TEXT:     
  A
  ATTO
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  Written By: 
  Mark Chase (mchase@meta-earth.com) 
   
   
  All material within, Copyright 2000, all rights reserved 
   
  Home Base 
  Meta-Earth 
  http://www.meta-earth.com 
   
   
   
   
   
   
  Mekton Zeta
  , Cyperpunk 2030
  , Champions
  , and Fuzion
   are all trademarks of R.Talsorian and Hero Games.  All rights reserved. 
   
  
  hat is Fuzion? 
  Fuzion is a unified set of role-playing rules 
  combining the best of the Hero System 
  (Champions) 
  and 
  Interlock 
  (Cyberpunk, 
  Mekton Z).  Not only can Fuzion be adapted to 
  cover nearly every time, place, or setting, but it also 
  has the ability to utilize existing Hero and 
  Interlock rules and materials; if it is marketed as 
  Fuzion Capable, it can be used as part of the 
  Fuzion system. 
   
  Hero Games and R.Talsorian Games, Inc., 
  jointly developed Fuzion.  Many existing games 
  systems use Fuzion, including Champions: The 
  New Millennium, Usagi Yojimbo, Bubblegum 
  Crisis the RPG, VOTOMS, Mekton, and many 
  more.  Fuzion uses a unique Plug-In system that 
  allows for easy addition and removal of rules.  For 
  instance, to add Martial Arts to your campaign, you 
  need only turn to a Martial Arts plug-in. To add 
  Magic, Psionics, or Superpowers, these too may be 
  easily plugged-in to the core rules (Total Fuzion). 
   
  here Can I Get Fuzion? 
  The basic Fuzion rules (for character 
  generation, combat, game mechanics, 
  and basic plug-ins) can be found in any Fuzion 
  product produced by R.Talsorian Games, Hero 
  Games, or Gold Rush Games.  However, as it is, 
  these companies were kind enough to provide an 
  on-line version of their core rules system.  To obtain 
  this file, please visit the following URL on the 
  Internet (provided the site does not move, of 
  course): 
             http://www.herogames.com/fuzion/ 
   
   
  hat is Atomik Fuzion? 
  Atomik Fuzion is collection of Fuzionable 
  materials developed by Mark Chase, 
  primarily plug-ins for Mekton and other Fuzion RPG 
  gameworlds.  These plug-ins include the mecha 
  gameworlds of Metal Storm: 2380 and Lodoss 
  War RPG, as well as generic plug-ins for psionics, 
  magic, sci-fi, and alien characters. 
   
  laying Fuzion  
  You have this Atomik Fuzion plug-in game, 
  so how do you play Fuzion?  First, you must 
  get a set of Total Fuzion rules.  As mentioned, the 
  rules to create characters and play the game can 
  be found in any Fuzion Capable RPG book or at the 
  web site listed earlier.  If you are having trouble 
  finding a Fuzion game book, visit your local gaming 
  store and ask about the R.Talsorian Games or 
  Heroes Games product line.  I recommend 
  Champions: The New Millennium or Bubblegum 
  Crisis for a good source.  In late 1998 or 1999, 
  R.Talsorian will be coming out with a Fuzion version of 
  Cyberpunk 
  and 
  Mekton, 
  which 
  I 
  would 
  highly 
  recommend. 
   
  reating a Fuzion Character 
  To create a character for any Fuzion game, you 
  must have a Fuzion rulebook (see above).  Most 
  any Fuzion rulebook should do. 
   
  The first step is to develop your character's 
  lifepath.  This text, Atomik Lifepath, details the usage of 
  this system.  Offical Lifepath information can be found in 
  other Fuzion books such as Bubblegum Crisis and 
  Champions.  There may also be other alternate systems 
  available on the web. 
   
  The Origins Path for Champions is relevant only 
  for superhero characters.  If you are playing a superhero, 
  Origins is a good way to flesh out his or her past.  If not, 
  you may ignore Origins all together. 
   
  Primary Characteristics as listed in Atomik Fuzion 
  Plug-Ins are INT, WILL, PRE, TECH, REF, DEX, CON, 
  STR, BOD, and MOVE.  This is the same as it is for 
  Bubblegum Crisis and Champions. PSI and MAGE may 
  be added for Psionic or Magic plug-ins.  Derived 
  characteristics are calculated as normal. 
   
  tomik Lifepath 
  The idea of the Lifepath goes 
  back to Cyberpunktm, the first 
  and by far most popular cyberpunk RPG.  
  Its popularity was such that the Lifepath 
  was retained through many of R.Talsorian's games.  Upon 
  the advent of Fuzion, a joint venture between R.Talsorian 
  and Hero Games, Lifepath was revitalized and has 
  become a staple of new Fuzion powered games such as 
  Bubblegum 
  Crisis 
  and 
  Champions: 
  the 
  New 
  Millennium. 
   
  However, the Lifepath system for these products 
  has been custom tailored to its specific universe, and 
  often unsuitable for players wishing to run a new, 
  independent or home-brewed game.  And some Fuzion 
  games, such as VOTOMS, simply lack the Lifepath 
  altogether.  Other players and GMs have seen the need to 
  expand upon the Lifepath, either making it more complete, 
  dynamic, or better integrated with the character design 
  process itself.  Atomik Lifepath strives to address these 
  issues, and presents a suped-up Lifepath that may be 
  tailored to suit a variety of games, and can be made as 
  simple or as complex as the GM may desire.  The new 
  system further integrates the Lifepath processes with 
  character creation by directly relating life events to skills, 
  talents, perks, and complications. 
   
  W
  W
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  ATOMIK LIFEPATH--------------------------------------------[] 
   
   
  The Lifepath 
  The the first step in 
  creating a character is to get his 
  or her personality and past history 
  established. The Lifepath is a 
  special 
  flowchart 
  of 
  events, 
  personality 
  quirks 
  and 
  plot 
  complications that are used to 
  give a character roleplaying depth 
  and complexity. In effect, the 
  Lifepath is your character's "Life 
  Story", telling where he came 
  from, what he's done and what he 
  is like.  To use the Lifepath, 
  simply follow the instructions in 
  each box of the chart, rolling a die 
  or making a choice as instructed. 
  As part of the Lifepath 
  process, you may also elect to 
  take 
  a 
  few 
  Complications: 
  situations, problems, or personal 
  limitations 
  that 
  enhance 
  the 
  roleplaying 
  aspect 
  of 
  the 
  character, and (coincidentally), 
  generate extra Option Points to 
  be used in the creation of the 
  character later. 
             Along the Life Events 
  portion of the Lifepath you will be 
  able to link events to Skills, 
  Talents, 
  Perks, 
  and 
  Complications.  The player may 
  use this to create a character in 
  one of two ways: 1) having 
  selected all Skills, Talents, and 
  Complications he could use the 
  Lifepath Events to relate these 
  skills 
  and 
  talents 
  and 
  complications directly to each 
  event.  Or 2), he could build the 
  character as he rolls the events, 
  buying relevent skills and talents 
  and taking complications. For 
  example, 
  Parents 
  Murdered 
  would be a great place to take on 
  a 
  Responsibility, 
  such 
  as 
  a 
  Dependent (your kid sister), a 
  Vow (to fight evil), or a Code of 
  Honor (Never Harm an Innocent). 
   
   
  Personal Styles 
  For each Personal Style Table, there are five columns for different genres: one 
  for Modern, one for Cyberpunk, one for Fantasy, one for Sci-Fi, and one for 
  anime (Japanese Animation) style. 
   
  Clothing and Style (1D10) 
  1D10 
  MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME 
  1 
  Biker Leather 
  High Nobility 
  Biker Leather 
  Jumpsuit 
  Punk Leather 
  2 
  Skate Rat 
  Princely 
  Blue Jeans 
  Uniform 
  Blue Jeans 
  3 
  Blue Jeans 
  Noble 
  Corporate Suit 
  Old Terran 
  Black Suit 
  4 
  Corporate Suit 
  Wealthy 
  Raver/Punk 
  Corporate 
  Tacky Suit 
  5 
  Businss Casual 
  Knightly 
  Street Fashion 
  High Fashion 
  Casual Clothes 
  6 
  Casual Clothes 
  Merchant 
  High Fashion 
  Siliversuit 
  Skin Tight 
  7 
  High Fashion 
  Commoner 
  Cammos 
  Military Wear 
  Flashy Hero 
  8 
  Goth/Dark 
  Robes 
  Casual Clothes 
  Smuggler Style 
  High Fashion 
  9 
  Raver/Punk 
  Peasantry 
  Goth/Dark 
  Replifac  
  Punk Kid 
  10 
  Bum Rags 
  Dirty Rags 
  Bum Rags 
  Gov. Issued 
  Goth/Dark 
   
  Hairstyle (1D10) 
  1D10 
  MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME 
  1 
  Short & Curly 
  Long & Ratty 
  Mohawk 
  Bald 
  Long w/ Bangs 
  2 
  Fashion Style 
  Short & Curly 
  Long & Ratty 
  Ponytail 
  Wild &Unkempt 
  3 
  Crewcut 
  Long & Straight 
  Short & Spiked 
  Long & Staight 
  Thick & Wild 
  4 
  Neat & Short 
  Long & Wild 
  Wild & Unkempt 
  Fashion Style 
  Swept Back 
  5 
  Swept Back 
  Ponytail 
  Bald 
  Crewcut 
  Short & Spiked 
  6 
  Long & Straight 
  Dreadlocks 
  Striped 
  Designer-Do 
  Crewcut 
  7 
  Ponytail 
  Long w/ Bangs 
  Tinted 
  Neat & Short 
  Ponytail 
  8 
  Dreadlocks 
  Bald 
  Neat & Short 
  Flat ‘monk’ Cut 
  Striped 
  9 
  Bald 
  Thick & Matted 
  Short & Curly 
  Short & Trim 
  Dreadlocks 
  10 
  Thick & Matted 
  Wild & Unkempt 
  Long & Straight 
  Long & Ratty 
  Bald 
   
  Hair Color (1D10) unless bald 
  1D10 
  MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME 
  1 
  Black 
  Blond 
  Silver 
  Black 
  Blond 
  2 
  Black 
  Blond 
  Blond 
  Black 
  Red 
  3 
  Brown 
  Lt. Brown 
  Black 
  Blond 
  Brown 
  4 
  Lt. Brown 
  Brown 
  Black 
  Lt.Brown 
  Black 
  5 
  Blond 
  Brown 
  Lt. Brown 
  Brown 
  Black 
  6 
  Lt. Blond 
  Black 
  Brown 
  Red-Brown 
  Silver 
  7 
  Red-Brown 
  Black 
  Red-Brown 
  Red 
  Orange 
  8 
  Red 
  Red-Brown 
  Red 
  Orange 
  Green 
  9 
  Gray 
  Red 
  Two Colors 
  Silver 
  Blue 
  10 
  Silver 
  Gray 
  Roll on Sci-Fi 
  Roll on Anime 
  Purple 
   
  Accessories (1D10) only if desired 
  1D10 
  MODERN 
  FANTASY 
  CYBERPUNK 
  SCI-FI 
  ANIME 
  1 
  Goatee 
  Ritual Scars 
  Tatoos 
  Tatoos 
  Mirrorshades 
  2 
  Body Piercing 
  Face Paint 
  Mirrorshades 
  Useless Gadget 
  Black Shades 
  3 
  Surplus Boots 
  Armbands 
  Ritual Scars 
  Flight Jacket 
  Spiked Gloves 
  4 
  Trenchcoat 
  Leather Gloves 
  Spiked Gloves 
  Trenchcoat 
  Headband 
  5 
  Dark Shades 
  Fancy Hat 
  Nose Rings 
  Black Gloves 
  Dramatic Cap 
  6 
  Leather Gloves 
  Lots of Leather 
  Earrings 
  Hvy. Boots 
  Shouldr Guards 
  7 
  Big Hats 
  Lots of Jewlry 
  Long Fingernails 
  Dark Shades 
  Trenchcoat 
  8 
  Walkman 
  Earrings 
  Spike Boots 
  Skin Coloring 
  M.Arts Clothes 
  9 
  Lots of Jewlry 
  Dramatic Cap 
  Custom Lenses 
  Custom Lenses 
  Flight goggles 
  10 
  Tatoos 
  Tatoos 
  FingerlessGloves 
  Ritual Scars 
  Tatoos 
   
   
   
   
   
  
   
  About Traits 
           The character's Personality 
  Traits determines his or her 
  personality, philosophy of life, 
  likes, 
  dislikes, 
  and 
  general 
  attitude to the world and the 
  people around him. 
            Many GMs would like to do 
  away with such a system all 
  together, and more often than not 
  the player ends up aggravated or 
  disappointed at the results (after 
  all, who wants a Silly and 
  Fluffheaded hero?).  Personality 
  Traits work a bit different in 
  Atomik Lifepath, in such a way as 
  to make a more realistic and 
  plausible character personality.  It 
  is still just as possible to end up 
  with a flightily, happy-go-lucky 
  character, as it is to get a 
  diabolical, genocidal maniac, but 
  odds are the character will come 
  out pretty average, with his likes 
  and dislikes properly weighted to 
  his personality. 
            This is accomplished by 
  taking 
  the 
  "weight" 
  of 
  the 
  character's Personality or Life 
  Philosophy and adding it to the 
  roll for the other trait tables.  In 
  essence, 
  a 
  happy 
  cheerful 
  character will general like people, 
  where as a darker, more selfish 
  character will not. 
   
  Rules of the Roll 
          Invariably, when rolling on 
  any sort of random Lifepath, you 
  may 
  roll 
  something 
  illogical, 
  contradictory, or incompatible with 
  the campaign itself.  Players 
  should therefore roll out their 
  Lifepath in front of the GM for two 
  reasons. 
   
  One, 
  to 
  prevent 
  cheating, and two, to get the 
  GM's verdict on re-rolls. 
          Normally, players should not 
  re-roll just because they get a bad 
  result.  After all, that’s life.  But 
  the GM always has the final say, 
  and if he thinks the result 
  interferes with having a good plot 
  or a strong character, he can 
  allow any result to be re-rolled if 
  he so chooses. 
   
   
   
  Personality Type 
  Roll Personality Type (1D10) to determine the character's inherent personality.  
  This also gives the PER number, which is added to the Philosophy Roll, to 
  weigh it appropriately. 
  1D10 
  Personality Type 
  PER 
  1 
  Extraverted, silly and fluffheaded 
  1 
  2 
  Extraverted, friendly and outgoing 
  1 
  3 
  Casually and carefree 
  2 
  4 
  Moody, rash, and headstrong 
  2 
  5 
  Introverted, stable and serious  
  3 
  6 
  Introverted, arrogant, proud, and aloof 
  3 
  7 
  Introverted, intellectual, and detached 
  4 
  8 
  Scheming, sneaky, and deceptive 
  4 
  9 
  Cold, Arrogant, and Ruthless 
  5 
  10 
  Antisocial, Violent, Sadistic, and Cruel 
  5 
   
  Philosophy of Life 
  Going along with Personality Type is the character's Philosophy of Life.  It 
  should be weighted toward the Personality Type by rolling 1D10 and adding the 
  Personality Number (PER) given above (1D10 + PER), resulting in a set of 
  numbers between 2 and 15.  This also gives the PHILO number, which is 
  added to all following Trait Tables to weigh them appropriately. 
   
  Philosophy of Lie 
  PHILO 
  2 
  Love is the Greatest Virtue 
  1 
  3-4 
  Just Have a Good Time! 
  1 
  5 
  Friendship is Everything 
  2 
  6 
  Honesty is Purity 
  2 
  7-8 
  Honor is Everything 
  3 
  9 
  Money Money Money! 
  3 
  10-11 
  Power Governs All Things 
  4 
  12 
  Revenge is Sweet... 
  4 
  13-14 
  Survival of the Fittest 
  5 
  15 
  Entropy and Chaos Shall Prevail 
  5 
   
  Who Do You Value Most 
  The person most value in your life has a big effect on your personality, and the 
  reverse is true as well.  Are you friendly and outgoing to other people, or are 
  you hostile and spiteful to all?  This table is weighted by your Philosophy or 
  Personality by rolling 1D10 and adding your PHILO (or PER) number given 
  above (1D10 + PHILO) or (1D10+PER), giving a number between 2 and 15. 
   
  Who Do You Value Most 
  2 
  You value everyone! 
  3 
  Everyone you know is a valuable person 
  4 
  Your parents 
  5 
  Sibling (your choice) 
  6 
  Close personal friend 
  7 
  A lover (girlfriend, boyfriend, etc) 
  8 
  A certain celebrity figure 
  9 
  Favorite teacher (school, trainer, sensei) 
  10 
  A hero (warrior, legend, or personal hero) 
  11 
  You value no one, or just don't care 
  12 
  Only yourself is important 
  13 
  You don't even value yourself... 
  14 
  You dislike everyone, even yourself 
  15 
  You hate everyone and everything 
   
   
  
   
  Traits Walkthrough 
           The added complexity of 
  having 
  a 
  PER 
  and 
  PHILO 
  numbers can be confusing, but it 
  is really very straightforward.  The 
  first question asked might be 
  "Why have both PER and PHILO, 
  why not just use PER to weigh 
  the Trait Tables?" In truth, this 
  could be done.  However, to allow 
  for 
  a 
  greater 
  sense 
  of 
  randomness, the two numbers 
  are used to help widen the 
  variations between Personality 
  Type, Philosophy, and the Value 
  Tables.  That is to say, one has 
  the ability to roll a very low (and 
  "friendly") personality, but can 
  then roll a high (and more 
  negative) Philosophy.  You may 
  chose to use either PER or 
  PHILO for weighing the other 
  tables.  Choosing PER means 
  your Personality is the driving 
  force of your mentality, and 
  choosing PHILO means you live 
  according to your philosophy. 
           As an example, let us roll 
  out the Traits for Zedd Zebbens, a 
  mercenary 
  from 
  the 
  Outer 
  Colonies.  For Personality, we roll 
  a  9 - Cold, Arrogant, and 
  Ruthless, with a PER of 5.  Very 
  negative, but okay for a merc.  
  For Philosophy, we roll a 2, but 
  adding that to 5 (given by PER) 
  our 
  total 
  is 
  7 
  - 
  Honor 
  is 
  Everything, with a PHILO of 3.  
  Because we don't want Zedd to 
  be a psychopathic manic, we 
  decide that he's an okay merc, 
  whose 
  honorable 
  philosophy 
  defines his lifestyle.  So, we shall 
  use the PHILO of 3 to weigh the 
  other tables. 
          Next, we roll his most valued 
  person to be 4, plus 3 is 7 - So 
  Zedd values his girlfriend above 
  everyone else.  What he values 
  most is rolled to be a 7, plus 3 is 
  10 - Wealth and money (to be 
  expected for a merc!).  His most 
  valued possession is rolled as a 
  3, plus 3, which is 6 - A picture 
  (we shall say it is of girlfriend).  
  His world view is rolled to be 4, 
  plus 3 is 7 - so he thinks no one 
  can hurt him... 
   
  What You Valued Most 
  What do you value most in life?  Do you value freedom, honesty, or money and 
  power? This table is weighted by your Philosophy or Personality by rolling 1D10 
  and adding your PHILO (or PER) number given above (1D10 + PHILO) or 
  (1D10+PER) 
   
  What You Valued Most 
  2 
  The whole world 
  3 
  All life 
  4 
  The truth 
  5 
  Wisdom above all 
  6 
  A sense of justice 
  7 
  Your honor 
  8 
  Your freedom 
  9 
  Your looks and reputation 
  10 
  Wealth and money 
  11 
  That others respect you 
  12 
  Your strength 
  13 
  Attaining power 
  14 
  Greater conquest 
  15 
  Killing 
  Most Valued Possession 
  What is your most valued possession?  A picture?  A book?  A weapon? This 
  table is weighted by your Philosophy or Personality by rolling 1D10 and adding 
  your PHILO (or PER) for (1D10 + PHILO) or (1D10+PER). 
   
  Most Valued Possession 
  2 
  Beautiful memories 
  3 
  A flower! 
  4 
  A family heirloom 
  5 
  A momento 
  6 
  A picture 
  7 
  A childhood toy 
  8 
  Your favorite book 
  9 
  A valuable collectable 
  10 
  A certain device or gadget 
  11 
  A vehicle 
  12 
  Money and wealth 
  13 
  A weapon 
  14 
  The skull of an enemy 
  15 
  The Evil Overlord’s Handbooktm 
  Your World View 
  How do you feel toward other people?  Are you friendly?  Hostile? This table is 
  weighted by your Philosophy or Personality by rolling 1D10 and adding your 
  PHILO (or PER) number given above (1D10 + PHILO) or (1D10+PER). 
   
  Your World View 
  2 
  I love everyone! 
  3 
  People are wonderful! 
  4 
  Every person is a valuable individual. 
  5 
  I like most everyone. 
  6 
  I'm neutral to most people. 
  7 
  No one can hurt me! 
  8 
  Yeah, Whatever... 
  9 
  No one ever understands me... 
  10 
  You're born, you live, you die. 
  11 
  People must earn my respect! No free rides here. 
  12 
  Everyone is evil and untrustworthy. 
  13 
  People are tools.  Use them, and then discard them. 
  14 
  People are sheep, born to be led! 
  15 
  People are scum and should all be killed. 
  
   
   
  The Background 
           Zedd 
  Zebbens, 
  our 
  mercenary friend from the Outer 
  Colonies, 
  has 
  a 
  childhood 
  background just like everyone 
  else (though he won't admit it).  
  His background did a lot to shape 
  who he is today, so it is very 
  important 
  that 
  it 
  be 
  clearly 
  defined. 
         Starting off, we roll 1D10 and 
  compare the result to the Early 
  Background table.  We roll a 5 
  and find that he is from a middle 
  class family, pretty much average.  
  Then we roll 1D10 to determine 
  his siblings.  We roll a 1, and 
  discover he has one sibling.  
  Rolling 1D10 again, the result is 
  7.  According to the Sibling Table, 
  this means the sibling dislikes 
  him.  It is up to us to determine 
  the sibling's age and sex, so we 
  decide it is an older brother, one 
  who does not like Zedd because 
  of the violent career he has 
  chosen (perhaps the brother is a 
  pacifist, priest, or whatever).  This 
  can be determined later if we 
  chose to develop the brother 
  character in more detail. 
          The Parental Status is next, 
  so we roll 1D10 on that table.  
  The result is a 9, which means 
  something has happened (Family 
  Events).  We roll a 1 on the 
  Family Events, showing that the 
  parents died in war.  Next we 
  move to Family Status and roll a 
  4, which means we must roll on 
  the Family Tragedies table.  We 
  roll a 6 and see that the entire 
  family was murdered.  This would 
  include the brother, so he is no 
  longer in the picture.  This murder 
  may be related to the death of the 
  parents during the war (possibly 
  executed in a concentration camp 
  of some sort). 
         Childhood Events follow next.  
  We roll a 3 and discover that 
  Zedd had a childhood trauma 
  (and it's no wonder...).  We then 
  roll a 9 and see that he was held 
  hostage for a time, and this can 
  also be related to the war. 
   
   
  Early Background 
  Everyone has a childhood, unless they are a genetic clone or have some other 
  unusually circumstance (if this is so, or if the childhood is forgotten, this can be 
  skipped).  Otherwise, roll 1D10 to start the chain of events! 
  EARLY BACKGROUND 
  SIBBLINGS 
  1-2  Poor: Just scrapping by 
  Roll 1D10.  1 - 5 is number of 
  3-5  Middle Class: Like most families 
  siblings.  6 - 10 you’re an only 
  6-7  Well-to-Do: far better than most 
  child. For each, roll 1D10... 
  8-9  Wealthy: you had everything 
  1-2   Sibling hero worships you 
  10   Rich: Lived in luxury 
  3-4   Sibling likes you 
   
  5-6   Sibling is neutral 
  Go To Siblings (Next) 
  7-8   Sibling dislikes you 
   
  9-10 Sibling hates you 
   
  Go To Parents (Below) 
   
  Parents and Family Status 
  PARENTS 
  Roll 1D10 
  1 to 5 - Both Parents are living.  Go 
  To Family Status (next) 
  6 to 10 - Something has happened to 
  one or both.  Go To Family Event 
  (below)  
  FAMILY STATUS 
  Roll 1D10  
  1 to 5 - Family status is in danger, 
  and you risk losing it all.  Go To 
  Family Tragedy (below) 
  6 to 10 - Family status is okay.  Go 
  to Childhood Events 
   
  Family Events and Tragedies 
  1D10   FAMILY EVENTS 
  1D10    FAMILY TRAGEDIES 
  1      Parents died in war 
  1     Family was betrayed 
  2      Parents died in an accident 
  2     Family lost everything 
  3      Parents were murdered 
  3     Family was exiled or deported 
  4      Parents want nothing to do with you 
  4     Family was imprisoned 
  5     You never knew your parents 
  5     Family mysteriously vanished 
  6     Your parents are in hiding  
  6     Entire family was murdered 
  7     You lived with your relatives 
  7     Family involved in conspiracy 
  8     You grew up on the streets 
  8     Family was scattered 
  9     You were adopted as a child 
  9     Old feud with another family! 
  10   Your parents sold you for money 
  10   You inherit the family dept! 
  Go To Family Status (above) 
  Go To Childhood Events (below) 
   
  Childhood Events 
  Roll 1D10 - Odd go to Childhood Trauma 
                     Even go to Childhood Fortune 
  1D10   Childhood Trauma 
  1D10    Childhood Fortune 
  1     You were in a terrible accident 
  1     You had a caring family 
  2     You were abused by parents 
  2     You were best in your class 
  3     Your parents lost their jobs 
  3     You were a popular kid 
  4     You had a terrible disease 
  4     You won some award  
  5     You were horribly humiliated 
  5     You had lots of friends 
  6     You home was destroyed 
  6     You learned a vital secret 
  7     You were tormented by gangs 
  7     You discovered something 
  8     Close friend was killed 
  8     You did something heroic 
  9     You were held hostage 
  9     You saved a friend's life 
  10   You were hunted by a stalker 
  10   You were a celebrity for a day 
  Go To Life Events 
  Go To Life Events 
   
   
   
   
  
   
   
  Randomize It!!! 
          Life Events can be treated 
  one of three ways.  The first way 
  is typical of the basic Lifepath 
  system familiar to players of 
  Interlock and Fuzion.  Simply, you 
  roll on the tables and jot down the 
  events on your character sheet.  
  More often than not, these end up 
  having little effect in the actual 
  game.  Atomik Lifepath has now 
  added two new ways to treat 
  Lifepaths. 
          The first way is to finish out 
  the rest of your character as you 
  see fit, using whatever OP you 
  have to buy Skills, Talents, Perks, 
  and take a few Complications as 
  well.  Once this is done, you can 
  return to the Life Events and roll 
  out your major events.  Each 
  event can then be logically 
  related to a few relevant skills, 
  talents, perks, or complications.  
  Through these relations, you can 
  build 
  your 
  Life 
  Story 
  (and 
  example will follow shortly). 
          The other way is to create 
  your character based solely on 
  the Life Event rolls.  With each 
  event that occurs, you can spend 
  OP to buy relevant Skills, Talents, 
  Perks, or take a Complication.  
  You can never exceed the OP 
  allocated to you.  However, some 
  events do grant bonuses. 
           Sometimes there might not 
  be enough events to cover all 
  your Skill, Talents, Perks, or 
  Complications.  Many of these, 
  such as Everyman Skills, and less 
  action oriented skills like Writing, 
  Research, 
  Professional 
  Skills, 
  Expert Knowledge, and so forth, 
  can be declared as having been 
  learned 
  in 
  school, 
  or 
  from 
  practical everyday experience.  
  Major skills like Weapon skills, 
  Hacking, Survival, Shadowing, 
  and so forth, must be learned 
  from Major Events. 
   
   
   
  Life Events 
  It's time to get a life.  These are the major events that shaped your 
  career and life, and gave you the skills, talents, complications, and perks you 
  have today.  This system completely integrates the popular Lifepath system 
  with character creation itself, meaning that every event below carries with it part 
  of your character's actually development (see sidebar for details). 
   
  To begin, you must determine your age.  The GM must set the 
  campaign's default age (X), usually between 12 and 16.  Roll 2D6 and add it to 
  the starting age to determine your character's age (X + 2D6).  For every year 
  past X (starting age) you had two major Life Event (instead of just one, as seen 
  in other Lifepaths).  After all, heroes are very eventful people. 
   
  For each Life Event roll 1D10 on the table below, and go to that section 
  of the Lifepath.  What happens there is the Major Event that shaped your 
  character.  When you are done with that Event, come back here and roll again.  
  If the starting age was 14, and you are 20 years old, you would get to roll 12 
  Life Events (over the course of 6 years). 
   
  1D10 
  LIFE EVENTS MAIN TABLE 
  1 
  Major Windfall 
  2 
  Disaster Strikes! 
  3 
  You Get Lucky 
  4 
  Terrible Accident 
  5 
  You make a Friend 
  6 
  You make an Enemy 
  7 
  Romantic Affairs 
  8 
  Adventure of a Lifetime 
  9 
  Cataclysmic Misfortune 
  10 
  Climatic Adventure 
   
   
  1D10 MAJOR WINDFALL 
  1 
  You've made an Underworld Contact.  Contact or Favor. 
         Also, shady skills, memberships, incriminating complications. 
  2 
  You've made an Official Contact.  Contact or Favor. 
         Also, diplomatic & business skills, licenses, memberships, etc. 
  3 
  Someone in Power owes you Big Time!  Contact or Favor. 
         Also, Renown, and certain social and business skills. 
  4 
  You get extra cash!  1D10 x 100 cash. 
          Good time for Gambling skills.  You may also use this to 
          Take some level of Wealth instead. 
  5 
  Groundbreaking Success!  Some Expert of Scientific Skill 
          Also, Professional skills, computer skills, Renown, etc. 
  6 
  You have a Renowned Victory.  Combat skills, or related skills. 
          Also, Renown, Contact, possible complications from battle 
          or new enemies. 
  7 
  Discover Valuable Item.  Special starting character item. 
          Or 1D10 x 100 cash, Renown, Research and related skills. 
  8 
  You learn a vital clue from your past!  You gain knowledge 
          Also, certain relevant skills used in discovering the clue 
  9 
  Reaping Rewards.  You may take cash (1D10 x 100), or use 
           this to obtain special starting items or vehicles. 
  10 
  Mountaintop Experience.  Superpowers, magic, mental powers... 
           If these do not exist, you may reroll your Personality, 
           Philosophy, and Traits (above) to reflect the experience. 
   
   
  
   
   
  Example Lifepath 
           We are now ready to roll up 
  Zedd Zebben's complete Lifepath.  
  Once we have finished, we can 
  compile this with his Background 
  and create his Life Story (detailed 
  at the end). 
            To 
  begin, 
  we 
  simply 
  determine his age.  For our 
  campaign, we have decided that 
  14 is the base age.  So we roll 
  2D6 and add it to 14.  The result 
  rolled is 10, so Zedd is 24 years 
  old.  This also tells us that we will 
  roll 20 times on the Lifepath, once 
  for each year after 14 up to 24 
  (15-24, inclusive), or we could say 
  it was ages 14 to 23, inclusive.  
  Either way, the result is the same. 
            We could finish Zedd's 
  Skills, 
  Talents, 
  Perks, 
  and 
  Complications first, then come 
  back to roll and link it all to his 
  Lifepath, but instead we have 
  decided to make Zedd's life more 
  interesting and take the Skills, 
  Talents, 
  Perks, 
  and 
  Complications as they come to 
  us.  For our campaign, Zedd has 
  50 OP to spend. 
           So, we begin at age 14 and 
  make the first roll on the Life 
  Events Main Table, resulting in a 
  3 -- You Get Lucky. Rolling on the 
  You Get Lucky Table we get a 3 - 
  Major Score, giving him 2D10 x 
  200 cash (rolled to be 2200 
  cash).  We also take Gambling 3, 
  and Slight-of-Hand 3.  For the last 
  half of that year we roll again and 
  get a 4 -- Terrible Accident.  
  Rolling on this table we get a 1 -- 
  Long Term Illness for 6 months.  
  A mixed start but it's a start.  As a 
  result of these two events, Zedd 
  gets 2200 cash, some skills, and 
  Immunity to the Grey Plague. 
            For every year we will do 
  the same.  The actions are 
  outlined below. 
  Age 15:  
         8 - Adventure of a Lifetime - 
  Survived inhospitable conditions 
  (desert wasteland). 
         Gained: 
  Survival 
  +3, 
  Paramedic +2, Navigation +2. 
        1 - Windfall - 7 Discover 
  Valuable Item (Kryllian Artifact).  
   
  1D10 DISASTER STRIKES 
  1 
  Financial Loss.  Lose 1D10 x 100 cash. Possible complications 
         such as Unlucky or Poverty. 
  2 
  Falsely Accused.  You were set up!  May gain an Enemy. 
          Also, Complications such as Vow, Paranoia, Bad Rep, 
          Secret Identity, and skills related to clearing your name. 
  3 
  You lose your job.  May gain a Bad Rep, or take a few skills 
          related to the new job, whatever it may be. 
  4 
  You are made a scapegoat.  May gain an Enemy.  Paranoia, 
          Vow, Delusions, and even Sense of Duty could be taken. 
  5 
  Imprisoned.  Prisoner or hostage.  Roll 1D10 number of months. 
          Many Skills, Complications, and Underworld Contacts 
          can come from being imprisoned for a time. 
  6 
  Betrayed.  You were betrayed by a friend or loved one. 
          May gain an Enemy.  Paranoia, and other such complications. 
  7 
  Renowned Failure.  Bad Rep most often results, but the failure 
          could have left some sort of Physiological Complication. 
  8 
  Major Debt.  Financial (1D10 x 500), or you owe someone  
           a Favor.   
  9 
  Hunted by the Law.  Bad Rep, Secret Identity, Enemy (the Law), 
           and shady skills related to evading capture. 
  10 
  Hunted by the Underworld. Enemy (the Underworld). 
           Shady skills related to evading capture. 
   
  1D10 YOU GET LUCKY 
  1 
  Good Schooling.  You have a far better than average education. 
           +1 to two INT related 'ordinary' skills. 
  2 
  Quick Learner!  +1 to any skill.  You may also relate this to  
             other skills, but there is no additional bonus. 
  3 
  Major Score.  2D10 x 200 cash.  You may instead take Wealth. 
  4 
  You find a teacher.  Non-combat.  +1 to one skill.   
  5 
  Nominated for Membership.  +1 Level.  You can use this 
             to gain a Membership, Contact, or Favor 
  6 
  You find a combat mentor.  +1 to one combat skill.  The mentor 
             can teach other combat or clandestine skills as well. 
  7 
  Out of the Frying Pan.  You clear your name of some crime. 
  8 
  You find a Sensei.  +2 OP for Martial Arts abilities.  The Sensei 
             can teach other combat or clandestine skills as well. 
  9 
  Acquire a Talent.  Through practice, accident, or personal growth 
               you can directly relate some Talent to your lifepath. 
  10 
  Acquire Secret Knowledge.  Arcane or unusual skills. 
              With GM's permission, this can be used to take certain 
              normally unavailable skills (occultic, magical, etc.) 
   
  1D10 TERRIBLE ACCIDENT 
  1 
  Long Term Illness.  Incapacitated for 1D10 months, but you may 
            take Immunity to that disease, for free, as a result! 
  2 
  Comatose for 1D10 months.  You have no memory of that time. 
  3 
  Hospitalized 2D10 months.  You may buy High Pain Threshold. 
  4 
  Hospitalized 1D10 months.  You may buy High Pain Threshold. 
  5 
  Lost 1D10 months of recent memory. 
  6 
  Mental Breakdown!  You may take related Complications. 
  7 
  You cause an accident that kills others! 
  8 
  Disfiguring Injury.  May not take Beautiful.   
  9 
  Crippling Injury.  Lost a limb.  May be replaced, technology or 
           magic allowing, otherwise, take a Physiological Complication. 
  10 
  Laboratory Accident.  Could have any number of effects... 
   
  
   
   
  Age 16:   
          7 - Romantic Affair - Happy 
  Love Affair. 
          1 - Windfall - Official Contact 
          Gained:  Level 5 Federation 
  Government Contact (10 OP).  
  Level 6 License - Mercenary (12 
  OP). 
  Age 17: 
          2 - Disaster Strikes - Hunted 
  by the Underworld.  
          Gained: Enemy - Istanian 
  Cartel - More Powerful, Galactic 
  Reach, Minor Importance (-7OP).  
  Firearms +2, Streetwise +2 
         10 - Climactic Adventure! - 
  Forged in Fire! (major event) 
            Gained: Renowned Level 
  +3 (6OP), Combat Sense +1 
  (3OP), 
  Ambidexterity 
  (3OP), 
  Firearms +3, Ranged Evade +3, 
  Hand-to-Hand +3, Hand-to-Hand 
  Evade +2, Gunnery (Starship) +2, 
  Pilot (Starship) +1. 
  Age 18:  
           6 - Made an Enemy - 
  Underworld Organization (P.A.X.). 
           Gained: 
  previous 
  enemy 
  exchanged and boosted to Major 
  Importance (total -18OP). 
           2 
  - 
  Disaster 
  Strikes 
  - 
  Imprisoned 
  for 
  6 
  Months 
  (captured by P.A.X.). 
           Gained: Hand-to-Hand +1, 
  Hand-to-Hand Evade +1, Bad 
  Temper Frequent [10] (-4OP). 
  Age 19: 
          8 - Adventure of a Lifetime - 
  Involved in a Shadow Op. 
           Gained: 
  Stealth 
  +2, 
  Shadowing +2, Hand-to-Hand +1, 
  Firearms 
  +1, 
  Tactics 
  +2, 
  Surveillance +1. Previous Enemy 
  Destroyed (OP cost negated). 
           3 -  You get Lucky - Quick 
  Learner. 
          Gained: Mechanics +2 (1 
  point was free). 
  Age 20:  
          8 - Adventure of a Lifetime - 
  Witnessed Extraordinary Event! 
          3 - You Get Lucky - Aquire 
  Secret Knowledge (Knowledge of 
  the Ancient Ones). 
   
   
   
   
  1D10 YOU MAKE A FRIEND (1D10: even=male, odd=female) 
  1 
  Like a brother/sister to you.  Very close friend, treat as a devoted 
         Contact (buy the level based on his level of influence) 
  2 
  A teacher or mentor.  May be able to teach you a few new tricks. 
  3 
  A relative.  Will often come in a time of need.  Treat this as a 
          fairly reliable Contact (buy level based his/her influence) 
  4 
  Like foster parents to you.  A reliable Contact or Favor. 
  5 
  Like a kid brother/sister to you.  You'll have to watch out for  
          them and keep them out of trouble.  May take Responsibility. 
  6 
  Met through common interests/acquaintance. 
  7 
  An ex-lover (we can still  be friends). You do not need to roll sex. 
  8 
  Partner or co-worker.  A reliable friend.  Contact or Favor. 
  9 
  Reconnected with an old childhood friend. 
  10 
  An old enemy or rival becomes a friend! 
   
   
  1D10 YOU MAKE AN ENEMY (1D10: even=male, odd=female) 
  All these grant Enemy Complication at some level. 
  1 
  An old friend becomes an enemy. 
  2 
  A childhood enemy returns. 
  3 
  An ex-lover becomes an enemy. 
  4 
  Someone on the other side. 
  5 
  Someone you just ticked off. 
  6 
  A person in your team or group. 
  7 
  A relative is a rival or enemy. 
  8 
  An underworld crimelord. 
  9 
  A powerful individual. 
  10 
  A Government Leader or Noble. 
   
   
  1D10 ROMANTIC AFFAIR 
  All these can grant Enemies, Contacts, Favors, or certain skills 
  such as High Society, Seduction, and even other skills. 
  1 
  Lover died in a tragic accident. 
  2 
  Lover committed suicide or was murdered. 
  3 
  It just didn't work out for you. 
  4 
  You had a kid!  You may take a Responsibility. 
  5 
  Happy love affair.  May be a close friend or Contact. 
  6 
  One night stand.  You haven't seen them since. 
  7 
  One of you is "messing around". 
  8 
  You're professional rivals, but still lovers! 
  9 
  One of you is insanely jealous. 
  10 
  You have conflicting backgrounds and/or families. 
   
  
   
   
  Age 21: 
         1 - Windfall - 7 Discover 
  Valuable Item (Solomon's Key). 
         5 - Make a Friend - A 
  comrade, female. 
          Gained: Level 3 Contact - 
  Mercenary 
  Ex-Marine 
  (Jade 
  Angle). 
  Age 22:  
         4 
  - 
  Terrible 
  Accident 
  - 
  Caused Accident that Kills others! 
           Gained: 
  Impulsiveness 
  Infrequent [10] (-3 OP) 
         7 - Romantic Affairs - She 
  died in a tragic accident. 
            Gained: Lost Contact (Jade 
  Angle). 
   
  Vow 
  - 
  Vengeance 
  against P.A.X. [10] (-8 OP) 
  Age 23:  
         6 - Made an Enemy - 
  Someone on the other side.  
          Gained: 
  Enemy 
  (P.A.X.) 
  More Powerful, Galactic Reach, 
  Major Importance (-18 OP). 
       10 - Climactic Adventure!  - 
  World Shaking Discovery (Secret 
  of 
  the 
  Ancient 
  Ones 
  and 
  Solomon's Key). 
          Gained: Renowned +3(6OP) 
   
  At this point, Zedd Zebbens is all 
  but complete.  He has the 
  following Skills, Talents, Perks, 
  and Complications: Total = 50 OP 
  Skills: 
  Gambling 3, Slight-of-Hand 3, 
  Survival 
  3, 
  Paramedic 
  2, 
  Navigation 2, Firearms 6, Ranged 
  Evade 3, Hand-to-Hand 5, Hand-
  to-Hand 
  Evade 
  3, 
  Gunnery 
  (Starship) 2, Pilot (Starship) 1, 
  Streetwise 2, Mechanic 2, Stealth 
  2, 
  Shadowing 
  2, 
  Tactics 
  2, 
  Surveillance 1 
  Talents: 
  Combat Sense +1 (3OP) 
  Ambidexterity (3OP) 
  Immunity (Gray Plegue) free 
  Perks:  
  FedGov Contact Lvl 5 (10 OP) 
  License Lvl 6 - Mercenary (12OP) 
  Renowned +6 (12 OP) 
  Complications: 
  Bad Temper (-4OP) 
  Impulsiveness (-3OP) 
  Enemy (P.A.X.) (-18OP) 
  Vow - Vengeance against P.A.X. 
  [10] (-8 OP) 
   
  1D10 ADVENTURE OF A LIFETIME 
  1 
  You were caught in the aftermath of a war or conflict.  
         survival, medical, combat, and related Skills and Talents. 
  2 
  You were on an exploration team.  Survival, tracking, science, 
         medical, languages, and related skills. 
  3 
  You were part of a safari.  Tracking, survival, riding, combat,  
          and related Skills and Talents. 
  4 
  You took part in an undercover police action.  Contact, Favor, 
           combat skills, streetwise, and related skills. 
  5 
  You survived through inhospitable conditions.  Survival,  
           medical, and related Skills and Talents 
  6 
  You were in a clandestine shadow op.  Contact, Favor, 
           combat skills, stealth, surveillance, and related skills. 
  7 
  You traveled the world in search of something.  Research,  
            languages, science, expert, trading, and related skills. 
  8 
  You were in a hostage situation, but won.  Renown, Enemy, 
            combat skills, persuasion, and related skills. 
  9 
  You were involved in a major heist. 1D10 x 200 cash. 
            Forgery, Lockpicking, security systems, and related skills. 
  10 
  You witnessed an extraordinary event.  Up to you and the GM. 
   
  1D10 CATACLYSMIC MISFORTUNE 
  1 
  Incurable Disease.  You have a disease which is not curable by 
           modern science.  May or may not be incapacitating. 
  2 
  Horribly Wounded.  Incapacitated for 2D10 months.  You may 
           buy High Pain Threshold. 
  3 
  Psychological Meltdown.  You may take a sever physiological 
           or related Complication. 
  4 
  Crippling Injury.  Lost a limb.  May be replaced, technology or 
           magic allowing, otherwise, take a Physiological Complication. 
  5 
  You are responsible for the death of your team or squadron. 
  6 
  You were set up!  Enemies, paranoia, delusions, and the like. 
  7 
  Into the Fire!  A previous disaster or misfortune from your past 
           returns to haunt you, or doubles in effect! 
  8 
  Imprisoned.  For a crime you did not commit for 1D10 months. 
  9 
  You Lose Everything! You lose all your wealth, property 
           possessions, or 1D10 x 1000 cash, whichever is less. 
  10 
  Conspiracy!  Events from the past come together in a major plot. 
   
  1D10 CLIMACTIC ADVENTURE 
  1 
  The Dogs of War.  You played a major role in a war or conflict. 
           Combat skills, Renowned, and related Skills and Talents. 
  2 
  Triumphant Victory.  Against a powerful enemy. 
  3 
  World Shaking Discovery.  You make a discovery that could 
            change the world.  Renowned, and related skills. 
  4 
  Rattling World Powers.  You cause a socio-political uproar 
             that throws the world powers into chaos. Renowned, 
             Enemies, Favors, diplomatic and social skills, etc. 
  5 
  Rebel with a Cause.  You start or take part in a major rebellion. 
             Enemies, Contacts, Favors, Combat skills. 
  6 
  Forged in Fire.  You hit the major turning point in life amidst 
             the fires and fury of war.  Related Skills and Talents. 
  7 
  Coup d'etat.  You help to overthrow a government.  Enemies, 
             Contacts, Renown, and related skills. 
  8 
  Heist of the Century.  1D10 x 1000 cash, Renown, Enemies, etc. 
  9 
  Legendary Showdown. You fight with or against legendary 
             Individuals.  Renown, Contacts, combat skills.  
  10 
  You saved the world!  Can cover just about anything. 
  
   
  Your Life Story 
          Many 
  RPGs 
  start 
  out 
  assuming your character has a 
  clean slate with no real life-
  experiences, background, history, 
  or previous adventures to look 
  back upon.  More often than not, 
  a 
  heroic 
  character 
  has 
  had 
  adventures prior to the beginning 
  of the adventure campaign itself. 
          The Lifepath system is a 
  good way to flush out your 
  character's past, but no past is 
  complete without polishing it into 
  your 
  character's 
  Life 
  Story.  
  Making up a Life Story may not 
  be for everyone.  It does take a 
  bit of time and extra effort, and 
  certainly 
  the 
  Gamemaster's 
  stamp of approval.  But the 
  overall effect of having a Life 
  Story can make all the difference 
  in bringing your character to life. 
          In essence, the Life Story is 
  indeed a story, or biography, of 
  your character's past.  One or two 
  pages is certainly sufficient, but 
  feel free to write as much as you 
  want.  The more detailed your 
  past, the more developed your 
  character will become. 
          Like all stories, the Life Story 
  can be written many ways.  Third 
  Person 
  perspective 
  (external 
  descriptive narration) is the most 
  common, 
  but 
  Third 
  Person 
  inherently distances itself from 
  your character.  First person 
  perspective, where the story is 
  told by the character, makes him 
  truly come to life.  Having the 
  character describe himself and 
  his past in a mood and tone 
  consistent with his traits and 
  complications, is a perfect way to 
  familiarize yourself with him or 
  her, as well as letting the GM 
  know how your character thinks 
  and communicates. 
         Other methods might include 
  an interview with your character, 
  a prologue story, or even a legal 
  or political disposition, as taken 
  by Zedd Zebbens (see right). 
         Zedd's past is rich enough 
  kick-start 
  an 
  entire 
  epic 
  campaign.  Perhaps yours will 
  too... 
  Deposition of Zedd Zebbens 
   
  Public Deposition: 0942.544.12 ST - New London, Rigel VII 
   
  "Sometimes I wonder why I'm even here.  Why are any of us here?  It's 
  not like there's a god or anything, I know that now, but something created us.  
  Created everything.  Maybe you can call them gods.  I don't...  I know what 
  were are now; I know the truth. 
   
  "I'm no philosopher.  I don't ponder the meaning of life or existence. I've 
  been too busy trying to survive.  You so-called leaders -- you political self-
  righteous zealots of this 'Brave New Order' know nothing of truth or honor.  You 
  make me out to be a common criminal, but I've put my ass on the line for this 
  corrupted Federation more times than I care to remember.  Your genocidal war 
  against the Aaz'raul took the lives of my friends and family on Tangos III.  Your 
  war's what cause them to unleash the Grey Plague across a dozen worlds, and 
  turned my home planet to dead dustball in space.  They I can forgive, after all, it 
  was war.  We tried to exterminate them, so they just tried to exterminate us 
  back.  Even so, we won, but at what price?  I didn't fight in the war, I was just a 
  kid, but the death of my family and the Plague that nearly killed me made me 
  grow up twice as fast.  I was out fighting my way through the scum-infested 
  backwaters of this galaxy before I was fifteen. 
  "Don't look so surprised!  I was a licensed mercenary the day I turned 
  sixteen.  But that day might not have come had I not stumbled across the 
  Kryllian artifact your xeno-archeological teams were so keen on finding.  That 
  petrified relic was my ticket back to the Core Systems, but had I known what it 
  was I might not have been so foolish as to hand it over outright. 
   
  "It's true, as you say, that I was involved in underworld dealings across 
  half a dozen star systems, but I didn't have a choice.  The Istanian Cartel was 
  hot on my tail, after me for reasons I couldn't even guess.  I had to find out what 
  they wanted before they killed me, and you could just imagine my surprise 
  when I discovered it was P.A.X. who had hired them.  P.A.X. has always been 
  extremist in their religious believes, responsible for thousands of deaths and 
  terrorist actions, but why would they be after me?  Maybe they thought I still 
  had the artifact, maybe they though I knew too much.  But for whatever reason, 
  they put all their resources toward destroying me. 
   
  "In the Tandalos system I was ambushed by the Cartel.  Their outfitted 
  smuggler ships overwhelmed the freighter I was aboard.  The crew and I 
  escaped to the desolate planet below, but when the Cartel caught up with us 
  they showed no mercy.  They wanted me alive, but the others they massacred 
  like cattle.  I fought back, and fought back hard.  But in the end they captured 
  me.  I spend months in an interrogation cell, a chained prisoner of P.A.X.  They 
  tortured me and asked me questions I could not answer.  And when they 
  realized I was no use to them, they just kept on, if for no other reason than their 
  own entertainment.  I might never would have escaped, had there not been a 
  shadow op in progress against the P.A.X. installation.  Little did I know then the 
  FedGov was hot after a slew of other stolen artifacts and information held by 
  P.A.X.  At the time, I was just thankful to be rescued.   
   
  "I'll never forget what we found in the charnel dungeons of that P.A.X. 
  fortress, buried a hundred feet under the lifeless rock of that nameless asteroid.  
  Of all the places in the Galaxy, P.A.X. had chosen that asteroid as their primary 
  stronghold for but one reason -- the remains of their primordial god rested, 
  petrified in stone in its empty core.  It was dead... It had to be... For a million 
  years, maybe even a billion, the remains of that ancient creature had rested 
  undisturbed in its stellar grave -- the only one of its kind our race has been so 
  unfortunate as to discover.   And as I floated there in the abysmal cavern, 
  screaming at its gigantic black stone form, I could feel it staring back, peering 
  into the depths of my soul.  I knew then that we once belong to them.  Our 
  primitive ancestors, and those ancestors of all the other races, were once their 
  pets and their playthings..." 
  
SOURCE: textdata/thevault/Fuzion System [multi]/Fuzion - Atomik Fuzion (Atomik Lifepath).pdf