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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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, Humanoid - Though similar inform to a human, they may be vastly different in the specific details of physical appearance.
Tech Level: Mixed Technology, Intermixed - Hi and low technological achievements are intermixed. This is going to be more true for alien cultures that have developed along different lines than humanity.
Home Culture: Developing - This is a culture that is making great strides to improve itself technologically, socially, and morally. Usually it is coming up from Barbarism or making a comeback from Decadence, or Retrogression (see below). A developing Culture is a "civilized" culture. Its governments tavorthose that offer representation of the peoples' interests. Its people are aggressive, have a good self image and a desire to make things better for themselves and their children. These people often place substantial emphasis on the moral concerns of technology development. Gameplay Benefits: {1d6}. On a result of 3-5. select one Lightside trait. On a result of 6, select {1d3} Lightside personality traits from Lightside Traits and one trait from Neutral Traits. Roleplay: A character from a Developing culture could easily be a pioneer, willing to take risks for the good of other people Instead of personal gain. Emphasis is placed on Lightside 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: Illegitimate - Illegitimate Birth
Family Members: Aunt & Uncle - Aunt & Uncle.
Siblings & Birth Order: 7 - first of 8
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Forest world - Covered by huge tracts of virgin forest.
Place of Birth: Tenement/Arcology Block - Born in crowded urban housing, surrounded by noise, poverty, or dense community.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Stooped Posture - Poor posture causes the character to hunch or slouch habitually.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Tavern or Bar Employee: Housekeeper
Noteworthy Items of Parents/NPCs: NPC was originally from a different culture.
Tech Level: First Stellar Age - Faster-than-Light (FTL) drives drastically reduces travel time between stars, but months, even years are still needed for interstellar travel. Exploration/colonization of the galaxy begins. Fully sentient, self-aware computers and artificially intelligent robots perform tasks formerly only possible by humans.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: A professional rival, with the same occupation.
Rivals: Why?: Rival is jealous of the character's looks.
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?: Always trying to outdo each other in everything.
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?: An Alien. See Aliens.
Aliens: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.
Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.
Talents, Mutations & Alien Abilities: Heightened Peripheral Awareness - The character has exceptional awareness of nearby movement and activity, making surprise rare.
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.
Parent 2
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: Household servant: Housekeeper
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A rebellion
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A journey
Unusual Births Events: Character is born with an unusual birthmark.
Birthmarks/Tattoos: Claw
Body Locations: Left foot
Colors: Metallic Sheen Blue-Violet
Unusual Births Events: At birth, the character is fitted with a symbiotic alien organism that replaces the function of a body part. Treat living part as if it were bionic.
Bionics: Replacement Parts: Right Eear - Cyber Right Eear
Bionics: Function: Specialized Enhancement - (10% Malfunction Rate) The cybernetic part functions as an enhanced replacement and grants one or more special capabilities beyond normal biology. Examples: Bionic eyes with infrared, ultraviolet, telescopic, or microscopic vision. Bionic lungs capable of breathing air, water, or toxic atmospheres. Bionic limbs with integrated tools or concealed weapons. Exact abilities are determined by the GM.
Bionics: Device Appearance: Obvious Machine - The cybernetic part roughly resembles its biological counterpart and is integrated into the body, but it is unmistakably artificial. Exposed seams, metallic surfaces, or visible mechanisms make its nature obvious at a glance.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).
Rivals: Why?: They are sporting event 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.
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 died accidentally (falling from a ladder, run over by a vehicle, touching a live wire, etc.). No one is really to blame (unless someone has Caused the death to occur, in which case it is an arranged accident). However, it is possible that people think the character is responsible. (GM's Discretion)
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Engineer: Mechanical
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: An old, but functional, space ship.
Spacecraft: Ship Type: Scout ship. A small maneuverable craft capable of traversing space and exploring a planet.
Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.
Spacecraft: Armament: Lightly-armed. Carries a minimal of legal weaponryfor defensive purposes. Doesn't belong in a fire-fight.
Spacecraft: Special Features: None - None.
Spacecraft: Liabilities: Highly Recognizable - The ship is instantly identifiable. Even common spacers know her name, silhouette, or reputation. Sometimes the ship draws undesirable attention.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Sibling 2
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Paranormal
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.
Significant Adulthood Events: Special - Special Events of Adolescence.
Special Adolescence Events: The character becomes proficient (GMs Discretion) at an exotic sporting event like null grav hocki, vapor ball, or reentry surfing. This proficiency earns the character an athletic scholarship.
Sibling 3
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Robotics
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
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: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Pacifist - Character will not fight. This ranges from vowing never to kill, never taking an offensive stance in combat (self-defense only), or even "turning the other cheek" and not defending oneself at all.
Sibling 4
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Retail Worker: a store clerk or cashier.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.
Significant Adulthood Events: Wanderlust Nearby Star - For {1d6} years, the character journeys beyond their home system to a nearby star.
Otherworld Events: Other Worlds: Artificial world. A world constructed by sentient beings. (Example: a ring world).
Otherworld Events: Reasons for Being Here: Explorer. The character finds himself aboard an exploratory ship, looking for untapped resources.
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: Effeminate Mannerisms - The characters movements, posture, or behavior are perceived as delicate or graceful in contrast to local gender norms.
Appearances: Stooped Posture - Poor posture causes the character to hunch or slouch habitually.
Appearances: Out-of-Date Clothing - The character dresses in fashions from an earlier era, clearly behind current styles.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Gameplaying: Gambling
Hobbies: Degree of Interest: Consuming Passion. This activity is a focal point of the character's life Character will spend ({1d6}+2)x10% of his total income on this hobby and may have to be forcibly pried away from the pursuit of the hobby.
Hobbies Hobby Proficiency: Casual:
Sibling 5
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Medicine
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: A former friend.
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: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.
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.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: Sibling (older).
Rivals: Why?: Rival is jealous of the character's possessions.
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?: An Alien. See Aliens.
Aliens: Avion - Bird-like beings whose physiology resembles terrestrial birds, typically featuring feathers, beaks, and lightweight skeletal structures, regardless of whether they are capable of flight.
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: Low Observable Signature - Sensors, cameras, and eyewitnesses tend to overlook the character, leaving incomplete records or unreliable descriptions.
Rivals: Why?: Always trying to outdo each other in everything.
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 important in home village/town/city, not just another face in the crowd.
Sibling 6
Appearances: Very Long Hair - Hair is worn much longer than current styles.
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Craftsman
Crafts Table 1: Weaver: makes cloth, usually of natural fibers.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Noteworthy Items of Parents/NPCs: NPC is noted for his extremely unusual personality. Link the Exotic Personality Traits together in some fashion. Collectively, they should make the NPC character even stranger, possibly a real weirdo.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Absentminded. The character misplaces things easily the more important something is, the greater the chance it will be mislaid. Items that are set down, dropped or hidden have a 1d20% chance of being lost permanently.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Dislike something - See Phobias below for what the character doesn't like. This is not a fear, but is instead something the character does not care for.
Exotic Personality Traits: Phobia: Females (Gynephobia) - usually found in males.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Domination. Desire to control and force sexual attention on an unwilling partner (includes most forms of rape).
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Ego Signature - Character cannot do anything anonymously, but must leave some mark or item that links him with the act
Sibling 7
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Soldier: for details in depth see Military Experience.
Military Duties: Branch of Service: Army - Field Technician. Onsite repairman.
Military Skills: Combat Skills: Survival Sense - an instinct about combat, and how to cause the most damage (bonus GM's discretion)
Military Skills: Special Survival Skills: Find water (know it Its drinkable).
Military Skills: Special Survival Skills: Tracking (following tracks).
Military Skills: Aerospace Skills: Computers. Operate, program and maintain them.
Military Rank: Staff Sergeant/1st Class Petty Officer
Military Experience: Character is transferred to a Noncombat unit for the remainder of his enlistment hitch.
Military Duties: Special Duties: Noncombat: Technician. Operate, maintain & repair equipment.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Even-tempered - Even-tempered: rarely angry or over toyo us.
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is persecuted or villainized for the occurance of an event.
Significant Adulthood Events: Rival Gained - The character acquires a lasting rival.
Rivals: Who?: An enemy of the family.
Rivals: Why?: Multiple Reasons
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: 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?: 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.)
Significant Childhood Events:
Character has a religious experience.
Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.
Religion: How it Begins: Voices. The character hears voices inside his head, speaking of the religion.
Religion: Religious Events: The character studies for the priesthood for {1d4} years. This improves literacy skills and gives the character skill in religious knowledge for each year.
Religion: Religious Events: By reading a book in the church, the character learns more than he ever wished to know about evil powers and principalities. The character to develops an Darkside personality trait. See Darkside Personality Traits below
Personality Traits: Darkside: Argumentative - Starts arguments and fights.
Significant Childhood Events: An Exotic Event occurs.
Exotic Events: Through a complicated chain of events, the character has been marooned, left for dead on a remote alien world. Yet he survives and returns to civilization. As a result of the encounter, the character's Wilderness Survival skill. See Other World Events for the events that occurred on the alien planet. The character has a burning desire to "pay back" those who abandoned him - Pirates!
Otherworld Events: Other Worlds: Water world. Mostly oceans and small islands.
Otherworld Events: Reasons for Being Here: Rescue mission. This is a remote frontier world. The ship carrying the character makes an unscheduled stop in response to a planetside distress signal.
Otherworld Events: Events: An Exotic Events Occurs on another world.
Exotic Events: Character kills an alien and as a result the character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The aliens are furious and are overtly hostile and a war ensues.
Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.
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: Blame Magnet - The character is frequently blamed for crimes or disasters occurring nearby, regardless of guilt.