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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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, Non-Organic - This is a broad classification that includes, mineral-based life forms, energy-based beings and even robots.
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: 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 seeks to wield power in the crime world.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: The pirate crew is captured and all but the character are executed. The character escapes captivity, vowing to give up crime forever (so he says).
Underworld Experience : Events: The character learns an unusual skill. See Unusual Skills.
Unusual Skills: Zero-G Maneuvering - Skilled at moving, orienting, and working efficiently in microgravity environments.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 5 - third of 6
Home World: Colony World - Colony World
Home World Types: Volcanic world. - Volcanic world. Active volcanism everywhere.
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: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Out-of-Date Clothing - The character dresses in fashions from an earlier era, clearly behind current styles.
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: Soldier, non-commissioned officer
Military Rank: First Sergeant/Senior Chief
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: Sibling (younger).
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?: Multiple Reasons
Rivals: Why?: Rival is jealous of the character's possessions.
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?: 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: 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?: 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: Landlord: owns property, rents it to others. Roll {1d10} for the number of properties owned.
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Severed Left Hand - The character permanently loses their left hand.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Noteworthy Items of Parents/NPCs: NPC won't speak of something that occurred in the past.
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 1
Appearances: Rebellious Style - The character dresses in a way that signals cultural, political, or social opposition.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during childhood. If parent or guardian, it occurs in early adulthood
Death Situations: Victim was driven to suicide by someone's actions.
Death Situations: Special Circumstances: Several friends of the victim activety seek the death of the killer.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
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
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Plasterer: plasters walls and ornate decorations.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
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
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Technician: Aerospace
Sibling 2
Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.
Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.
Death Situations: Special Circumstances: No special circumstances surround this death
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: Hostile encounter. Followers of the religion are persecuting unbelievers.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.
Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.
Religion: Religious Events: Character inadvertantly desecrates a holy shrine. God's followers persecute character.
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: Targeted by Recruiters - Competing groups show interest in the character, creating tension or danger.
Other Groups - Factions: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.
Sibling 3
Appearances: Unusual Hairstyle - The characters hairstyle is unconventional or striking.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Administrator/Manager: Oversees the operations of a large scale business or other organization.
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 is thrown into prison because at someone's actions and later dies there - the victim was imprisoned in someone else's place.
Death Situations: Special Circumstances: No special circumstances surround this death
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Wanderlust Planetary Travel - For {1d6} years, the character travels across their homeworld, visiting major cities and settlements.
Tarnished Tomorrows Events: A powerful crime lord declares himself master of the character's home city.
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 is thrown into prison because at someone's actions and later dies there - the victim was unjustly imprisoned.
Death Situations: Special Circumstances: No special circumstances surround this death
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Aerospace
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.
Personality Traits: Lightside: Well-mannered - Polite, courteous.
Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Healing. The clergy of the faith heal the character of an injury or illness.
Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Devoted follower of the prinicples of the faith.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Sports and Athletics: Wrestling
Hobbies: Degree of Interest: Sporadic and Variable. Interest runs in spurts, intense at times, totally ignored at others. Character will easily spend 1% of his total income on this hobby.
Hobbies Hobby Proficiency: Consuming Passion:
Sibling 5
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Warehouse worker
Noteworthy Items of Parents/NPCs: NPC has many close friends (Roll {1D12} for their number). These folks usually dwell in the NPC's home town. If the NPC is the character's parent or guardian, they are known as "uncle" or "auntie." Because they are like family, they may be relied on for aid in times of trouble. Determine backgrounds for these folks only as needed.
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: A former friend.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Their distant ancestor's were rivals.
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 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: 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.)
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival has not been heard from in a while
Rivals: Who?: Sibling (younger).
Rivals: Why?: Always trying to outdo each other in everything.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Significant Childhood Events:
Character runs away from home ... to another world.
Otherworld Events: Other Worlds: Greenhouse world. Has a thick, dense (usually hostile) atmosphere that intensifies a "greenhouse" making the world hot and uninhabitable by Terran standards.
Otherworld Events: Events: The character gets lost in the wilderness. In the weeks that it takes to find him, he gains a bonus to his Wilderness Survival skills.
Significant Childhood Events: Character's friends involve him in illegal activities.
Underworld Experience : The Wrong Path: The character seeks to wield power in the crime world.
Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.
Underworld Experience: Independent criminal: Illegal gambling
Underworld Experience : Events: The character learns an unusual skill. See Unusual Skills.
Unusual Skills: Radiation Awareness - Able to recognize signs of radiation exposure, contamination, or hotspots before instruments warn.
Significant Childhood Events: Characters parents split up. Mother leaves, Father never remarries
Significant Adolescence Events: Youth Recruitment Attempt - A group or organization quietly attempts to recruit the character due to perceived talent or usefulness.
Other Groups - Factions: Criminal Syndicate - Organized crime groups involved in smuggling, black markets, and illicit trade across systems.
Other Groups - Factions, Crime Syndicate: Glass Serpent - Information brokers and blackmail specialists trading in secrets and identities.
Significant Adolescence Events: Religious or Spiritual Experience - The character experiences a formative religious or philosophical revelation.
Religion: Religions: Splinter faith. This religion believes in the same God as Universal Monotheists, but disagrees with the way that God is worshipped.
Religion: How it Begins: Friend's religion. A friend invites the character to come to his god's temple.
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.
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 knowledge causes the character to develop an exotic personality trait. See Exotic Personality Traits below
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
Significant Adolescence Events: Inherited Estate - The character receives a hunting lodge or estate on a distant forest world, including {1d10} square miles of land.
Education : Outstanding Education.
Occupations Selection: Job is based on the future history of the game system.