Origins

Your life began at an origin and the events since have directly structured who you are as a person. Select an origin that best represents the experiences your character has had up until the events of the game. Consider where they were born and to who, how society sees them and the reverse, as well as their outlook on the world. Note the origin feature and roll the listed credits for your origin and add them to your character’s gear.

## City

From the dusty streets of Cherson to the neon-lined alleys of Athens Prime, you grew up with crime, enforcement brutality, and base subsistence living as the norm. From your experiences you’ve grown determined and ready for anything. You likely jump at the opportunity to better your own life, or maybe remain cautious and ready to act at a moment’s notice to defend what life you do have.

Since living among the city streets, you’ve rubbed shoulders and possible joined forces with criminal organizations. Perhaps you slighted a member of a Syndicate family and thus have enemies within it. Maybe you’ve run a few small jobs for street gangs and earned what small amount of respect a civilian could have with them.

**Stunt Points:** +3

**Skill +1 (choose 2):** Any

**Starting Credits:** 2d10 x 10

**Feature - Resilience:** When you or an ally you can see fails a defense check, you may spend an stunt point to re-roll that check at +0 as a free action.

## Corporate

You were among the elite of the world. Born into riches and some fame, you had an easy going life up until now... for the most part. You have witnessed first hand the unending cruelty and greed of the corporate machines. Perhaps you have directly involved yourself in it and played the game to garner whatever power and wealth you wish. You may have enemies of other corporations, gangs out for vengeance, or even debts and vendettas against the few government agents that can stand up to the power of the corporation you find yourself in.

At the start of your adventure your ties to a powerful corporation will likely have been severed in some way. Work with your GM and create a corporation as well as a falling-out that may have garnered you enemies, slander, or any number of possibilities and futures.

**Stunt Points:** +4

**Skill +1 (choose 2):** Deception, Diplomacy, Intimidation, Knowledge, Performance, Tech, or Trade.

**Starting Credits:** 3d10 x 10 credits

**Feature – Privileged Life:** You have a way to identify your ties to your corporation. Low-class people will treat you as a corporate entity (for better or worse) and you can usually secure an audience with high-class citizens. Social checks with other corporate entities have advantage as long as they remain neutral or better towards you.

## Mutant

Shunned by all but those of your kind, you mutated implant has sent you to the worst places in the societies of New Elysium. Living off of scraps, rodents, and handouts from more sensitive citizens, you have suffered but you have survived nonetheless.

On the other hand, some syndicates, gangs, and even corporations have employed mutant kind for their shock factor and superhuman abilities. Perhaps, instead of living the worst life possible, you’ve been taken in and are forever indebted to one of this factions.

Your implants, while scarring your body in a terrible way, have granted you inhuman capabilities. This, alongside the visible mutations, have made all but the worst of mutant kind fear you.

**Stunt Points:** +3

**Skill +1 (choose 1):** Acrobatics, Athletics, Intimidation, Stealth, Survival

**Starting Credits:** 2d6 x 10 credits

**Feature - Mutant Flesh:** A failed set of implants have horrifically mutated a section of your body. An ability of your choice gains Inhuman 1. You cannot install an implant using that Ability or purchase ability score increases with that Ability.

## Roughs

Beyond the artificial atmosphere, walls to keep out sandstorms, and even the relics of ruined cities, determined and hardened individuals still survive. The Roughs are unforgiving and immensely dangerous. Life in the Roughs are even more so.

A character who lives in the Roughs has become hardened to danger and the fears of the wild world. They’ve grown fast and hardy, but lack some the knowledge that someone immersed in civilization would have picked up naturally.

**Stunt Points:** +4

**Skill +1 (choose 2):** Medicine, Melee, Pilot, Ranged, Search, Survival, Trade

**Starting Credits:** 2d6 x 10 credits

**Feature - Wanderer’s Soul:** You always know the layout of terrain you have been in before as well as relevant landmarks. When you make a search or awareness defense check outdoors (but not in civilization) you gain advantage.

## Separatist

You and your kind have completely rejected the terraformed cities and towns on the established world. Life, as you see it, isn’t worth living if it is under the cruel regimes of corporations and corrupt governments. Some seperatist clans have grown strong enough to partially repair some abandoned cities in the roughs, including basic terraforming. However, this kind of life is still very difficult.

You are (or were) a part of a Seperatist Clan, rebels living outside of main cities and taking action – often violent action – against corporate elite and the ISSC. Seperatists have a complicated relationship with the common man. Most Seperatist clans see the common folk as their allies and work in their best interest. A few clans, however, see any who do not choose their life as an enemy, and will act accordingly.

**Stunt Points:** +4

**Skill +1 (choose 2):** Diplomacy, Insight, Medicine, Performance, Search, Sleight of Hand, Survival, Tech, Trade

**Starting Credits:** 3d6 x 10 credits

**Feature - Rebel:** When making an opposing check against a hostile character of an authoritative position (typically ISSC or Corporate), you may spend a stunt point to gain advantage on that check.

## Syndicate

Syndicate families practically run the undercity through criminal means, so much so that they’ve managed to get enforcement or corporate entities to reluctantly look the other way. Some of the most powerful syndicates work alongside the elite of the world as they have the most sway on lesser crime enterprises and fixers. However, nobility and especially enforcement resent syndicate families and seek to ultimately undermine their operations or alter the upper structure of the criminal world to their advantage.

As part of a syndicate family, organized crime was a regular part of your life. Syndicates are so ingrained in higher living that you’ve had a comfortable but sometimes unstable life up until now. Characters from a syndicate have likely had some sort of falling out with their family, either as a right of passage to prove and hone skills or to the extreme of complete exile.

**Stunt Points:** +4

**Skill +1 (choose 2):** Acrobatics, Deception, Diplomacy, Insight, Intimidation, Knowledge, Sleight of Hand

**Starting Credits:** 3d10 x 10 credits

**Feature - Notorious:** You are well known as part of a syndicate family among not only the lower ranks of society, but also by corporate and legal entities. For better or for worse you will likely be recognized by members of other syndicates or low ranking legal bodies. When socially interacting with friendly gang and syndicate members, your skill checks have advantage. When socially interacting with enforcement, your skill checks have disadvantage. In addition, you can almost always find succor with allied or neutral criminal syndicates and gangs. However, with too much heat on you, most would turn their backs except for true allies of your syndicate.

## Unplugged

A truly rare but real kind of life is that of disconnect. The worlds of New Elysium revolve around interfacing with basic technology for everyday life. Every child is given the core of all implants called a deck, from which every other interaction with technology stems. You, however, haven’t had a deck installed since birth, giving you immunities to computers and nanite programs but at a steep cost.

Your disconnect from all networks is a red flag to others, making it more difficult to relate and socially interact. Despite this, you body and mind have remained pure from the potential downsides of being jacked in at all times.

**Stunt Points:** +3

**Skill +1 (choose 2):** All except Cast and Tech.

**Starting Credits:** 2d6 x 10 credits

**Feature - Pure Flesh:** You are immune to all effects of nanite programs, cannot interface with any computer system, and can never install a deck or implant as your nervous system has developed too far and rejects such installations. Technology that does not require direct input still function, such as shields from armor, analog melee and ranged weapons, and some advanced weapons.