Current Character Background: Hatch

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.

Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.

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: Well-to-Do - These folk are the upper end of the middle class. They typically own larger homes, have a household servant (a cook and/or maid), have conspicuous private transportation, and travel abroad (including interplanetary or interstellar travel). They often own more than one well-appointed home in more than one city. Their children are privately educated and attend prominent universities. Luxuries include elegant furnishings, artwork, libraries, parties, fine clothing, and some exotic foods. This class includes younger offspring of Nobility, highly skilled craftsmen and technicians, high-ranking military officers, successful merchants, ship owners, high-ranking clergy of prominent religions, high-level office and government workers. Outward appearances are often the be-all and end-all of this Social Status and these folk may try to act like they are Wealthy. A strong tendency hereto look on lower Social Statuses as something bordering on "unclean" and to attempt to associate only with those of equal or higher status. Of all Social Statuses, Well-to-Do folk are probably the least tolerant of their children becoming adventurers.

Social Status: Nobility: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.

Nobles: Noble Notes: Baron (Baroness): Rules a barony, smallest sized fiefdom.

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

Exotic Personality Traits: Categories: Phobia - Phobia

Exotic Personality Traits: Phobia: Snakes (Ophidophobia)

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: 5 - fifth of 6

Home World: Core World - Core World

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

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 is or was an adventurer.

Parent 1

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Tent or Sail maker: depending on the culture, he makes tents (of felt, fabric or leather) or sails for sailing boats.

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: Preventing a future event.

Significant Adulthood Events: Unexpected Patronage - A powerful figure within a faction takes an interest in the character for unclear reasons.

Other Groups - Factions: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.

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. - An eclipse

Unusual Births Events: A person of note in the vicinity of the characters home died when he or she was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.

Others: A neighbor. GM decides who this is.

Sibling 1

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

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

Blue Collar & Moderate Income Occupations: Bar Owner: runs a bar, pub or tavern where drinks and food are sold.

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

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

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: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.

Military Duties: Branch of Service: Space Navy - Field Technician. On-site repairman.

Military Skills: Combat Skills: See Weaknesses. Can see foe's weaknesses and thus gain a attack bonus for each time they gain this skilll. (bonus GM's discretion)

Military Skills: Space Skills: Computers. Operate, program and maintain them.

Military Skills: Space Skills: Astragal ion. Interstellar navigation,

Military Rank: Sergeant/2nd Class Petty Officer

Military Experience: Characters unit is involved in numerous skirmishes and one erupts into a major battle (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). The character may improve one weapon skill by one Rank of ability.

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

Talents, Mutations & Alien Abilities: Natural Luck - The character has unusual luck. Roll {1d3} and this is the number of re-checks/re-rolls they have each day.

Sibling 2

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Study: Art

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: Casual:

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: Self sufficient - Self sufficient: does not need others.

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Biology

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: Foppish - Foppish: vain. preoccupied with appearance.

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

Military Duties: Branch of Service: Army - Light Cavalry. Hovercraft and assault vehicles.

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

Military Skills: Special Survival Skills: Making own shelter (against cold & damp).

Military Skills: Vehicle Skills: Field repair damaged vehicle.

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

Military Rank: Staff Sergeant/1st Class Petty Officer

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

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

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

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.

Sibling 4

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Mechanical

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

Rivals: Who?: Sibling (younger).

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 friend.

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

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?: Sibling (younger).

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?: A relative. See Other Relations.

Other Family Relations: Sibling - Sibling.

Siblings: Brother - Brother

Rivals: Why?: Multiple Reasons

Rivals: Why?: They love the same person.

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: Why?: They love the same person.

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

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?: Always trying to outdo each other in everything.

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: A neighbor. GM decides who this is.

Rivals: Why?: They seek the same goal.

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.

Sibling 5

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

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

Tech Level: Fusion Age - Energy is created through the combining, not destruction of matter. Laser weapons replace projectile weapons in most armies. "Manned" exploration of the solar system, establishment of orbital space cities and scientific colonies on other planets within system. "Cold sleep" used for long interplanetary trips. Most manufacturing is completely automated.

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: Alien Reward - A mysterious but benevolent alien rewards the character for a selfless act with partial plans for a marvelous device.

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: Computer.

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.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

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.

Significant Adulthood Events: Wanderlust Nearby Star - For {1d6} years, the character journeys beyond their home system to a nearby star.

Otherworld Events: Other Worlds: Greenhouse world. Has a thick, dense (usually hostile) atmosphere that intensifies a "greenhouse" making the world hot and uninhabitable by Terran standards.

Otherworld Events: Reasons for Being Here: Colonist. The character and his family relocate to this untamed frontier world (this becomes the character's new home world).

Otherworld Events: Events: The character discovers illegal activity going on in a restricted area of the planet. The character is forced to flee for his life and is marked as an enemy by the head of a very powerful corporation (have the GM select an appropriate company).

Significant Adulthood Events: Saved a Life Devoted Companion - The character saves someones life. This person becomes a Companion and falls in love with the character (feelings may or may not be returned).

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

Others: Government worker.

Government Jobs: Advisor to the ruler of a country: a counselor .

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

Companions: What?: Incurable Romantic: Imagines himself to always be questing after some greater goal. Always attempts noble and chivalrous deeds. Always quoting somebody, usually obscure poets and high-talking philosphers.

Companions: What?: Gung-ho Joe: Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.

Personality Traits: Darkside: Tardy - Always late.

Personality Traits: Darkside: Spendthrift - Spends money without thought.

Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.

Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag

Exotic Personality Traits: Behavior Tags: Hiccupping - Brought on by stress or eating, these range from mild "hics" to thunderous body shakers. At the GM's discretion, these diaphragm glitches can cause penalties to fighting and skill use checks.

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

Personality Traits: Neutral: Romantic - Romantic: given to feelings of romance.

Personality Traits: Lightside: Respectful - Shows respect for others.