Flaws and Merits
      Bad Credit History (Flaw -1/2)
      The character has a bad credit history. Although he might have Resources 
        today, he will have a hard time getting credit. As a 2 point flaw there 
        are repo men and angry creditors after him.  
      Black-listed and unemployable (Flaw -1/2) 
      The character is for some reason blacklisted. It could be for political 
        reasons, crimes, past fiascos or due to some personal conflict ("You'll 
        never work in this town again!"). As a one point flaw the character is 
        unemployable within a certain sector (film, software, the military etc). 
        As a two point flaw this extends to more jobs, making it extremely hard 
        to get hired by legit businesses.  
      Antisocial (Flaw -1/2)
       The character doesn't fit into society due to delusional (or maybe too 
        realistic?) thinking, opinions or lifestyle. This flaw doesn't necessarily 
        mean he is antisocial or that people mistreat him, but his and society's 
        ways are different enough to cause trouble regularly - unpaid taxes, quarrels 
        with officials, derision from the neighbours and police interest. As a 
        one point flaw the character might display more religious zeal than people 
        are comfortable with, be a conspiracy theorist or hippie. As a two point 
        flaw the character is living a life openly outside society and most of 
        its rules, perhaps as a drifter, member of a back-hill sect or militia. 
        This flaw goes well with the unconventional lifestyle below.  
      Openly un-conventional lifestyle (Flaw -1)
       The character lives openly in a way that irritates others or causes 
        persecution. He might be an militant atheist, member of black Islam, Wicca, 
        a Satanist church or a sexual minority. The flaw hampers promotion and 
        perhaps social situations with people of opposing views. It naturally 
        goes well with the antisocial flaw above.  
      Accelerated Promotion (Merit, +1/2/3)
       The character has been promoted rapidly or formally, becoming a higher 
        rank than he would be expected to hold. This could be a courtesy rank 
        or essential specialists given high positions in projects. The merit adds 
        its points to the Backround rank. This has most effect on salary and formal 
        rights, but usually not on the size of troops under the character's command. 
       
      Backgrounds 
      Security 
       
        You have better electronic and personal security than average. Having 
          good personal security is not just a question of having the right alarms 
          and software but also using them, being aware of risks and taking measures 
          against them. Although expensive equipment can help, attitude and habits 
          play an even larger role. Someone trying to get at you will have to 
          get around your security precautions: add your Security rating to their 
          difficulty at getting at you.  
        * A reinforced apartment door and encrypted email 
        ** You take different routes to the job every day. 
        *** Your computer is a major cryptographic challenge. 
        **** American president. Bodyguards, contingency plans and safe deposit 
          boxes are part of your everyday thinking.  
        ***** Judge in Italian corruption scandal. You make life hard for the 
          best snipers. 
       
       Invisibility 
      In this networked world, most people can be found and contacted with 
        a few search requests into the Net. Unlike most, you are hard to find. 
        Your net addresses are unlisted and anonymous, your credit trail vanishes 
        into the mists of offshore banking, your physical address is listed under 
        the wrong name and you keep in touch with people using telecom or unexpected 
        drop-ins.  
      This is in many ways similar to Arcane in Mage and Cypher in Trinity. 
        The background acts as extra difficulty for attempts at finding the character 
        (both friendly and unfriendly attempts), as well as extra dice when trying 
        to be discrete.  
       
        * Privacy conscious. You manage to avoid some spam.  
        ** Discrete. Your friends are not quite sure where you live.  
        *** Recluse. Finding you requires a serious investigation.  
        **** Hidden. You are harder to get to than a busy CEO at a major corporation. 
         
        ***** Illuminatus. People might have heard about you (if you are famous), 
          but many doubt that you even exist.  
       
      Network 
      You are part of a network with influence or information. In the past 
        it might have been the freemasons, old school ties or a club, in the present 
        there are more kinds of networks than even a conspiracy theorist could 
        keep track of: business associates, closed mailing lists, net tribes, 
        extended families, web communities, special interest group, virtual gaming 
        teams, clusters, organisation factions, backbone cabals and slashteams. 
        Like Contacts and Allies you can draw help from the Network, although 
        the help is usually in the form of intangible things like information, 
        media coverage or other things close to the specialisation of the network. 
        An international crimewatcher network might help with investigations while 
        a high society roleplaying group might have more unusual connections. 
        The level of the background denotes a combination of how well known you 
        are in the network (and hence how likely they are to help you) and how 
        powerful it is.  
      
        * Lurker / mailing list. You are a minor member. The network is small 
          and powerless, but might have some special knowledge (e.g. a virtual 
          for theoretical archaeology).  
        ** Regular / clique. People know who you are.  
        *** Networker. You are respected and have a noted position in the community. 
         
        **** Oldtimer. You are one of the influential members in the community. 
         
        ***** Key figure / international cabal. You might be a founder or central 
          person in the network, a godfather in the internal status games. The 
          network could be a TAG or net tribe with political clout.  
       
      Rank 
      You have a military rank. This background is only relevant for characters 
        part of the military or in a military campaign. (-2 negative rank can 
        be bought as a flaw in military campaigns; being civilian is usually not 
        a flaw) 
       
         -2 Dishonorable Discharge  
        -1 Civilian, Trainee Private (Basic Military Training)  
        0 Private, Corporal / Airman / Seaman (E-1 - E-4)  
        * Sergeant, Staff sergeant / Petty Officer (E-5 - E-6)  
        ** Platoon Sergeant, Sergeant Major / Chief Petty Officer (E-7 - E-9) 
         
        *** Lieutenant / Ensign (O-1 - O-2)  
        **** Captain, Major / Lieutenant, Lieutenant Commander (O-3 - O-4) 
         
        ***** Lieutenant Colonel, Colonel / Commander, Captain (O-5 - O-6) 
         
        ****** Brigadier or Major General / Rear Admiral (O-7 - O-8)  
        ******* Lieutenant General / Vice Admiral (O-9)  
        ******** General / Admiral (O-10)  
        ********* General of the Army / General of the Air Force / Fleet Admiral 
          (O-11)  
        *********** Chairman Joint Chief of Staff (N/A)  
       
      Corporate Rank 
      In a corporate campaign the counterpart to military rank might be the following 
      for a mid-sized corporation. The larger the corporation, the more ranks 
      are possible and the higher the CEO can float. 
       
        * Office grunt  
        ** Project Manager  
        *** Unit Manager (corner office)  
        **** Divisional Head (junior VP)  
        ***** CEO  
       
      Augmentation
      The character has been equipped with augmentation - psychological conditioning, 
        bionic implants, biotechnology, nanodevices or similar extensions. Each 
        dot in Augmentation will provide some benefits, depending on the tech 
        level: At TL 6-7, psychological conditioning, inoculations and similar 
        treatments can provide one point of merits such as eidetic memory, light 
        sleeper and self-confidence for every point in the background. Each point 
        of augmentation gives one freebie to spend. At TL 8, physiological enhancements 
        such as implants and gene therapy become possible. Every dot in Augmentation 
        now provides 1.5 freebie points that can be spent on merits, attributes 
        and skills. At TL 9 Augmentation provides 2 points, TL 10 3, and so on. 
       
      People/beings from high TLs are often less defined by their abilities 
        than their goals and personalities - they spend most of their freebies 
        on augmentation and rely on artificial systems. Note that augmented abilities 
        are dependent on the augmentation working well and often somewhat more 
        limited than inherent abilities - linguistic augmentation will allow the 
        character to use implanted languages, but will not help much with understanding 
        related languages, augmented cheerfulness will be somewhat plastic and 
        intelligence augmentation will involve implanted AI algorithms not necessarily 
        similar to ordinary thinking.  
      Normally the effects of the augmentation are fixed and cannot be changed, 
        but by treating the augmentation as two TL less (i.e. it gives fewer freebies) 
        it can be redefined.from day to day. The character can redistribute the 
        extra freebies once each day. Beyond TL 11 the change takes minutes instead, 
        and at TL 12 it takes a turn of concentration.  
      Game-balance wise this is of course a risky advantage, and only accessible 
        to characters from high TL cultures where augmentation is common and acceptable. 
       
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