Current Character Background: Brizzit

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Insectoid - Closely resemble bugs or spiders.

Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.

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: One Parent - One Parent

One Parent Family: Father - Father

Siblings & Birth Order: 6 - fifth of 7

Home World: Colony World - Colony World

Home World Types: Glacial world - Mostly ice and snow, but life can exist here.

Place of Birth: Hospital - The character is born in a fully equipped hospital or major medical facility.

Unusual Events at Birth: 3 events

Unusual Births Events: Character born with 1 to 3 psionic powers.

Psionics: Persuasion: Mass Hypnosis that may be used against multiple targets.

Unusual Births Events: Exotic toxic waste is dumped very close by.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A rebellion

Parents/Family Details: Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Household servant: Server

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.

Religion: How it Begins: Evangelism. Believers share their beliefs with the character in hopes of gaining a new follower.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Followers shun character.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. Religious assassins seek character's death.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC does not love family or children.

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

Rivals: Who?: Sibling (older).

Rivals: Why?: Multiple Reasons

Rivals: Why?: Multiple Reasons

Rivals: Why?: Their parents were rivals.

Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.

Rivals: Why?: Multiple Reasons

Rivals: Why?: An insult was percieved by one or the other.

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: 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?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.

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: 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?: A former friend.

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.

Sibling 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

Noteworthy Items of Parents/NPCs: Devotes time to a hobby.

Hobbies: Type of Hobby: Gameplaying: War games

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

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Flying: Helicopters

Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.

Hobbies Hobby Proficiency: Casual:

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 3

Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.

Appearances- Unusual Speech: Multiple Speech Quirks - Multiple Unusual Speech items

Appearances- Unusual Speech: Loud Voice - The character speaks far louder than necessary, even in quiet or intimate situations.

Appearances- Unusual Speech: Commanding Voice - The characters speech naturally sounds authoritative; statements often come across as orders, even when none are intended.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Robotics

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Sibling 4

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Health Care Worker: a clerical worker, orderly or nurse.

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Transmatter Age - Matter can be coded, broken down into energy and then transmitted to a receiver. Unlimited Faster-than-Light (FTL) communication now possible.

Sibling 5

Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Farm worker: Agriculture technician

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

Rivals: Who?: Sibling (younger).

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: Who?: An Alien. See Aliens.

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: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Attribute Variance - Reduce one attribute and increase another by the same amount.

Attribute Bonus/Penalty: Constitution - Constitution Penalty

Rivals: Why?: They are sporting event rivals.

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 Alien. See Aliens.

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

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: Good Luck Presence - The characters presence subtly improves outcomes. Allies within 20 feet gain bonuses to skill rolls or non-skill checks (GM discretion).

Rivals: Why?: They love the same person.

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?: A relative. See Other Relations.

Other Family Relations: Great Aunt/Uncle - Great Aunt/Uncle.

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.

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 was tortured to death by someone,

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. NPC has married more than once, current spouse is number (roll {1d4}).

Sibling 6

Appearances: Impressive Presence - The character makes a strong first impression and appears heroic, commanding, or exceptional.

Occupations Selection: A hobby practiced as an occupation.

Hobbies: Type of Hobby: Study: Religion

Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.

Hobbies Hobby Proficiency: Sporadic and Variable:

Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.

Tech Level: Fourth Stellar Age - Energy shields protect large vehicles and craft. Gravitic repulsors negate the effects of gravity. Personal force screens possible.

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

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: They are sporting event rivals.

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.

Significant Childhood Events:

Characters parents split up. Father leaves, Mother never remarries

Significant Childhood Events: An Exotic Event occurs.

Exotic Events: A strange woman gives the character an ornate box sealed with wax and hoarsely whispers "It's up to you now, keep it safe, keep it from ...them." It's not until she drops dead at the characters feet that the smoking hole in her back becomes obvious. (GM's discretion)

Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.

Companions. Who?: A Relative. See Other Relations.

Other Family Relations: Spouse - Spouse (husband or wife).

Companions: Why?: Mysterious voices and feelings told the Companion to seek out the character and join him.

Companions: What?: Gung-ho Joe: Enthusiasm is not his middle name, it's his first. Always ready for adventure, willing to leap into the fray and face unbeatable odds.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Astrophysics

Significant Adulthood Events: Corporate Heir - Favored - The character inherits stock and a board seat in a powerful hi-tech corporation. The board welcomes them and offers gifts (GM discretion).

In the Service of - Who is the Patron: A Noble. See Nobles.

Nobles: Noble Notes: Subchieftain: A tribal chieftain's lieutenant.

Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).

In the Service of - Why a Patron: The patron has a sexual interest in the character.

In the Service of - What happened: Patron dies while character is in his service.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Personality Traits: Darkside: Flippant - Unable to be serious about anything.

Personality Traits: Darkside: Obstructive - Acts to block others actions.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Energy Radiation - Electricity

Personality Traits: Lightside: Organized - Everything has a place.

Significant Adulthood Events: Caught Between Factions - The character is drawn into a dispute or rivalry between two opposing groups.

Other Groups - Factions: Cults/Religious Fantatics - A fanatical belief system adapted to life among the stars, often wielding social or political power.

Other Groups - Cultists: The Last Witnesses - Archivist zealots convinced the universe is ending and that recording everything is a sacred duty.