Future Genre Types: Dark Near Future - A bleak near future where no apocalypse ever came—though many wish it had. Civilization still stands, but only barely. Society has collapsed into a ruthless struggle where only the adaptable thrive. The economic divide has never been wider, and hedonism, greed, and short-term survival dominate daily life. Ethics survive only in archived history vids, not in the evening news. Most nations have devolved into repressive police states, maintaining order through surveillance and force rather than consent. This is the future of cyberpunk: neural interfaces and brain-to-computer links are commonplace, and the line between human and machine grows thinner every year. Humanity may have reached space—or may be trapped planet-side—but either way, the streets belong to violent highway warriors and their custom-built engines of mayhem. FeaturesFuture-Specific Events: Characters from this era use Dark Near Future Events.Personality: Any character from this future gains {1d4} Darkside personality traits from Darkside Traits and has a 50% chance to acquire an Exotic Personality Trait.Technology Level: Tech Levels typically range from 8–11, without interstellar travel capabilities.Cybernetics: A character has a 1 in 4 chance of starting play with implanted cyberlink hardware that allows direct neural connection to computer 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: 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: Nomadic - This culture does not build lasting buildings or edifices, but instead focuses its energy on transportation the task of moving its people from place of place. Their governments tend to focus on strong leaders, whose control usually does not extend beyond his clan or tribe. Nomadic folk could easily be interstellar trading clans, rabid biker gangs, or folk who wander the wilderness in armored recreational vehicles. Gameplay Benefits: Character learns to drive or ride the vehicle or beast common to his people (additional skills, GMs Discretion). Character has increases skills in both navigating and pathfinding in his culture's primary environment. A beginning player character has a 40% chance to possess the basic transportation of his people (though it may be in poor shape). Roleplay: A Nomadic character may be afflicted with wanderlust and become uncomfortable when tied down to one locale. A Nomadic character will always feel out of place in a city and often distrust those who live in them. A Nomadic character may have a kind of wild vitality, a lust for life that has been lost by the "civilized."See below of the type of Nomadic Subculture
Home Culture: Nomadic - This culture does not build lasting buildings or edifices, but instead focuses its energy on transportation the task of moving its people from place of place. Their governments tend to focus on strong leaders, whose control usually does not extend beyond his clan or tribe. Nomadic folk could easily be interstellar trading clans, rabid biker gangs, or folk who wander the wilderness in armored recreational vehicles. Gameplay Benefits: Character learns to drive or ride the vehicle or beast common to his people (additional skills, GMs Discretion). Character has increases skills in both navigating and pathfinding in his culture's primary environment. A beginning player character has a 40% chance to possess the basic transportation of his people (though it may be in poor shape). Roleplay: A Nomadic character may be afflicted with wanderlust and become uncomfortable when tied down to one locale. A Nomadic character will always feel out of place in a city and often distrust those who live in them. A Nomadic character may have a kind of wild vitality, a lust for life that has been lost by the "civilized."See below of the type of Nomadic Subculture
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: Poor - Poor people have comparatively low income. They usually do not or cannot own property. Dwellings may be government subsidized and usually of lesser quality, sometimes due to uncaring landlords who may also be the Poor person's employer. Transportation is usually old and/or previously owned. Non-Nomadic Poor rarely raveland almost never leave the planet (or even town!) of their birth. Luxuries Include nice food, heal, pets and clean water, In some societies, the Poor are but a step above slaves_ Includes most laborers, low-level craftsmen and technicians, soldiers, peasants, public welfare recipients, some landowning farmers, apprentices, and low-level office or shop workers. Poor characters must work hard to keep what title they have, otherwise they would be Destitute. A Poor character might always be concerned about having enough to get by; but the Poor usually have hope that they or their children might have a better life If they can work hard and long enough (though government hand-out programs often sap these folk's image al self worth). Although a character from this Social Level may long for a better life, he or she could be satisfied with the way things are. Hard work is good and the rewards enjoyable. Of all the Social Levels, the Poor are most likely to strongly emphasize religious matters in their lives or be superstitious.
Underworld Experience : The Wrong Path: The character has a pathological urge to do wrong.
Underworld Experience: Types of Crimes: Piracy
Underworld Experience: Pirate Events: The captain is known for taking vengeance on captives of the opposite sex. The captain is also reknowned for one other exotic personality trait. See Exotic Personality Traits.
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Multiple Behavior Tags.
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: Behavior Tags: Fumble-fingers - Regardless of his Dexterity attribute or skills, this fellow is often clumsy with things he holds in his hands. At the worst moments, they seem to slip or more likely, flip out of his hands. The base chance is {1d4} x 10%.
Underworld Experience : Events: The character discovers that a prominent and popular government official is really the head of a major crime ring. The official thinks the character should be silenced.
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: Count or Earl (Countess): Rules over barons.
Nobles: Sphere of Influence: Local: influence limited to a country and its neighbors, either by control or reknown (fame).
Exotic Personality Traits: Categories: Behavior Tag - Behavior Tag
Exotic Personality Traits: Behavior Tags: Pet Lover/best friend - Has many pets. Usually brings one along. Always looking for something else to bring home. May focus on a type of animal, cats, dogs, giant amoebae, etc.
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Other Relation - Other Relation.
Other Family Relations: Descendant - {1d4} + 1. The result is the number of generations removed from the character.
Siblings & Birth Order: 8 - eighth of 9
Home World: Colony World - Colony World
Home World Types: Hostile world - This world is unsuited to supporting life.
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.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
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: Farm worker: Ranch hand (cowboy)
Noteworthy Items of Parents/NPCs: NPC is important in home village/town/city, not just another face in the crowd.
Noteworthy Items of Parents/NPCs: Devotes time to a hobby.
Hobbies: Type of Hobby: Gameplaying: Chess
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: Sporadic and Variable:
Sibling 1
Occupations Selection: LoTech Occupation.
Lo Tech Occupations: Hunter: he stalks wild game, providing both food and clothing.
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 - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Engineer: Manufacturing
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A sealed bottle (determine contents).
Sibling 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Professional Gambler.
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Emotionless - Emotionless: rarely shows emotions,
Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.
Unusual Births Events: Character was put up for adoption upon birth.
Unusual Births Events: Due to complications, the character almost dies during birth. The doctors (or whomever presided at the birth) are amazed that the character lived. Add 1 to the characters Constitution attribute.
Unusual Births Events: Exotic toxic waste is dumped very close by.
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: Slob - Unconcerned about the appearance of his person or property. Tends to be disorganized where belongings are involved, takes longer to find things (though he may be a master of the "vertical piling" system in which items are located in a manner similar to geological sedimentation.
Sibling 3
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Electronics/Computers
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 is noted for his appearance.
Appearances: Infirm - The character suffers from a visible, recurring illness or conditioncoughing, tremors, sores, discoloration, or other obvious symptoms.
Appearances: Severe Dress - The character favors strict, no-nonsense clothing with no ornamentation.
Sibling 4
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Blue Collar & Moderate Income Occupations: Professor: teaches at a college or university.
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 killed in a fit of blind passion. It is still murder, but the killing may be defensible.
Death Situations: Special Circumstances: No special circumstances surround this death
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.
Personality Traits: Neutral: Mysterious - Mysterious: has an air of mystery about him,
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 5
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Laborer: Miner
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
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 plague
Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A holiday
Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.
Talents, Mutations & Alien Abilities: Intersex Physiology - The character is a true hermaphrodite with functioning male and female organs and an androgynous appearance.
Sibling 6
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's relationship with his family involves one of the following. NPC does not love family or children.
Sibling 7
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: Specialist
Noteworthy Items of Parents/NPCs: NPC is noted for or hesitant to speak of something that occured in his past. NPC is famous for the occurance of a Significant Event, possibly even a hero.
Significant Adulthood Events: Future-History Event - A setting-specific historical event directly affects the character.
Tarnished Tomorrows Events: Character discovers a "wholesome" religion. Then change {1d3} previously selected Darkside personality traits to Lightside traits.
Religion: Religions: Evil Worship. Devotion to the enemy of God.
Religion: How it Begins: Parent's religion. The character has grown up with this religion, but is now personally confronted by it.
Religion: Religious Events: In a vision, God asks the character to perform a sacred, but dangerous mission. GM should create mission.
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: Phobia - Phobia
Exotic Personality Traits: Phobia: Fire (Pyrophobia)
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Insect Bites/Stings. Multiple bites or stings, increase the reaction level by one.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Enclosed spaces (Claustrophobia)
Significant Childhood Events:
A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is within the same continent.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is across the galaxy.
Significant Childhood Events: Family has the a certain attitudes towards the character. Character is loved by parents or guardians.
Significant Childhood Events: Character runs away from home ... and lives with aliens.
Aliens: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.
Significant Childhood Events: Character exhibits symptoms of an exotic personality.
Exotic Personality Traits: Categories: Phobia - Phobia
Exotic Personality Traits: Phobia: Reptiles (Batrachophobia) also reptilian aliens.
Significant Adolescence Events: Fateful Event Something Wonderful - A defining moment of adolescence results in unexpected opportunity or joy. Something Wonderful Occurs.
Something Wonderful: If the character has an occupation, he is promoted to a position of respect and authority. His Charisma attribute gains a bonus. His starting money rises by 10%.
Significant Adolescence Events: Family Upheaval & Cultural Shift - A major change occurs within the family, forcing the character into a new Culture Level. This event brings the character into their current culture; their previous culture is recorded separately. See below for the Culture Change.
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).
Significant Adolescence Events: Family Loved - The character is loved and supported by parents or guardians.
Education : Above Average Education. See Occupation for area of study.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Philosopher: a thinker, a sage, or even a theologian probably associated with either a religious institution or a school of higher learning.
Significant Adulthood Events: Owed a Favor - The character receives crucial help from a powerful group and now owes them a favor.
Other Groups - Factions: Revolutionary Movement - Insurgents fighting governments, corporations, or occupying powers.
Other Groups - Factions, Revolutionary Movement: New Dawn Insurrection - Idealists seeking to overthrow corrupt planetary regimes.
Significant Adulthood Events: Failed Rebellion Branded Outlaw - The character participates in a failed rebellion and is openly declared an outlaw with a price on their head.
Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_
Personality Traits: Darkside: Flippant - Unable to be serious about anything.
Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.
Personality Traits: Darkside: Cowardly - Afraid to face adversity.
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.
Personality Traits: Darkside: Obstructive - Acts to block others actions.
Personality Traits: Lightside: Imaginative - A clever, resourceful mind.
Personality Traits: Lightside: Pious - Reverently devoted to worship of God.
Personality Traits: Lightside: Altruist - Selfless concern for others' welfare.
Personality Traits: Lightside: Thrifty - Careful with money.
Personality Traits: Lightside: Enthusiastic - Excited, can't wait to act.
Personality Traits: Lightside: Wise - Understands what is true, right or lasting.
Personality Traits: Lightside: Pious - Reverently devoted to worship of God.
Personality Traits: Lightside: Truthful - Always tells the truth.
Personality Traits: Lightside: Pious - Reverently devoted to worship of God.
Personality Traits: Neutral: Foppish - Foppish: vain. preoccupied with appearance.
Personality Traits: Lightside: Cheerful - Always happy and smiling.