Current Character Background: Marijn Oen

Future Genre Types: Imperial Space - Humanitys presence among the stars is no longer new. Space has been settled for centuriesperhaps even millenniaand vast interstellar empires dominate known space. These powerful states control hundreds or thousands of star systems, bound together by reliable and relatively economical faster-than-light travel. For governments, militaries, and commerce, interstellar travel is routine. For most civilians, however, life begins and ends on a single homeworld they will never leave. War is a constant feature of imperial life, though it rarely reaches civilian populations directly. Instead, its effects are felt through political upheaval, resource shortages, conscription, and shifting allegiancesoften more disruptive than invasion itself. Technological development may have plateaued or slipped into stagnation; innovation is rare, and new discoveries seldom change daily life. In some regions, ancient technologies persist long after their creators are forgotten, while critical knowledge slowly erodes. Interstellar conflict is frequent, fought between rival empires, against xenophobic alien powers, or by rebels and insurgents struggling to overthrow entrenched, authoritarian regimes. FeaturesBackgrounds:Characters come from many walks of life, though a large number of adventurers have military experience.Alien Presence:The role of alien races varies by setting. Some universes teem with countless species, others are largely human-centric, and some may lack sentient aliens entirely. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d10}. On a result of 410, the ship is reasonably up to date with current technology. On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.

Character Species: Human - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.

Tech Level: Ultratech Age - Worlds are completely terra-formed, and/or moved from their orbits into more suitable ones. Robots are often physically indistinguishable from life forms (and are often classed as life forms). Totally synthetic life forms are commonplace.

Home Culture: Decadent - These are cultures past the peak of their prime. Decay, particularly moral decay, has begun to set in at all levels of society and the people have become pleasure-loving and jaded. Tech Level remains constant, but few significant gains are being made. Governments are commonly those which function best with multiple layers of carefully partitioned authority and responsibility (like Bureaucracies, Corporations, and Democracies). The government becomes self-perpetuating and heedless of the people's needs. Although government support of the Poor is predominant, previously common civil liberties and government services begin to disappear. Inflation and unrestrained crime are often rampant. Gameplay Benefits: Street-smarts, survival in the streets, come naturally to this character. Give him additional skills in Urban Survival skill (additional skills, GMs Discretion). {1d6}. On a result of 1-3, select one Darkside trait. On a result of 4-5, select {1d3} Darkside personality traits and one Neutral Traits. On a result of 6, treat as a result of 4-5 but also select one Exotic Personality Traits. Roleplay: It is not uncommon for citizens of these cultures (even the lowliest slaves and street folk) to believe that their culture is not only at its dynamic prime, but that it and they are vastly superiorto everything else. A character from this culture could easily have a haughty attitude, looking down his nose at everything. Simple pleasures might easily bore a person from this culture. On the other hand, they could be so foreign to the character that they intrigue him to no end. Survival Skills: (additional skills, GMs Discretion).

Social Status: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.

Underworld Experience : The Wrong Path: The character unwittingly got involved with criminal activity and realized it was a drime too late.

Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.

Underworld Experience : Events: The character learns the secret passages, entrances and exits to an important local leader's estate.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Guardian - Guardian

Family: Guardian: Orphaned - The character was somehow orphaned at birth and adopted into a more-or-less normal family group.

Siblings & Birth Order: 3 - second of 4

Home World: Colony World - Colony World

Home World Types: Barren world - Rocky and barely habitable.

Place of Birth: Tenement/Arcology Block - Born in crowded urban housing, surrounded by noise, poverty, or dense community.

Unusual Events at Birth: None - Nothing unusual. Normal Birth

Parents/Family Details: Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: An Alien. See Aliens.

Aliens: Avion - Bird-like beings whose physiology resembles terrestrial birds, typically featuring feathers, beaks, and lightweight skeletal structures, regardless of whether they are capable of flight.

Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.

Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.

Attribute Bonus/Penalty: Appearance - Appearance Penalty

Rivals: Why?: Rival is jealous of the character's possessions.

Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.

Rivals: Who?: A relative. See Other Relations.

Other Family Relations: Distant Relative - Shares a common ancestor.

Rivals: Why?: An insult was percieved by one or the other.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: A former lover/best friend/love interest/crush.

Rivals: Why?: Always trying to outdo each other in everything.

Rivals: What?: Jealous: Rival dislikes the character, and takes secret pleasure in embarassing, thwarting or beating him. Physical injury is usually not intended, but if it happens, it happens. Rival may be appear to be a friend or ally.

Rivals: Who?: Sibling (younger).

Rivals: Why?: Their parents were rivals.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: Their parents were rivals.

Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.

Parent 2

Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Forester: a warrior, guide and hunter who knows the forest, its flora and its fauna.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Space Navy - Space Fighter Pilot. Flies small attack space craft.

Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)

Military Skills: Space Skills: Improve an existing military skill

Military Skills: Space Skills: Operate & maintain a space suit,

Military Rank: Sergeant major/Master Chief

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a rebellion against the government. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Injuries). The characters military career ends. He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Severed Left Hand - The character permanently loses their left hand.

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

Bionics: Replacement Parts: Right Eear - Cyber Right Eear

Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.

Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: Regardless of the battle's outcome, the character is decorated for his heroism. If the character is an officer in the service of a Noble, the character is made a knight.

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Wounds.) He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Back Injury - The character suffers a serious spinal or muscular injury. Reduce Strength by {1d6} points permanently.

Serious Injuries, About this Injury ...: Weather Sensitivity - Changes in weather, pressure, temperature, or radiation cause the injury to stiffen or flare painfully.

Bionics: Replacement Parts: Nervous system - Cyber Nervous system

Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.

Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: Character fought well. Many foe died at his hands. The character may improve one weapon skill.

War Time: Character sees action, but nothing noteworthy.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Mercenaries - Battlebot. Armored, robot-like battle machines.

Military Skills: Combat Skills: First Aid Training

Military Skills: Combat Skills: Military strategy- knowlegde in tactics and strategy (bonus GM's discretion)

Military Skills: Vehicle Skills: Improve an existing military skill

Military Skills: Vehicle Skills: Drive unit's main vehicle.

Military Rank: Private FC/Seaman/Spaceman

Military Experience: Conflict! Character is involved in a major battle. (See Battle Ready!)

War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Commercial ground vehicle driver. Trucker, cabbie, chauffeur.

Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM

Noteworthy Items of Parents/NPCs: NPC has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. A significant event from the past.

Significant Adolescence Events: Adolescence Special Event - Determine a special adolescence-specific event.

Special Adolescence Events: The character participates in a protest against school authority. The protests fails to accomplish its goals. Any known participants are expelled from the school. Only a few close friends know of the characters participation.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages

Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.

Significant Childhood Events:

A future history-specific event occurs.

Place of Birth: Vehicle Birth - The character is born while in transitaboard a ground vehicle, ship, aircraft, or other conveyance.

Place of Birth: Vehicles: Wagon - In a wagon