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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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-Like - These beings so closely resemble human-kind that only a few characteristic features set them apart, such as pointed ears or an exotic skin color. Typical of aliens from games based on TV shows.
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.
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: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.
Underworld Experience : The Wrong Path: The character needs money to pay debts.
Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.
Underworld Experience : Events: Join a gang. Members are usually of the character's same age and sex. Give the gang a name, such as the Mutant Maulers, the Stellar Six, the Sisters, etc.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 3 - second of 4
Home World: Racial Homeworld - Racial Homeworld
Home World Types: Forest world - Covered by huge tracts of virgin forest.
Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Aerospace
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. - Darkside Trait
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
Parent 2
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Jack of All Trades: Multi-Craftman
Crafts Table 1: Joiner: makes wooden furniture & cabinets.
Crafts Table 1: Carpenter: builds with wood (or synthetic materials).
Crafts Table 1: Butcher: butchers animals, smokes meals.
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: Phobia - Phobia
Exotic Personality Traits: Phobia: Machinery (Mechanophobia) - also spaceships.
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Mercenaries - Field Technician. Onsite repairman.
Military Skills: Combat Skills: See Weaknesses. Can see foe's weaknesses and thus gain a attack bonus for each time they gain this skilll. (bonus GM's discretion)
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.
Military Skills: Vehicle Skills: Drive unit's main vehicle.
Military Rank: Private FC/Seaman/Spaceman
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 sees action, but nothing noteworthy.
War Time: The Character's side suffers light casulties.
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 enemies' side is utterly destroyed. Character is promoted one Rank for valor.
War Time: Character is personally responsible forthe deaths of several of his comrades or followers.
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 dies of starvation. The victim dies due to circumstances initiated by someone (e.g., someone causes a grain crop to tail, which beggars the family, which causes them to have no money for food, so they starve).
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 1
Occupations Selection: An unusual skill is practiced as an occupation.
Unusual Skills: Deep-Sea Diving - Trained in underwater exploration and survival in deep or hazardous conditions.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Organized - Everything has a place.
Sibling 2
Occupations Selection: Job is based on the future history of the game system.
Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.
Unusual Events at Birth: 1 event
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A radiation storm
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Government Official: If the occupation appears to be of low status within the government, assume that the character is in charge of all that type of activity for the government.
Government Jobs: Policeman: a patrolman or maybe a detective.
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. A significant event from the past.
Significant Adolescence Events: Exotic Event - Something strange, alien, or inexplicable happens to the character.
Exotic Events: The character is present during an experiment which unleashes a terrible curse into the universe in the form of A sentient energy force.
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Engineer: Agricultural
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: Atheistic - Atheistic: denies existence of the supernatural.
Sibling 1
Appearances: Unimpressive Presence - The character blends easily into crowds and attracts little notice.
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 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. - Darkside Trait
Personality Traits: Darkside: Rude - Polite, courteous.
Sibling 2
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Street Vendor: sells goods he makes, finds, buys, or "acquires" at his movable street side stall. Often a source of inexpensive (or imitation) goods.
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 noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Slovenly - Messy, nothing Is ever put away.
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Interpreter: speaks several important languages fluently. Is probably attached to a government office or a large corporation. Speaks {1d4} languages
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
Significant Childhood Events:
The character aquires a Companion.
Companions. Who?: Former enemy or rival. See Rivals.
Rivals: Who?: A total stranger. See Others.
Others: A rival.
Rivals: Who?: An enemy of the family.
Rivals: Why?: Their distant ancestor's were 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: 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.
Companions: Why?: They share the same enemy. See Rivals.
Rivals: Who?: A professional rival, with the same occupation.
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.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
Significant Childhood Events: 1 to 3 more Significant Events occur during this time.
Significant Childhood Events: Characters parents split up. Father leaves, Mother never remarries
Significant Childhood Events: Something bad happens to the character. A Tragedy Occurs.
Tragedies : Character receives a severe injury that does not heal properly.
Serious Wounds/Injury: Severed Right Foot - The character permanently loses their right foot. Movement speed is reduced to half unless an artificial limb is attached. Roll {d100} to determine the percentage of speed regained with the prosthetic.
Serious Injuries, About this Injury ...: Limited Mobility - The injured area has reduced range of motion, causing awkward movement, slower reactions, or difficulty with precise tasks.
Tragic Causes: Tornado
Significant Childhood Events: A Fateful event occurs. Something Wonderful Occurs.
Something Wonderful: The town where the character lives is destroyed, but there is little loss of life. However, after the disaster passes, the area is rebuilt and becomes a boom town, more prosperous than ever before.
Significant Childhood Events: Gain friend.
Others: A neighbor. GM decides who this is.
Significant Childhood Events: Character runs away from home ... to another world.
Otherworld Events: Other Worlds: Volcanic world. Active volcanism everywhere.
Otherworld Events: Events: The character becomes lost in the planets unexplored wildemess. He is adopted by apparently primitive alien beings. Yet in spite of their lack of complicated tools, they have created a wonderland of biological miracles, including organic star drives, psionically operated bio-machines, symbiotic house
Significant Adolescence Events: Civil Unrest & Conscription - Due to an unpopular war with another planet in the system, public assistance is terminated and all able-bodied adults are drafted. Bloody riots erupt in poorer sectors. The characters family is deeply involved in the uprisings.
Education : Typical Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.
Significant Adulthood Events: Caught Between Factions - The character is drawn into a dispute or rivalry between two opposing groups.
Other Groups - Factions: AI Collective/Machine Authority - Independent artificial intelligences or post-human entities with autonomous goals.
Personality Traits: Lightside: Thrifty - Careful with money.
Personality Traits: Lightside: Respectful - Shows respect for others.
Personality Traits: Lightside: Honest - Always gives what is due.
Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.
Personality Traits: Lightside: Friendly - Warm and comforting.
Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_
Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.
Personality Traits: Lightside: Careful - Cautious in thought and deed.
Personality Traits: Lightside: Teetotaler - Abstains from drinking alcohol.