Future Genre Types: Post Holocaust - In humanitys slightly less-than-infinite wisdom, the homeworld has been reduced to a smoking, radioactive ruin. Whether through a single catastrophic war, a chain of escalating conflicts, or one disaster too many in failing nuclear systems, the outcome was the same: near-total annihilation. Yet from the glowing ashes of the old world, new civilizations have emerged. The shattered technologies of the ancients now form both the physical remnants and the mythic foundation of these reborn societies. Rusting machines, broken cities, and half-understood relics shape culture, belief, and ambition. Depending on the tone and fantasy level of the campaign, stories may focus on human survivors struggling against one another to reclaim the world, or on sentient mutant animals competing with mutant or so-called pure-strain humans for control of what little remains. Features Technology: All levels of technology may exist or have survived, though pretech primitive societies are far more common than isolated enclaves of ultratech. Cultures: Every culture exists at least as a scattered enclave. The GM may wish to define Technocultures for the worlds societies in advance. Travel: Space travel is unlikely. Unless the GM decides otherwise, any result involving spacecraft or interstellar travel should be modified. Vehicle Substitution: Replace spacecraft with aircraft, boats, sand skimmers, or similar vehicles that serve the same narrative role. Exploration: Travel among the stars is replaced by journeys to distant and exotic regions of the ruined world. Mutants: References to aliens instead refer to the ever-present mutants common to Post Holocaust settings. Rather than using an alien table, the GM should use a custom encounter table to determine mutant types. Character Creation: Each character begins play with a number of mutations, reflecting the altered nature of life in the aftermath.
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: 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: Nobility - Nobility: The character is a member of a titled Noble family, the aristocracy of old. These folk have fancy titles, and are generally better off than their fellows. Follow the instructions below to select titles, lands and so on, then return here.Special Instructions: Determine the Noble title of the characters parents and other items of importance to Nobles. Gameplay Benefits: Literacy chance is +30% over the base Tech Level + Social Status chance. A Noble character has a 50% chance to have a strange personality quirk, see Exotic Personality Traits. Roleplay: Nobles, by definition, are supposed to be better than other men, born to lead their lesser brethren. Even a Destitute Noble will consider himself to be better than others. The importance and role of Nobility will vary with the Culture. They may be dynamic hereditary leaders, able to command men to their deaths, or pleasure-loving parasites, tolerated only out of tradition. Read the roleplay guidelines under Nobles for further help in roleplaying this character.
Nobles: Noble Notes: Baronet (Baroness): Below a baron, given to commoners.
Nobles: Sphere of Influence: Planetary: influence affects the entire planet.
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: An Unusual Medicine. Could be Experimental or even alien medications.
Birth Legitimacy: Illegitimate - Illegitimate Birth
Family Members: Creche - Communal child-rearing.
Siblings & Birth Order: 1 - Twin
Home World: Frontier World - Frontier World
Home World Types: Glacial world - Mostly ice and snow, but life can exist here.
Place of Birth: Foreign Land - The character is born far from their familys homeland, culture, or species place of origin. See below for where in the foreign land.
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 primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis.
Sibling 1
Appearances: Overweight - The character is heavier than average.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on
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: Stolen Identity - A faction uses the characters identity, ship, or credentials for illegal purposes.
Other Groups - Factions: Planetary Government/Local Regime - A single-world ruling authority with direct control over local laws, security, and daily life.
Noteworthy Items of Parents/NPCs: Preventing a future event.
Significant Adulthood Events: Service to a Patron - The character enters the service of a powerful patron.
In the Service of - Who is the Patron: A notorious criminal.
In the Service of - Why a Patron: The patron needs the character's skills.
In the Service of - What happened: Patron is noted for his appearance. See Appearances.
Appearances: Foppish Dress - The character dresses in vainly inappropriate, dandified clothing.
Significant Childhood Events:
Character is betrothed in a political marriage to be consummated upon reaching age of majority (about the time that a character would begin adventuring). The character's future mate lives on another planet, one that few have ever heard tell of.
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.
Significant Adolescence Events: Gifted Spacecraft - The family gifts the character a personal spacecraft, no larger than a small yacht.
Spacecraft: Ship Type: Small freighter. Designed to carry small amounts of goods.
Spacecraft: Space Capabilities: Long ranger interstellar. Travel to moderately distant stars in one trip.
Spacecraft: Armament: Well-armed. Carries enough weaponry to make others think twice before attacking it. Has afair offensive strike capability.
Spacecraft: Special Features: None - None.
Spacecraft: Liabilities: Fuel Eater - An inefficient star drive consumes 1d100% more fuel than a comparable ship
Significant Adolescence Events: Family Relocation & Planetary Moon - The family relocates to a moon of their home planet.
Education : Outstanding Education.
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.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
Significant Adulthood Events: Radical Economic Change - A radical change in the political structure of the land instantly drops the character's Social Level to Poor and strips him of all the benefit of Noble birth (if any) and wealth
Personality Traits: Darkside: Morose - Always gloomy and moody.
Personality Traits: Darkside: Greedy - Hoards all for set
Personality Traits: Darkside: Liar - Hardly ever tells the truth.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Transvestitism. Sexually excited by wearing clothing of the opposite gender. May try and pass oneself off as someone of the opposite gender, which may be difficult unless the character is also androgynous (neither strongly male nor female in appearance).
Personality Traits: Neutral: Skeptic - Skeptic: disbelieving of things unproven.
Personality Traits: Darkside: Vengeful - Revenge is the way to punish faults.
Personality Traits: Lightside: Loving - Affectionately concerned for others.
Personality Traits: Darkside: Untrustworthy - Not worth trusting.