Current Character Background: York Nu

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.

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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: One Parent - One Parent

One Parent Family: Father - Father

Siblings & Birth Order: 3 - third of 4

Home World: Core World - Core World

Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.

Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.

Unusual Events at Birth: 1 event

Unusual Births Events: A Mysterious stranger bestows a gift on the character at birth. See Gifts & Legacies below for the item and Others below for the stranger

Gifts & Legacies: A sealed trunk.

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: Alienoid. Like the humanoid robot, but designed to mimic the shape of its alien creators.

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

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

Blue Collar & Moderate Income Occupations: Botanist

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: A local official. See Government Jobs.

Government Jobs: Soldier, non-commissioned officer

Military Rank: Platoon Sergeant/Chief

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Patron provides for character's formal education (Increase additional experience, GMs Discretion.)

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

Death Situations: Victim killed during the commission of a crime - the victim was committing a crime when killed.

Crimes: Crimes and Criminal Type: Pickpocketing - The character steals valuables from individuals, shops, or crowded areas without confrontation.Penalty: {1d6} years imprisonment and community service.

Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.

Sibling 1

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: Bureaucrat: a petty official within a government.

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: Greedy - Hoards all for set

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

Appearances: Multiple - Multiple features.

Appearances: Cadaverously Thin - The character appears malnourished, sickly, or severely underweight.

Appearances: Alien/Unsettling Appearance - The character has an unusual, strange, or subtly alien look.

Appearances: Impressive Presence - The character makes a strong first impression and appears heroic, commanding, or exceptional.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Cabinet Maker: makes fine wooden furniture.

Noteworthy Items of Parents/NPCs: NPC has a patron.

In the Service of - Who is the Patron: A local official. See Government Jobs.

Government Jobs: Soldier, non-commissioned officer

Military Rank: Specialist/Seaman Specialist/Spaceman Specialist

In the Service of - Why a Patron: A parent was allied to the patron.

In the Service of - What happened: The character leaves the patron's entourage after {1d6} years. Gains gift of years x 1,000 credits.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Merchant

Merchants: Tavern keeper: Sells alcoholic beverages, a cheerful atmosphere and a limited meal menu.

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: Atheistic - Atheistic: denies existence of the supernatural.

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

Military Duties: Branch of Service: Army - Air Cavalry. Aerospace strike force.

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

Military Skills: Aerospace Skills: Fighter craft combat techniques.

Military Skills: Aerospace Skills: Communications.

Military Skills: Aerospace Skills: Fighter craft combat techniques.

Military Rank: Private FC/Seaman/Spaceman

Military Experience: Characters unit is involved in numerous minor skirmishes and police actions.

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

Significant Childhood Events:

A change or upheaval occurs in the characters family. Character changes locale. The move to a neighboring system

Significant Childhood Events: Family throws an extravagant birthday party for the character. Everyone who is anyone attends. When all the gifts are recorded, one unusual gift stands alone without a card to say where it came from.

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

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.

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).

Significant Childhood Events: Something bad happens to the character. Character is sexually molested by an adult.

Others: An outcast. A beggar, hermit, leper, or prositute.

Significant Childhood Events: Characters parents split up. Mother leaves, Father never remarries

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same planet

Significant Adolescence Events: Family Ties to a Faction - A parent or guardian is secretly or openly associated with a powerful group, drawing the character into its orbit.

Other Groups - Factions: Revolutionary Movement - Insurgents fighting governments, corporations, or occupying powers.

Other Groups - Factions, Revolutionary Movement: Chainbreakers Union - Former slaves, clones, and indentured workers waging violent revolt against their former masters.

Significant Adolescence Events: Runaway & Short Absence - The character runs away but returns after {1d8} days.

Significant Adolescence Events: Rival Acquired - The character gains a lasting rival during adolescence.

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: Non-Organic - Beings not based on organic biology. This category includes machines, crystalline life, energy beings, or synthetic constructs.

Talents, Mutations & Alien Abilities: Unusual Size Large - The character is 2060% larger than the species norm. Apply an appropriate Dexterity or agility penalty (GM discretion).

Talents, Mutations & Alien Abilities: Bad Luck Aura - The character radiates misfortune. Roll 1d6 to determine the Bad Luck rating. Whenever an ally within proximity fails a skill roll, roll 1d10. If the result is equal to or less than the Bad Luck rating, a serious mishap occurs.

Others: A friend. Possibly a Companion. GM decides who.

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.

Significant Adolescence Events: Family Relocation & Galactic Displacement - The family moves across the galaxy, far from their original home.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Wine Maker: knows his wines, grapes and fruits.

Significant Adulthood Events: Cruise Ship Opportunity - While vacationing aboard a luxury liner, the characters hobby draws attention. They accept a professional contract for {1d6} years.

Hobbies: Type of Hobby: Study: Weapons

Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.

Hobbies Hobby Proficiency: Devoted:

Significant Adulthood Events: Hobby Acquired - The character develops a personal hobby.

Hobbies: Type of Hobby: Study: Art

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: Sporadic and Variable:

Significant Adulthood Events: Military Service Drafted - The character is drafted into the military during wartime.

Military Duties: Branch of Service: Space Navy - Special duty. Special duty. (See Special Duties)

Military Duties: Special Duties: Rangers. Wilderness masters. Deadly warriors who can operate behind enemy lines.

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

Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.

Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.

Military Skills: Combat Skills: Martial Arts. This is expert hand-to-hand combat.

Military Skills: Space Skills: Repair a space craft.

Military Skills: Space Skills: Repair a space craft.

Military Rank: First Sergeant/Senior Chief

Military Experience: Character learns a new weapon skill (players choice).

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Personality Traits: Darkside: Argumentative - Starts arguments and fights.

Personality Traits: Darkside: Unfriendly - Cold and distant.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Insomniac - Character finds it almost impossible to sleep or get any rest... at least during the night.

Personality Traits: Neutral: Rash - Rash: acts before thinking.

Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and

Personality Traits: Neutral: Loquacious - Loquacious: talks and talks and talks and

Personality Traits: Darkside: Greedy - Hoards all for set

Personality Traits: Darkside: Lazy - Difficult to get motivated.

Personality Traits: Darkside: Unenthusiastic - Can't get excited.