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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Alien, Humanoid - Though similar inform to a human, they may be vastly different in the specific details of physical appearance.
Tech Level: Third Stellar Age - Warriors wield hand-held non-laser energy weapons. Antimatter used to produce power. Faster-than-Light (FTL) communication exceeds speed of starships. Small ships have interstellar capability. Robots are commonly humanoid (or alienoid) in form.
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: 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: None - None known. Left to fend for self. Change Social Status to Destitute (increased Survival Skills).
Siblings & Birth Order: 2 - third of tiplets
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: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Sibling 1
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Off-Hand Weapon Use - Trained to wield a chosen weapon effectively with the non-dominant hand.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Tavern or Bar Employee: Bouncer
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: A friend. Possibly a Companion. GM decides who.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Significant Childhood Events:
Character has an adventure (or misadventure) on another planet. See details on Otherworld Events.
Otherworld Events: Other Worlds: Earthlike world. Much water, large land masses.
Otherworld Events: Reasons for Being Here: Relocation. The characters job transfers him to this planet for an indefinite stay (this becomes the character's new home world).
Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-shift camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet. The character's companions lose heart and go home.
Significant Childhood Events: Character runs away from home ... but returns after {1d8} days.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is across the galaxy.
Significant Childhood Events: A Fateful event occurs. A Tragedy Occurs.
Significant Adolescence Events: Runaway & Extended Absence - The character runs away and has an additional event. They return home after {1d12} months.
Significant Adolescence Events: Public Loyalty Test - The character is pressured to prove loyalty to a group through a symbolic or risky act.
Other Groups - Factions: Salvager Consortium - Organizations that claim and exploit wrecks, derelicts, and ancient battlefields.
Significant Adolescence Events: Family Relocation & Galactic Displacement - The family moves across the galaxy, far from their original home.
Significant Adolescence Events: Illegal Favor for a Gang - The character is pressured into doing a small but illegal favor for a local gang or syndicate.
Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.
Other Groups - Factions, Military Orders: Broken Banner Brotherhood - Veterans of a defeated or disgraced army who preserve their units honor and traditions.
Education : Outstanding Education.
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.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.
Gifts & Legacies: Property: Ancient ruins
Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.
Personality Traits: Neutral: Aggressive - Aggressive: assertive, bold, enterprising.
Personality Traits: Neutral: Romantic - Romantic: given to feelings of romance.