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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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: Aunt & Uncle - Aunt & Uncle.
Siblings & Birth Order: 0 - Only Child
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Barren world - Rocky and barely habitable.
Place of Birth: Combined Exotic Location - The character is born in a strange hybrid environment. See below for the two results from Exotic Places and merge them into a single location.
Exotic Birth Place: Criminal Hideout - The character is born in a secret lair, safehouse, or hidden base used by criminals or fugitives.
Exotic Birth Place: In Alien Ruins - The character is born among the ruins of an ancient, vanished civilization, surrounded by technology and symbols no one fully understands.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Both parents within the household have an occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for an exotic personality trait.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Laser Light
Parent 2
Appearances: Tattooed - The character bears one or more prominent tattoos.
Appearances: Alien/Unsettling Appearance - The character has an unusual, strange, or subtly alien look.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Robotics
Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.
Exotic Events: During a routine medical exam, the character is an unknowing subject of an unregulated scientific research project. The character has become immune to 95% of all diseases. Unfortunately, the experimenters want to do an autopsy on his corpse to find out why .
Significant Childhood Events:
Childhood Special Events
Special Childhood Events: Character is severely battered and abused by a relative. A concerned neighbor rescues the character from certain death. The relative is accused, convicted and imprisoned for the crime. The character has not seen the relative since the last day of the trial.
Other Family Relations: Distant Relative - Shares a common ancestor.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Childhood Events: Character runs away from home ... and joins an alien circus from offworld.
Otherworld Events: Other Worlds: Water world. Mostly oceans and small islands.
Otherworld Events: Events: While the character is on the planet, the local government changes, going from a free and open society, to one of repression and oppression. The character is imprisoned as an enemy of the state. It takes {1d3} years for diplomatic channels to free him.
Imprisoned!: Prison Type: Medium security work camp
Imprisoned!: Duration: 1 year
Imprisoned!: Prison Event: Character participates in a prison uprising. The character leads the uprising and the uprising succeeds. {1d10} guards are killed but the character escapes. The character continues to lead {1d6} low-ability NPC followers.
Otherworld Events: Events: The character is kidnapped by local scum and held for ransom. The ransom is paid, but the experience has scarred the characterfor life. He acquires 1 to 3 Darkside personality tralts (See Below) and an exotic trait (See Below).
Personality Traits: Darkside: Egoist - Sellish concern for own welfare.
Personality Traits: Darkside: Spendthrift - Spends money without thought.
Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Secret Identity - Maintains two separate identities, switching as necessary to keep both "active." Create a second background. Decide which is real and which a charade. Come up with a good reason for this.
Significant Childhood Events: Character has a religious experience.
Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.
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 - Fervent Belief, seeks to spread the faith.
Significant Childhood Events: Character runs away from home ... and never returns.
Significant Adolescence Events: Runaway & Never Returns - The character runs away from home and never returns.
Significant Adolescence Events: Rival Acquired - The character gains a lasting rival during adolescence.
Rivals: Who?: An Alien. See Aliens.
Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.
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: Unusual Size Large - The character is 2060% larger than the species norm. Apply an appropriate Dexterity or agility penalty (GM discretion).
Rivals: Why?: Multiple Reasons
Rivals: Why?: Their distant ancestor's were rivals.
Rivals: What?: Intense: Rival hates the character, and goes out of his way to foil him. Secretly hopes for the chance to injure the character in some way (physically, emotionally, financially, socially, etc.)
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: 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.
Exotic Events: The character befriends an Extremely Wealthy female about the same age as the character.
Significant Adolescence Events: Family Relocation & Galactic Displacement - The family moves across the galaxy, far from their original home.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Courtier/Courtesan: an attendant in the court of a Noble or Royal ruler sometimes nothing more than a fancy prostitute (particularly the female courtesan).
Significant Adulthood Events: Job Loss - The character loses their job due to incompetence.
Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.
Personality Traits: Neutral: Rash - Rash: acts before thinking.
Personality Traits: Neutral: Studious - Studious: studies often, pays attention to detail,
Personality Traits: Neutral: Dependent - Dependent: needs others around him.
Personality Traits: Darkside: Violent - Seeks physical conflict
Personality Traits: Darkside: Morose - Always gloomy and moody.
Personality Traits: Darkside: Tactless - Speaks before thinking.