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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: 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: Two Parents - Two Parents
Siblings & Birth Order: 4 - fifth of 5
Home World: Colony World - Colony World
Home World Types: Water world - Mostly oceans and small islands.
Place of Birth: Farm Building - The character is born in a barn or other agricultural outbuilding.
Unusual Events at Birth: 3 events
Unusual Births Events: Character was put up for adoption upon birth.
Unusual Births Events: A seer declares that the character will be afflicted by an ancient family curse (that the characters family obviously thought was long gone) upon reaching adulthood. Once each year, the adult character (and those around him) may be afflicted by a tragedy. Upon the character's birthday after he reaches adulthood, the GM determines an event and work the outcome into the events of his campaign.
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A famine
Parents/Family Details: Both parents within the household have an occupation.
Parent 1
Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.
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 an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Neutral Trait
Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,
Parent 2
Appearances: Effeminate Mannerisms - The characters movements, posture, or behavior are perceived as delicate or graceful in contrast to local gender norms.
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Circus Skills - Proficient in one or more circus arts such as acrobatics, juggling, or tightrope walking.
Unusual Skills: Circus Skills: Animal training exotic animals.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: Renaissance - Learning is rediscovered with a vengeance. Gunpowder makes major changes in the waging of war, movable type printing speeds the spread of information. Equivalent to 1350-1800 in western Europe.
Sibling 1
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Tavern or Bar Employee: Server
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Outdoorsman: Hiking
Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.
Hobbies Hobby Proficiency: Devoted:
Sibling 2
Appearances: Greasy Appearance - Hair, skin, or mannerisms give the impression of oiliness or slickness.
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Scribe: reads and writes fluently in several languages and has legible, even elegant handwriting.
Noteworthy Items of Parents/NPCs: NPC had a companion. If the character searches long enough, the old companion can be found.
Companions. Who?: A robot or computer. See Artificial Persons.
Artificial Persons: Primary Function: Medical/Surgical.
Artificial Persons: Intelligence Level: Self-Aware. The machine knows it exists and desires to maintain its own existence. Capable of creative problem-solving.
Artificial Persons: Body Type: Bestiold. Designed to mimic the shape of an animal, often one whose function it also duplicates, such as a robot dog, horse, bird, etc.
Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.
Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Companions. Who?: GM Specials - For example, possible ancient alien intelligence or supernatural being in the guise of mortal.
Companions: Why?: Parents were Companions in adventure.
Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.
Sibling 3
Occupations Selection: A hobby practiced as an occupation.
Hobbies: Type of Hobby: Archaeology.
Hobbies: Degree of Interest: Devoted. Given a choice, this is how the character spends his free time. About 10 to 15% of total income is spent on this hobby.
Hobbies Hobby Proficiency: Casual:
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 4
Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.
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 a Lightside personality trait.
Personality Traits: Lightside: Kindly - Warmhearted and friendly.
Significant Childhood Events:
Something bad happens to the character. A Tragedy Occurs.
Tragedies : The character's world is destroyed by violence. The character escapes the destruction, but he and his family are refugees, reduced to Destitute social status
Significant Childhood Events: Family has the a certain attitudes towards the character. Mother is distant and cold towards the character.
Significant Childhood Events: Character has a religious experience.
Religion: Religions: Radical personality cults. Belief in the deity or special calling of a charismatic leader. Cult often ends tragically.
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 inadvertantly desecrates a holy shrine. Followers seek reparations.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.
Significant Childhood Events: Something bad happens to the character. A Tragedy Occurs.
Tragedies : Something terrible happens to the character's lover/best friend. Lover/best friend dies in a fire.
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 range system ship. Travel to solar system's outermost or innermost planets.
Spacecraft: Armament: Lightly-armed. Carries a minimal of legal weaponryfor defensive purposes. Doesn't belong in a fire-fight.
Spacecraft: Special Features: Notorious Transponder - The ship is recognized in certain ports, in good ways.
Spacecraft: Liabilities: Corporate Claim - A corporation insists it still owns the shipor key components of it. Legal threats, bounty hunters, or repo agents may appear.
Significant Adolescence Events: Family Unloved - The character grows up feeling unwanted or neglected.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Business Owner: The type of activity the business performs is below. If the result makes no sense or is too difficult to work out, reroll. The character does not actually do this service, but has employees who do it.
Low Income Occupations: Farm worker: Ranch hand (cowboy)
Significant Adulthood Events: Military Service Press-Ganged - The character is forcibly recruited to meet a military quota.
Military Duties: Branch of Service: Army - Battlebot. Armored, robot-like battle machines.
Military Skills: Combat Skills: Learn additional weapon skin of choice.
Military Skills: Combat Skills: Improve an existing military skill (bonus GM's discretion)
Military Skills: Vehicle Skills: Field repair damaged vehicle.
Military Skills: Vehicle Skills: Trick driving. Special stunts & survival tactics,
Military Rank: Sergeant major/Master Chief
Military Experience: A fierce war breaks out. The situation is grim. All Noncombat troops are put in the field as light infantry. The war is a rebellion against the government. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)
War Time: Character is the only survivor of his unit.
War Time: An act of the character reverses the battle's outcome - a losing battle is won - and he is recognized for it by being promoted {1d3} ranks.
War Time: The character's side is utterly destroyed. Character is demoted one Rank.
Personality Traits: Neutral: Dependent - Dependent: needs others around him.
Personality Traits: Neutral: Rash - Rash: acts before thinking.
Personality Traits: Neutral: Introverted - Introverted: focus one's interests in oneself.
Personality Traits: Darkside: Unfriendly - Cold and distant.
Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.
Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.
Personality Traits: Darkside: Obstructive - Acts to block others actions.
Personality Traits: Darkside: Liar - Hardly ever tells the truth.
Personality Traits: Darkside: Angry - Spirit always unsettled, never at peace.
Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.