Current Character Background: Leeg Ipu

Future Genre Types: The Final Frontier - Humanity has only recently pushed beyond Earth and begun reaching into a galaxy that has been waiting far longer than anyone imagined. New worlds lie open for discovery, and alien civilizations may be encountered as rivals, allies, trading partners, or threats. Technological breakthroughs arrive constantly, and their impact spreads fast—often reshaping daily life within a single generation. As with Earths earliest age of exploration, conflict is never far behind. Expeditions clash over newly claimed planets, stumble into hostile environments and native species, or collide with the expanding borders of other spacefaring powers. FeaturesCommon Roles:Characters are often explorers, scouts, surveyors, or pioneers on the edge of the known.Alien Presence:The importance and frequency of alien races depends on the campaign, though they are traditionally central to Final Frontier settings. Personal Spacecraft:When an encounter grants the character a personal spacecraft, roll {1d6}. On a 6, the vessel is modern and up to current technological standards. Otherwise, it is an outdated clunker—barely spaceworthy—often relying on obsolete, temperamental, or outright dangerous interstellar travel technology.

Character Species: Alien. Combined - You are a mixture of two or more alien types.

Tech Level: Mixed Technology, Intermixed - Hi and low technological achievements are intermixed. This is going to be more true for alien cultures that have developed along different lines than humanity.

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: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Two Parents - Two Parents

Siblings & Birth Order: 7 - second of 8

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Water world - Mostly oceans and small islands.

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: A family member died the day that the character was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.

Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.

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

Parent 1

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

Blue Collar & Moderate Income Occupations: Engineer: Manufacturing

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 is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.

Significant Adulthood Events: Companion Acquired - The character becomes involved in a defining event alongside a group.

Companions. Who?: An alien. See Aliens.

Aliens: Multiple - Roll two results on this table and combine them to create a hybrid or unusual alien body plan.

Aliens: Amphibian - Equally at home in water and air. These beings can breathe in both environments and often dwell in coastal, aquatic, or swamp regions.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.

Aliens: Cetacean - Whale- or dolphin-like beings. Often highly intelligent and adapted to aquatic environments, sometimes with advanced communication methods.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.

Aliens, Biology: Aerial - Flying beings adapted for sustained flight. They may possess wings, gas bladders, anti-gravity organs, or other flight mechanisms.

Talents, Mutations & Alien Abilities: Psychic Static - The characters mind produces disruptive noise that distorts or partially blocks psionic detection or influence.

Companions: Why?: The Companion's original intent was to steal from the character.

Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.

Parent 2

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Professional Gambler.

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

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Unique physical habit - An action which the character performs unconsciously. Select from the following, or create your own - winking, rapid blinking, licking or smacking lips, swallowing, rubbing part of face or body, waving hands while speaking, twisting hair, snapping or drumming fingers.

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

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

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: Wanderlust Merchant Spacer - For {1d6} years, the character signs on as a common spacer aboard a merchant freighter. Gain spacer-related skills (GM discretion).

Otherworld Events: Other Worlds: Glacial world. Mostly ice and snow, but life can exist here.

Otherworld Events: Reasons for Being Here: Emergency landing. The ship carrying the character is in trouble and needs to make an unscheduled landing on this remote world.

Otherworld Events: Events: While the character is on the planet, freedom fighters overthrow an oppressive government regime. The character participates in the revolt and is labeled as a hero. Character may have gained or improved existing weapon/combat skills (GMs Discretion).

Parent 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Contractor: oversees the construction of private and public buildings.

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

Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.

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

Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Architect: the designer of impressive buildings, both public and private.

Sibling 1

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Urban Vertical Navigation - Expert at navigating megastructures, arcologies, and multi-level cities using unconventional routes.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while

Rivals: Who?: Sibling (older).

Rivals: Why?: They love the same person.

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.

Sibling 2

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 has a patron.

In the Service of - Who is the Patron: A Noble. See Nobles.

Nobles: Noble Notes: Baronet (Baroness): Below a baron, given to commoners.

Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).

In the Service of - Why a Patron: The patron admires the characters skills.

In the Service of - What happened: Travel widely with patron. Learn the land (or galaxy).

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: A former friend.

Rivals: Why?: They seek the same goal.

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

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 relative. See Other Relations.

Other Family Relations: Sibling - Sibling.

Siblings: Brother - Brother

Rivals: Why?: They love the same person.

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?: An enemy of the family.

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

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

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

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Absentminded. The character misplaces things easily the more important something is, the greater the chance it will be mislaid. Items that are set down, dropped or hidden have a 1d20% chance of being lost permanently.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: Specialist

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

Rivals: Who?: A total stranger. See Others.

Others: An alien.

Aliens: Amphibian - Equally at home in water and air. These beings can breathe in both environments and often dwell in coastal, aquatic, or swamp regions.

Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.

Talents, Mutations & Alien Abilities: Psionic Resistance - Character has a natural immunity to psionics. Use a system compatible with your system or {1d8}x5. The result is the percentage chance that the character will be immune to the effects of any psionic ability used against him.

Others: Employer. Characters current employer or Patron.

Rivals: Why?: They seek the same goal.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Rivals: Who?: A total stranger. See Others.

Others: A robot.

Artificial Persons: Primary Function: Ground Vehicle.

Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.

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.

Rivals: Why?: They are sporting event rivals.

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

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: A total stranger. See Others.

Others: Employer. Characters current employer or Patron.

Rivals: Why?: They are sporting event rivals.

Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Dentist: fixes teeth that need repair.

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

Rivals: Who?: A god-like, super-powerful ancient alien being

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.

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

Other Family Relations: Grandparent - Grandparent.

Rivals: Why?: They seek the same goal.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

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

Other Family Relations: Mysterious - The person claims to be a relation, yet the character was not aware of the person's existence.

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 total stranger. See Others.

Others: A robot.

Artificial Persons: Primary Function: Agricultural Robot.

Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.

Artificial Persons: Body Type: Machine-like. Designed to fulfil a specific task, its form and appearance are tailored to its function. Little concern is given to making it "look" like a classic robot. May include computers, ground vehicles, aircraft, spacecraft, tools, and battle machines.

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.

Sibling 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Miller: grinds grain into flour.

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Unusually Muscular - The character possesses a heavily muscled, athletic build.

Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.

Talents, Mutations & Alien Abilities: Unusual Size Small - The character is 2060% smaller than the species norm.

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A holiday

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

Sibling 7

Appearances: Distinct Body Odor - The character has a noticeable scent. It may not be unpleasant, but it is unmistakable.

Occupations Selection: Job is based on the future history of the game system.

Unusual Events at Birth:

1 event

Unusual Births Events: Character's is born immediately after a Tragedy Roleplay: Superstitious folk often associate one event with another. Others who know of this occurrence might easily believe the character's birth was related to the tragedy.

Tragedies : One of the character's parents (or guardians is killed).

Tragic Causes: Hurricane or Storm

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

Parent 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Food Service Worker: waitperson, busboy, short-order cook, fast-food clerk.

Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Unique physical habit - An action which the character performs unconsciously. Select from the following, or create your own - winking, rapid blinking, licking or smacking lips, swallowing, rubbing part of face or body, waving hands while speaking, twisting hair, snapping or drumming fingers.

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Hallucinations - Seeing unreal visions and distortions of reality. Each occurance has a 10% chance of driving the character into temporary Catatonia.

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

Tech Level: Bronze Age - Metal working, walled cities, stone monuments, sailing ships, the wheel, and simple writing are the rage. Well-to-do warriors wear metal armor and wage war with spears, swords, bow and arrows. Ancient Greece and Egypt, the Celts of Europe and the peoples of the Biblical Middle East are examples.

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. The working out of a personality trait. - Neutral Trait

Personality Traits: Neutral: Aggressive - Aggressive: assertive, bold, enterprising.

Parent 2

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

Blue Collar & Moderate Income Occupations: Construction Professional: Plumber

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

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

Body Locations: Head

Serious Injuries, About this Injury ...: Neurological Side Effects - The injury causes tremors, numbness, phantom sensations, or delayed responses, especially under stress.

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

Parent 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Architect: the designer of impressive buildings, both public and private.

Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A rebellion

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Dentist: fixes teeth that need repair.

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

Personality Traits: Neutral: Grim - Grim: unsmiling. humorless, stern of purpose.

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

Rivals: Who?: Sibling (younger).

Rivals: Why?: They seek the same goal.

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

Rivals: Who?: An Alien. See Aliens.

Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.

Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Blame Magnet - The character is frequently blamed for crimes or disasters occurring nearby, regardless of guilt.

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.

Rivals: Who?: A former friend.

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

Rivals: What?: Fierce: Rival hates the character bitterly. This is an unhealable grudge. This rivalry often clouds judgement and could lead to no-holds-barred conflict. The rival maximizes all opportunities to thwart the character, hoping to cause injury in so doing.

Rivals: Who?: A total stranger. See Others.

Others: Several others together.

Others: Several others together.

Others: Government worker.

Government Jobs: Legislator: part of a law

Others: A soldier

Military Duties: Branch of Service: Mercenaries - Armored Cavalry. Tanks.

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

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

Military Skills: Vehicle Skills: Drive other vehicle (one not used by unit).

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

Military Rank: Sergeant major/Master Chief

Others: A clergyman.

Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.

Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.

Religion: Religious Events: Character makes prophetic statements. He is ignored by most and considered a radical.

Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.

Others: The character's lover/best friend or close friend that is opposite gender

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

Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)

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

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

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.

Sibling 2

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

Blue Collar & Moderate Income Occupations: Professor: teaches at a college or university.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: A relative.

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

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. The working out of a personality trait. - Darkside Trait

Personality Traits: Darkside: Cheat - Shortchanges others of their due.

Sibling 3

Appearances: Very Long Hair - Hair is worn much longer than current styles.

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Riding Master: breeds riding beasts, breaks them to the saddle and teaches riding skills.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

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 wants to live a lifestyle he could otherwise not afford.

Underworld Experience: Types of Crimes: Piracy

Underworld Experience: Pirate Events: The pirates discover ruins of a lost civilization with a mysterious temple. The crew is driven mad by a mystic alien power within the temple. When the character regains his sanity in a place far away, only vague memories remain of the encounter and the great treasure to be found there.

Underworld Experience : Events: Character becomes an informant for the law. The character is labeled a snitch by the underworld and has a contract out on his life.

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

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

Special Income Occupations: Spacecraft pilot. Can navigate a spacecraft between planets or even stars.

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

Personality Traits: Lightside: Humble - Lack of pretense, not proud.

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

Personality Traits: Darkside: Liar - Hardly ever tells the truth.

Sibling 4

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Biology

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood

Death Situations: Victim is sold into slavery by someone (or because of his actions) and dies while enslaved.

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

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: A sealed cannister with an alien creature floating in it. The creature seems to be alive.

Sibling 5

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Tavern or Bar Employee: Housekeeper

Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.

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

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Insect Bites/Stings. Multiple bites or stings, increase the reaction level by one.

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

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 has a secret identity.

Social Status: Comfortable - This is the middle class of any Culture, regardless of the Tech Level or average wealth of its citizens. These folk usually live in clean, nicely apportioned homes or apartments, often in better neighborhoods. They eat regularly and occasionally very well. Children are schooled and often go on to higher education. They usually own conservative forms of transport - a modest ground car or other inexpensive vehicle. Luxuries include travel vacations, good food, the ability to hire occasional menial services, nice clothing, and leisure devices. This class includes "impoverished" nobility, upper level office workers, professors and teachers, skilled craftsmen and technicians, highly-skilled laborers, lower govem ment officials, low-ranking military officers, lesser clergy, and shopkeepers. Folk from this Social Status are considered to represent the mainstream of their Culture's beliefs and attitudes.

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

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Attorney: deals in the finer points of the law and defending the innocent against unjust prosecution. On the other hand he may spend most of his time going for the "deep pocket" of insurance companies in civil liabilities cases.

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: A sealed bottle (determine contents).

Sibling 7

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Flying: Jet planes

Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.

Hobbies Hobby Proficiency: Devoted:

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

Death Situations: Victim was driven to suicide by someone's actions.

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

Significant Childhood Events:

Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin adventuring). The character's future mate lives on another planet, one that few have ever heard tell of.

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

Something Wonderful: The character is adopted into a Wealthy family. If he is an orphan, it is a true adoption. If he has living parents, he is treated just like a son.