and awe.
Tribal Traits:
Tribals possess the following background traits:
- Attributes: +1 Con, -1 Int. Tribals are hardier than most other groups, but usually don't receive formal education of any sort.
- Allegiance: Most tribals have a strong allegiance to their tribe or clan.
- Tech Level: Tribal characters are Primitive and cannot start with any skills or talents requiring Retro-Tech or higher. Tribal thinkers cannot select talents from the Technology talent tree at 1st level. They may eventually learn how to use technological items, but it is not part of their tribal upbringing.
- Skills: All tribe members must be able to survive in the wastes. Survival is always considered to be a class skill, and tribal characters receive a +2 bonus to all Survival skill checks. Because of their primitive upbringing, however, tribals receive a -2 penalty on all Operate Computer and Operate Vehicle checks.
- Languages & Literacy: Tribal characters speak their own Tribal Dialect (which varies somewhat between regions and typically has no written form). Skill points must be spent to learn additional languages (such as Unislang or Gutterspeak) and literacy.
- Starting Equipment: Tribal attire and basic survival equipment, including a primitive or improvised weapon of choice, a knife or axe, and light armour. The character may also possess one of the following: a primitive mastercraft item, 1d4 useful scavenged relics, an animal companion, or a mount.
Ferals are either born in the wild, abandoned, orphaned, or just lost in the wilderness. With constant acts of violence by mutants, raiders, and rogue deathbots, it is not suprising that many youths find themselves lost and alone in the wastes. Feral characters tend to be tougher than others, but not well educated. They are often antisocial or just not given to much talking. Even those reunited with their families or who join clans and communities have a lot of problems fitting in. Ferals tend to be loners, suspicious of others, and are often strong, silent types.
Feral Traits:
Ferals possess the following background traits:
- Attributes: +1 Str, +2 Con, -2 Int, -1 Cha. Ferals are strong and have great stamina, but usually are not very bright and have trouble getting along with others.
- Allegiance: None.
- Tech Level: Ferals are unfamiliar with technology in any form and never truly become comfortable with it. They are forever restricted to Primitive Tech and cannot take talents from the Technology talent tree at any point.
- Skills: Ferals are masters at surviving in the wild and have more in common with wild beasts than civilized members of their own race. Survival and Handle Animal are always considered to be class skills, and feral characters receive a +2 bonus to all Survival and Handle Animal skill checks. Because they are unaccustomed to dealing with others, however, they receive a -2 penalty on all Diplomacy and Sense Motive checks. In addition, ferals receive a -2 penalty on all Operate Vehicle checks and automatically fail at any Operate Computer skill checks.
- Languages & Literacy: PC Ferals have learned Unislang, Gutterspeak, or a Tribal dialect of choice, but many ferals communicate using only grunts and gestures. All feral characters are illiterate to start. Additional languages can be learned by spending skill points, but ferals cannot become literate until after 1st level.
- Starting Equipment: Pointed sticks, sharp rocks, and an improvised weapon of choice. May or may not wear hides or a set of ragged clothes. Many ferals also have an animal companion or a mount.