Faction - Your people
Pick 1:
- Tribals - The disparate clans that live in this world. A hardy people suited to living in this world, with an innate understanding of its dangers. Unburdened by a reliance on old technology, they do not need to scavenge to survive and are free to evolve and seek their own path.
Bonuses: Radiation resistance, Lore, Survival Skills
Negatives: None
[ ] Spacers - The people of the orbital stations. Every spacer is raised from birth to maintain their station, and as such are capable of maintaining old technology. Their life in space has left them unsuited for the ground, and they rely on both water purifiers and hydroponic farms to keep them alive and free of the diseases of the ground.
Bonuses: Advanced Technology, Repair Skills,
Negatives: Disease vulnerabilty
[ ] Vaulters - The people of the underground vaults. The vaults are safe and secure, the air clean, the water purified. Without exposure to radiation, they did not evolve to resist it, leaving them pale and vulnerable. Yet they still observed, and know much about the outside world.
Bonuses: Advanced Technology, Survival Skills
Negatives: Radiation vulnerabilty
Nature - The way you were born and raised. An unchanging part of you.
Pick 2:
- Strength - Your sword can cut a rock, you spear can pierce through steel, your fists can crush a skull, your axe can fell a forest and your hands can raise a castle.
[ ] Endurance - When others rest, you keep watch. When others cough, you care for them. When others touch the things that glow, their hands cover with boils, but yours do not. When others die, you live.
- Dexterity - Your body is a tool. Something to be used and mastered. Even the slightest twitch should have purpose, even the most trivial movement should have grace.
[ ] Perception - A disturbed patch of grass can mean prey. Even the smallest gesture can mean someone's strength or weakness. Hidden signs are all around you, and you see more than most.
[ ] Intelligence - The world is chaotic and ever-changing. You see the patterns in it all. What things used to be in the old world, and what things could be in the new.
[ ] Cunning - Everything has purpose and desires, from beasts to humans to the machines of old. You know what they will do, and you know how to use it to your advantage.
Traits/Skills - The things you have learned or experienced during your life.
Pick 3:
[ ] Marked For Research - A tracking chip is implanted deep into your spine, marking you as a research target. The glowing men ignore your presence as long as you ignore theirs.
[ ] Friend of [PLAYABLE_FACTION] - This faction knows you as a friendly face. You know their customs and traditions and do not need to fear unintentionally offending them.
[ ] Frightening - Beasts and men alike fear your gaze.
[ ] Smooth Talker - Honeyed words pour from your mouth.
[ ] Socially Perceptive - You notice things about people, they reveal their skills and intentions to you whether they want to or not.
[ ] Inspirational - The people around you feel purpose, they would follow you to their graves.
- Mastered Weapon: Spears - You know them. You know their strength, and you know their weakness.
- Expert Blocker - Arrow or sword, spear or axe, it matters not. They shall not hit you.
- Ferocious - Your attacks carry an unmatched ferocity.
[ ] Radiation Resistant - The soft glow has little effect on you.
[ ] Disease Resistant - Unclean water and uncooked food have never bothered you.
[ ] Thick Skin - You can be stabbed, beaten, shocked or worse, and you somehow make it out alive.
[ ] Hunter - Beasts are your prey. Their tracks are your friends.
[ ] Scavenger - You cannot look at a ruin without becoming overcome with thoughts of what it may contain. More often than not, you are correct.
[ ] Traveller - You know the paths to take and which not to take. You are rarely, if ever, lost.
[ ] Trader - Among your people you are known as a trader. You know how to haggle and what goods a place produces.