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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Amphibian - Dwell in water or air equally well.
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: 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: Two Parents - Two Parents
Siblings & Birth Order: 2 - second of 3
Home World: Frontier World - Frontier World
Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.
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: 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 : Someone closeto the player dies.
Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.
Tragedies : All persons belonging to the characters race or ethnic background are rounded up by government police and placed in concentration camps. The character escapes, but does not know the status of his family. The character must assume that he too will be hunted down by the government for recapture.
Death Situations: The deceased sacrificed his or her life - To save some other person whose life was endangered by someone's actions. See Others, for who was saved.
Others: Employer. Characters current employer or Patron.
Death Situations: Special Circumstances: No special circumstances surround this death
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Petite - The character is notably small, lightly built, and delicate.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Spacer: the crewman on a spacecraft.
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: The character makes first contact (See Aliens) with an alien race when oen of the aliens kills one of the characters companions. This encounter greatly affects all future relations with the beings. His people respond with a punitive strike and the aliens respond in kind.
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: Radially Symmetrical - Beings with body plans arranged around a central axis, similar to starfish or sea anemones.
Talents, Mutations & Alien Abilities: Disease Immunity - The character is naturally immune to disease.
Aliens: Avion - Bird-like beings whose physiology resembles terrestrial birds, typically featuring feathers, beaks, and lightweight skeletal structures, regardless of whether they are capable of flight.
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: Intersex Physiology - The character is a true hermaphrodite with functioning male and female organs and an androgynous appearance.
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.
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Novitiate
Religion: Religions: Mysticism. Belief in the power of self and that mortals can eventually become gods.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to have the character join them.
Religion: Religious Events: The character uncovers the activities of an evil cult. The cult seeks to kill the character.
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: Someone known primarily by occupation / co-worker / client
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Instructor: A Craft.
Crafts Table 2: Glassblower: makes bottles and glassware.
Parent 3
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Tavern or Bar Employee: Bartender
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC has married more than once, current spouse is number (roll {1d4}).
Sibling 1
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 possesses an unusual item.
Gifts & Legacies: The item definitely has at least one special function and some great significance to the character's destiny and the over-all scheme of things.
Gifts & Legacies: An Unusual Pet. This pet will survive at least until the character starts adventuring.
Unusual Pets: Types: Ferret
Unusual Pets: Abilities: Pet can increase its size and strength 1d10 times their normal value, once each day for 1d6 hours.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.
Sibling 2
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 has many enemies. The rivals seeks out the character.
Rivals: Who?: Sibling (older).
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?: An enemy of the family.
Rivals: Why?: They seek the same goal.
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 god-like, super-powerful ancient alien being
Rivals: Why?: They seek the same goal.
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.
Rivals: Who?: A total stranger. See Others.
Others: Several others together.
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: Parent's religion. The character has grown up with this religion, but is now personally confronted by it.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.
Others: Several others together.
Others: A mentor. The wise person who guides the character.
Others: A monster. Select something awful from your game.
Others: A robot.
Artificial Persons: Primary Function: Agricultural Robot.
Artificial Persons: Intelligence Level: Flexible. Can make logic decisions based on information outside its original programming.
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.
Others: A Group.
Other Groups: Vigilante gang - Well-meaning citizens out looking for troublemakers.
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.
Rivals: Who?: A former friend.
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?: Sibling (younger).
Rivals: Why?: Always trying to outdo each other in everything.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Significant Childhood Events:
Family gives the character a hunting lodge estate with {1d10} square miles of property on a distant forest world.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is unloved.