Backgrounds

GENERIC CITZEN 
You pertain to the generic community that populates the cities, you lived pacefully for most of your life. This background may represent the following options:
Academic, Adventurer, Athlete, Celebrity, Creative, Doctor, Drifter, Emergency services, Religeos, Rural, Scavenger, Transporter, etc.
Ability Adjustments: -
Bonus Feats: Cyberbrain, Talented (Player's choice).
Bonus Skills: The hero gains one bonus known skill at 1st level, in addition to those gained for the hero’s role and Intelligence score.
Favored Feats: Choose any two feats as the character’s favored feats.
These feats are available to the hero regardless of role. 

CORPORATE 
Corporate details ones life being raised in a family with close ties to a major corporation. The character should choose which ties to have. 
Ability Adjustments: -
Bonus Feats: Connected, Cyberbrain.
Bonus Skills: Diplomacy, Intimidate.
Favored Feats: Well informed, Master plan. 

CRIMINAL
Either you family started this way or you just fell into the wrong side of the law. Were you caught? 
Ability Adjustments: -
Bonus Feats: Firearms training or Weapon training, Cyberbrain.
Bonus Skills: Intimidate, Stealth.
Favored Feats: Sneak attack, Rage. 

C.C.M.S. RECOVERANT
For the past several years, this poor soul underwent hundreds of hours of therapy to combat the disorder of Cyberbrain Closed-Mind Syndrome. Now, they can finally re-enter society. 
Ability Adjustments: +1 to Int, -2 to Cha
Bonus Feats: Cyberbrain, Cyberbrain Link*, Lighting calculator.
Bonus Skills: Computers, Knowledge (Physical Sciences or Technology).
Favored Feats: Cyberbrain Link*. 

INVESTIGATIVE
Naturally intuitive, you are interested in private investigating, police investigation, criminology, criminal profiling, or espionage 
Ability Adjustments: -
Bonus Feats: Track, Cyberbrain.
Bonus Skills: Sense motive, Notice.
Favored Feats: Well informed, Skill Mastery. 

LAW ENFORCEMENT
You were either born into a family of law enforcement or you planned on this path from an early age. 
Ability Adjustments: -
Bonus Feats: Armor training(light), Cyberbrain.
Bonus Skills: Gather information, Notice.
Favored Feats: Defensive roll, Well informed. 

MILITARY
Military covers any of the branches of any army. 
Ability Adjustments: -
Bonus Feats: Weapon training or Firearms training or Improved strike, Armor training(light), Cyberbrain.
Bonus Skills: -.
Favored Feats: Tough, Seize Initiative. 

PROSTHETIC EMERGENCY 
An accident occurred early in life and the result was a long process of rehabilitation. Getting a cyberbody early meant hundreds of hours of adapting to the full body prosthesis. 
Ability Adjustments: +1 to Dex, -1 to Cha.
Bonus Feats: Cyberbrain, Prosthetic body, Cutting edge cybernetics.
Bonus Skills: -.
Favored Feats: Evasion, Attack Specialization. 

WAR REFUGEE 
Children are too young so those leaving the camps gained visas or citizen ship. This template deals with those able to work freely outside the camp…but always remember where they came from and why. 
Ability Adjustments: -
Bonus Feats: Improved strike or Firearms training, Low profile or Cyberbrain.
Bonus Skills: Survival, Stealth.
Favored Feats: Rage, Tough. 

TECHNICIAN
Scientists and engineers of all types fit within the scope of this starting occupation. You have been fiddling with gadgets and never stopped. You probably love computers and planned to get a cyberbrain when they were first introduced. 
Ability Adjustments: -
Bonus Feats: Cyberbrain, Talented(Computers and Craft(player's choice)).
Bonus Skills: Computers, Craft(player's choice).
Favored Feats: Cyberbrain Barrier.