Current Character Background: Jordan Steward

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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).

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: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.

Underworld Experience : The Wrong Path: The character wants to defy authority.

Underworld Experience: Types of Crimes: Piracy

Underworld Experience: Pirate Events: The character becomes one of the pirate captain's officers, and learns the location of many rival pirates' strongholds.

Underworld Experience : Events: The character learns the sewers (maintainance conduits) of his home town (or a nearby city) as well as he knows the back of his hand (or tentacle). This knowledge is also useful in other cities, since waste and service systems tend to be built along similar lines.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

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: 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: Commoner - Commoner/Not of a Noble Line

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Grandparents - +{1d4} Siblings.

Siblings & Birth Order: 7 - eighth of 8

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Water world - Mostly oceans and small islands.

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.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.

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: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.

Appearances: Unkempt - Hair is uncombed, grooming neglected, and clothing poorly maintained.

Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

Parent 2

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Entertainer: a comedian, night club signer, popular band member, actor, or stage magician.

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 1

Appearances: Visible Injury - The character bears visible signs of a past serious injury. See Serious Wounds.

Serious Wounds/Injury: Facial Scar (Distinguished) - The character bears an impressive facial scar that enhances their presence or mystique. Apply an appropriate Charisma bonus (GM discretion).

Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.

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).

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: A former lover/best friend/love interest/crush.

Rivals: Why?: Multiple Reasons

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

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 seek the same goal.

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?: 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.)

Sibling 2

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.

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: The deceased sacrificed his or her life - To save a relative whose life was endangered by someone's actions,

Death Situations: Special Circumstances: No special circumstances surround this death

Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.

Unusual Births Events: Mother died in childbirth.

Death of a Loved One: The Inheritance: The character becomes heir to the Loved One's estate and may assume control of any lands, monies, properties, and possessions.but with a condition. The Character must devote life to championing the poor, the weak, and the down trodden.

Death of a Loved One: The Events: Nothing unusual occurred.

Unusual Births Events: Seasonally unnatural weather occurred. This might include blizzards in summer, soaring temperatures in winter.

Sibling 3

Appearances: Attractive - The character is generally considered good-looking.

Occupations Selection: An unusual skill is practiced as an occupation.

Unusual Skills: Cultural Code-Switching - Skilled at altering behavior, speech, and mannerisms to blend into different societies or factions.

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: A care-worn, but functional old space suit

Noteworthy Items of Parents/NPCs: Preventing a future event.

Significant Adulthood Events: Backwater Encounter - While visiting a remote alien ghetto or slum, the character is affected by a significant event.

Lo-Tech Events: Learn use of an archaic weapon (swords, bows & arrows, flintlock pistols all qualify)

Sibling 4

Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

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 has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Noteworthy Items of Parents/NPCs: Accomplishing a future event.

Significant Adulthood Events: Debt Enforcer - The character is pressured into performing a task for a faction to settle a debt, real or fabricated.

Other Groups - Factions: Military Veteran Order - A formal military organization of surviving veterans with shared loyalty and history.

Other Groups - Factions, Military Orders: Iron Star Legion - An elite brotherhood of decorated veterans who served in the most brutal interstellar campaigns.

Sibling 5

Appearances: Overweight - The character is heavier than average.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Merchant Sailor (planet side vessels only)

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 gains a psionic power. See Psionics.

Psionics: Psychic Bolt: The ability to summon and shape energy to shatter, burn or melt non-living matter.

Sibling 6

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: Alien beings invade the character's home world and conquer it. The character's people are enslaved by the beings. See Aliens. The character is enslaved. See Enslaved!

Aliens: Botanic - Plant-like beings whose physiology is based on vegetal structures such as vines, bark, leaves, or photosynthetic tissues.

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: Unique Talent - Character gains a unique talent, something that he can quietly use to his or others' benefit when the need arises.

Special Talent: Sense Malevolence - The character can detect the presence of malevolent intent or corrupt influence in a person, object, or location. Particularly deceptive or malicious beings may attempt to shield or mask their nature.

Enslavement: The character is freed! The character is able to buy his freedom. Because he needs money to live, he remains as an employee of the owner for another {1d4} years.

Enslaved!: Duration: 4 years

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: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Compulsive Lying - The person cannot tell the simple truth, but must always reinterpret or expand upon it.

Sibling 7

Appearances: Macho Demeanor - The character projects exaggerated toughness, masking vulnerability behind bravado.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Goldsmith: a crafter of gold for all uses.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: A relative. See Other Relations.

Other Family Relations: Distant Relative - Shares a common ancestor.

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?: An enemy of the family.

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

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: Who?: Sibling (older).

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

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.

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

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:

A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.

Significant Childhood Events: Character has an adventure (or misadventure) on another planet. See details on Otherworld Events.

Otherworld Events: Other Worlds: Volcanic world. Active volcanism everywhere.

Otherworld Events: Reasons for Being Here: Stowaway. The character hides on board a ship and is "ejected" on this planet.

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: Drunkard - Constantly overindulges In alcohol.

Personality Traits: Darkside: Pessimist - Always see the bad side of things.

Personality Traits: Darkside: Violent - Seeks physical conflict

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Depression - Beyond merely feeling a bit "down" or "blue," the afflicted person feels that all hope is gone. Unable to cope with their problems, or even ask for help, talking about or attempting suicide is how they communicate their unspoken cry for help. Reduce all skill when depressed. (GMs Discretion)

Significant Childhood Events: Family gives character his own spacecraft. Assume that it is no larger than a small yacht.

Spacecraft: Ship Type: Scout ship. A small maneuverable craft capable of traversing space and exploring a planet.

Spacecraft: Space Capabilities: Long ranger interstellar. Travel to moderately distant stars in one trip.

Spacecraft: Armament: None. Ship carries no weapons.

Spacecraft: Special Features: None - None.

Spacecraft: Liabilities: Infested - The ship is home to parasitesorganic, mechanical, or something worse. Clearing them out is an ongoing problem.