Current Character Background: Kris Eichen

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Second Stellar Age - Most stellar colonies are independent of home planet. Faster-than-Light (FTL) drives now capable of rapid jumps between stars, crossing the gaps between stars in a matter of weeks. FTL communication allows information to travel between stars. Powerful non-laser energy weapons found on large ships and battle machines.

Home Culture: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral values.Survival Skills: (additional skills, GMs Discretion).

Social Status: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.

Underworld Experience : The Wrong Path: The character is forced into a life a crime by criminals who threaten his loved ones.

Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)

Crimes: Crimes and Criminal Type: Embezzlement - The character secretly diverted funds from an employer or organization. Penalty: {2d4} years imprisonment.

Crimes: Crimes and Criminal Type: Ideological Crime (Political) - The character held or expressed prohibited political beliefs.Penalty: Varies widely by culture and regime.

Underworld Experience : Events: Character participates in a large heist, only to have his partners vanish with the loot. There were {1d4} others involved and the valuables have never reappeared. GM: This is an chance to create either a revenge adventure or a recapture scenario (depending on which side of the law the character now stands).

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 3 - third of 4

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Hostile world - This world is unsuited to supporting life.

Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.

Unusual Events at Birth: 1 event

Unusual Births Events: Character's is born immediately after Something Wonderful occurs. Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might link the character's birth to the other event.

Something Wonderful: A despotic and evil local ruler outlaws the character's parents. After {1d10} years, the ruler's liege overthrows the evil ruler and the characters parents are not only pardoned, but are honored for their role in the despot's demise.

Parents/Family Details: Head of household has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.

Parent 1

Appearances: Thin - The character is noticeably thinner than average.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.

Government Jobs: Chief Advisor to a ruler: like a Prime Minister.

Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.

Significant Adulthood Events: Failed Rebellion Branded Outlaw - The character participates in a failed rebellion and is openly declared an outlaw with a price on their head.

Parent 2

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Special Income Occupations: Private Detective: Ferrets out hidden information.

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 crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)

Crimes: Crimes and Criminal Type: Kidnapping - The character abducted a victim and held them for ransom. Penalty: NPCs have a 50% chance of execution.

Crimes: Crimes and Criminal Type: Sexual Offense, Illegal Prostitution - The character engaged in or facilitated prohibited sex work. Penalty: {1d4} years imprisonment.

Underworld Experience : Events: Character is seriously wounded in a fight.

Serious Wounds/Injury: Body Scarring - The character is covered in visible scars. See below for Body Locations.

Body Locations: Right foot

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

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Severed Fingers, Right Hand - The character permanently loses {1d3} fingers on the left hand. If more than one finger is lost, it is impossible to grip or wield a weapon with that hand.

Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).

Sibling 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Farm worker: Farm hand

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.

Sibling 2

Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).

Sibling 3

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Bouncer

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Superculture - This is usually not part of a common culture, but is or was an advanced alien race that flourished and then disappeared long before current spacefaring races really understood that banging rocks together could make fire. Their artifacts, if workable, are based on mental interaction, most with no moving parts or visible power sources. Literally anything is possible.

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Brain Injury & Personality Shift - Head trauma causes brain damage and the character develops an Exotic Personality Feature.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Pet Lover/best friend - Has many pets. Usually brings one along. Always looking for something else to bring home. May focus on a type of animal, cats, dogs, giant amoebae, etc.

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

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: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.

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

Military Duties: Branch of Service: Army - Gunnery.

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

Military Skills: Special Survival Skills: Find water (know it Its drinkable).

Military Rank: Corporal/3rd Class Petty Officer

Military Experience: Disease ravages the army. The character becomes sensitive to the cold and damp. (Penatly at GM's discretion)

Significant Childhood Events:

Character serves a Patron.

In the Service of - Who is the Patron: A relative from See Other Relations.

Other Family Relations: Adopted Cousin

In the Service of - Why a Patron: The character was chosen at random.

In the Service of - What happened: Patron introduces character to his ward (who is the opposite sex of the character). Character instantly falls in love. See Ah Love!

Ah Love! - The Beloved: Beloved's age is significantly different from the characters - much older than character.

Falling in Love - Events: The families of both the character and the beloved disapprove of their love interest. Characters family forbids seeing the beloved.

Falling in Love - Events: A tragedy afflicts the beloved. See Tragedies.

Significant Childhood Events: A Fateful event occurs. Something Wonderful Occurs.

Something Wonderful: The character becomes reknowned for his occupation. Clients from around the world seek his services. The influx of business allows the character to increase his social status.

Significant Adolescence Events: Training Exposure - The character receives informal training from group members such as combat drills, technical skills, or ideology.

Other Groups - Factions: Salvager Consortium - Organizations that claim and exploit wrecks, derelicts, and ancient battlefields.

Significant Adolescence Events: Alleged Alien Curse - After offending an elderly alien, the character is said to be cursed. Whether real or psychological, the character suffers ongoing penalties until resolved.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Medicine

Significant Adulthood Events: Unusual Weapon Training - The character learns to competently use an exotic or alien weapon unfamiliar to their culture.

Gifts & Legacies: Weapons: An ornate dagger.

Significant Adulthood Events: Religious or Spiritual Experience - The character undergoes a profound religious or philosophical revelation.

Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.

Religion: How it Begins: Parent's religion. The character has grown up with this religion, but is now personally confronted by it.

Religion: Religious Events: In a vision, God asks the character to perform a sacred, but dangerous mission. GM should create mission.

Significant Adulthood Events: Military Service Bureaucratic Error - The character mistakenly believes they are applying for a civilian government job and ends up enlisted.

Military Duties: Branch of Service: Army - Light Infantry. Unarmored foot soldiers.

Military Skills: Combat Skills: Learn additional weapon skin of choice.

Military Skills: Special Survival Skills: Improve an existing military skill

Military Skills: Special Survival Skills: Camouflage & Concealment. This is an ability to move across a battlefield unseen and hide things In plain sight.

Military Rank: First Sergeant/Senior Chief

Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. Enemy Forces are from a neighboring planet/land. 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 Character's side suffers light casulties.

War Time: The enemy's side suffers light casulties.

War Time: Character is personally responsible forthe deaths of several of his comrades or followers.

War Time: Character was a coward in battle. No one else noticed, but he must live with his actions.

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: Character sees action, but nothing noteworthy.

War Time: An act of the character reverses the battle's outcome - a losing battle is won - and he is recognized for it by being promoted {1d3} ranks.

Personality Traits: Neutral: Self sufficient - Self sufficient: does not need others.

Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,

Personality Traits: Neutral: Creative - Creative: able to make something oul of nothing.

Personality Traits: Darkside: Tactless - Speaks before thinking.

Personality Traits: Lightside: Well-mannered - Polite, courteous.

Personality Traits: Neutral: Silent - Silent: rarely talks,

Personality Traits: Lightside: Dependable - Does duties reliably, responsibly.

Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.

Significant Adulthood Events: Future-History Event - A setting-specific historical event directly affects the character.

Tarnished Tomorrows Events: A recently discovered TechnoWonder is secretly built into his vehicle.

Techno-Wonders: Self-aware electronics. This is a machine that possesses all the requirements for sentient life, possibly even a soul. Could be a computer, a robot or another device Techno wonder device.

Artificial Persons: Primary Function: Ground Vehicle.

Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.

Artificial Persons: Body Type: Humanoid. Designed to mimic human shape, but still retain the appearance of a mechanical device. Usually found in robots whose function is to deal directly with human beings.

Significant Adulthood Events: Additional - Additional Significant Events occur.

Significant Adulthood Events: Faction Collapse - A group the character relied on dissolves, is destroyed, or fractures violently.

Other Groups - Factions: Scientific Institute/Research Directorate - Research organizations pushing technological boundaries, often with questionable ethics.

Significant Adulthood Events: Unusual Skill Learned - The character acquires an unusual or rare skill. See Unusual Skills.

Unusual Skills: Calligraphy - Skilled in formal, decorative, or artistic handwriting.

Significant Adulthood Events: Criminal Involvement - The character becomes involved in illegal activities.

Underworld Experience : The Wrong Path: The character seeks a lifestyle filled with dangerous thrills and excitement.

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: Character becomes an informant for the law.

Significant Adulthood Events: Special - Special Events of Adolescence.

Special Adolescence Events: The character has a romantic encounter. If the character is not yet 16 years of age, any results that indicate marriage to the lover/best friend are optional events, at the players discretion.

Ah Love! - The Beloved: Beloved has {1d6} children.

Falling in Love - Events: [E] Character and the beloved bitterly end their romance and go their separate ways, becoming fierce rivals. See Rivals below

Rivals: Who?: A former friend.

Rivals: Why?: Their distant ancestor's 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.

Education : Military Acadamy. The character becomes an officer in his branch of the military.

Military Duties: Branch of Service: Army - Heavy Infantry. Armored foot soldiers.

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

Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)

Military Skills: Special Survival Skills: Tracking (following tracks).

Military Rank: First Sergeant/Senior 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 multi-faction civil war 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: Character fought well and with notable heroism. Many comrades owe their lives to his heroics. The character is promoted one rank for his valor (or made a commisioned officer if not an officer).

War Time: Character slays the leader of the enemy.

War Time: Character is personally responsible forthe deaths of several of his comrades or followers.

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.

Military Experience: The character is promoted one rank.

Significant Adolescence Events: Runaway & Offworld Escape - The character flees home to another world.

Otherworld Events: Other Worlds: Volcanic world. Active volcanism everywhere.

Otherworld Events: Other Worlds: Swamp world. World covered by endless marshes and swamps, very little "dry " land.

Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Gain {1d3} Psionic abilities

Psionics: Clairvoyance II: To see or sense things occurring at a distance not normally possible with normal senses. The character may select what is wished to be seen and receives clear sensory impressions from wherever the point of visual reference is placed.

Psionics: ESP: Sense the surface thoughts of other minds. Detect the presence of others.

Psionics: ESP: Sense the surface thoughts of other minds. Detect the presence of others.

Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Any physical or appearance changes take {1d6} years to manifest themselves. The character's appearance undergoes a drastic changes ({1d3}).

Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.

Appearances: Unusually Frail - The character appears weak, delicate, or physically fragile.

Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.

Appearances- Unusual Speech: Loud Voice - The character speaks far louder than necessary, even in quiet or intimate situations.