Current Character Background: Ferlik Sage mason

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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: Alien, Reptilian - Reptile-like beings usually with scales and often with tails. Includes snake-like beings.

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: Barbaric - Barbaric cultures live by the cruel exploitation of others. They can be found at any Tech Level, though they are more common at lower levels. Barbaric cultures are typified by charismatic dictators, feudalism, divine right of kings and so on. Power is secured and maintained by violence and tear. Rights for those without power are unheard-of. Cruelty is commonplace. Sentient life has little value, except on the slave market. Although it is possible that Barbaric cultures might develop their own technology, It Is lust as likely for them to take it from another culture by force. Typical Barbaric cultures might be pirate outposts, Post Holocaust enclaves, and most Lo-Tech societies. Gameplay Benefits: Character learns weapon use (usually a gun or other hand weapon) (additional skills, GMs Discretion). {1d6}. On a result of 56. select one Darkside personality trait. Add +1 bonus to character's Strength and Constitution attributes for merely surviving to adulthood. Roleplay: Barbaric cultures approach life with savage gusto, They live, love, fight, eat and drink like there may be no tomorrow. Barbaric characters commonly dislike and persecute members of other races, classes or cullures whom they perceive tie be weaker than they are. 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: Two Parents - Two Parents

Siblings & Birth Order: 4 - first of 5

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Barren world - Rocky and barely habitable.

Place of Birth: Open Field - The character is born outdoors in an open field, plain, or similar terrainno shelter, no building.

Unusual Events at Birth: 3 events

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

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

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 : Character sold into slavery.

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: 2 years

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

Parents/Family Details: Head of household does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.

Parent 1

Appearances: Extremely short - The character is far shorter than average.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Aerospace

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 is from a foreign place (either land or world).

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Medical Doctor: General Practioner

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

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

Other Family Relations: Sibling - Sibling.

Siblings: Sister - Sister

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?: A god-like, super-powerful ancient alien being

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 total stranger. See Others.

Others: A professional adventurer.

Rivals: Why?: Multiple Reasons

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: Why?: Their parents 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: 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 professional rival, with the same occupation.

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.

Sibling 1

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Naval/Sea Ship Captain: sails ships on the high seas, lakes and rivers.

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

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

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Chemistry

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

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 relative from See Other Relations.

Other Family Relations: Child - Child

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

In the Service of - What happened: Patron requires the character to perform criminal acts. See Crimes.

Crimes: Crimes and Criminal Type: Sexual Offense, Pornography Production - The character created or distributed illegal pornography. Penalty: {1d6} years imprisonment.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.

Personality Traits: Neutral: Emotional - Emotional: rarefy keeps emotions in check,

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

Sibling 3

Occupations Selection: Occupation Group - High Income Jobs

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

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: Liberal - Liberal: tolerant of others, open to change.

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

Appearances: Unusual Hairstyle - The characters hairstyle is unconventional or striking.

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

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

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

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: Biology

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

Gifts & Legacies: The guardianship of a young ward. This is an NPC. Create this person as if it were a companion to the character.

Companions. Who?: A childhood friend.

Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).

Companions: What?: Good of Boy: A down-to-earth type who enjoys simple pleasures like hot food, cold drinks, good company, tall tales, and fast action. Loves a good knock-down fight.

Significant Childhood Events:

The character aquires a Companion.

Companions. Who?: A total stranger. See Others.

Others: A future specific person.

Final Frontier Occupations: Colony Administrator: oversees a colony.

Companions: Why?: The Companion imagines the character to be a real hero and wishes to learn from him.

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.

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

Otherworld Events: Other Worlds: Hostile world. Something about this world is unsuited to supporting the character's race. Either the atmosphere is poisonous or corrosive or the climate is violently dangerous. Life as the character knows it can only exist in self-contained outposts or in subterranean cavern complexes.

Otherworld Events: Reasons for Being Here: Business trip. The characters job brings him here for an important meeting.

Otherworld Events: Events: While alone, the character stumbles onto the ruins of an ancient, lost alien civilization. The ruins themselves are a blank in the character's mind. He doesn't remember what happened there, only that afterwards, he was somehow changed ... Although initially unchanged, the character seems somehow "alien." Any physical or appearance changes take {1d6} years to manifest themselves. The character's appearance undergoes a drastic changes ({1d3}).

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

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

Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Medicine

Significant Adulthood Events: Job Loss - The Character loses their job due long term recovery from an accident.

Significant Adulthood Events: Wanderlust Relief Worker - For {1d6} years, the character works as a relief aid worker on a famine-torn or disaster-stricken planet.

Personality Traits: Darkside: Egotistic - Proud and conceited.

Personality Traits: Darkside: Irreverent - Mocks religion and the gods.

Personality Traits: Lightside: Friendly - Warm and comforting.

Personality Traits: Lightside: Peacemaker - Attempts to calm others.