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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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: 2 - second of 3
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Hostile world - This world is unsuited to supporting life.
Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Both parents within the household have an occupation.
Parent 1
Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Retail Worker: a store clerk or cashier.
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.
Death Situations: Victim dies of starvation - outside circumstances caused the death.
Death Situations: Special Circumstances: No special circumstances surround this death
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Construction Professional: Electrician
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Grossly Overweight - The characters weight significantly impairs normal movement.
Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Biology
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Mixed technology, one aspect higher - A key aspect of the culture's technology is more typical of a higher Tech Level (such as Transmatter being used by a Federation starship to beam crew planetside).
Sibling 2
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Interstellar Law Lore - Working knowledge of treaties, jurisdictional loopholes, and customs laws across star systems.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Significant Childhood Events:
Character runs away from home ... but returns after {1d12} months.
Special Childhood Events: Character is a child prodigy at an unusual skill. He has a considerable ability with the skill (GMs Discretion). Regardless of his skill, the character hates to do this.
Unusual Skills: Skiing - Proficient in travel and maneuvering over snow and ice using skis.
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 file of papers.
Gifts & Legacies: Papers: An unfinished novel
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
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.
Significant Childhood Events: Character runs away from home ... to another world.
Otherworld Events: Other Worlds: Chunk. An airless asteroid.
Otherworld Events: Events: The character befriends an intelligent alien being. The alien is a native of this world. The alien race has been undiscovered until now.
Aliens: Piscean - Fish-like beings. They may be restricted to aquatic environments or capable of surviving for limited periods on land.
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: Psychic Static - The characters mind produces disruptive noise that distorts or partially blocks psionic detection or influence.
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: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.
Gifts & Legacies: Property: Ancient ruins
Personality Traits: Darkside: Egoist - Sellish concern for own welfare.
Personality Traits: Darkside: Impatient - Unable to wait with calmness.
Personality Traits: Darkside: Cruel - Coldhearted and hurtful.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: An Unusual Medicine. Could be Experimental or even alien medications.
Personality Traits: Lightside: Helpful - Helps others in need.