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 - Standard issue pure stain human being. This includes all it's faults and flaws humanity has been battling since the beginning.
Tech Level: Spacefaring Age - Unself-aware artificial intelligence is now found in some large computers. Most planets and major satellites in the solar system contain autonomous colonies or independent "nations." Sublight "manned" exploration of near-by stars begins.
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: Dynamic - This is a culture marked by rapid growth, development and expansion. New lands or worlds are being discovered and claimed. Technology is advancing by leaps and bounds, often progressing a full Tech Level within a generation or less. However, the fast growth also outpaces the ethical application of the new discoveries, leaving the culture wide open for future disasters. Governments are similar to Developing cultures, but access to political power moves out of the grasp of common people. Class stratification still exists as fewer and fewer people profit from new discoveries. It is a time of "Humanistic" theology, imagining the people of the culture to be the apex of creation, the "gods" of their universe. Gameplay Benefits: {1d6}. On a result of 3-5, select one Neutral trait. On a result of 6, select {1d3} Neutral personality traits and one trait Darkside Trait. Roleplay: Dynamic cultures are often self-centered, caught up in the wonderfulness of themselves. In their eyes, they can do no wrong. It is a culture of great Ego, one that believes that great risk taking and great intellect should earn greatthem reward. Moral bankruptcy has begun. A character from such a culture might share those values. Emphasis is placed on Neutral 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: Legitimate - Legitimate Birth
Family Members: One Parent - One Parent
One Parent Family: Mother - Mother
Siblings & Birth Order: 1 - first of 2
Home World: Colony World - Colony 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: Birthing Center/Clinic - The character is born in a specialized birthing center or small medical clinic.
Unusual Events at Birth: 1 event
Unusual Births Events: A family member died the day that the character was born. Character could be blamed for the death, or he might be presumed to be a reincarnation of the deceased.
Other Family Relations: Ancestor - {1d3} + 1. The result is the number of generations removed from the character's grand parents (Great Grandparent, Great-great Grandparent, etc.).
Parents/Family Details: Head of household does not work. Other parent works. For an NPC or single parent household: Head of household (NPC) has one primary occupation which is performed full time and a secondary occupation which is performed on a part-time basis. For the primary occupation, see below.
Parent 1
Appearances: Simple Dress - The character wears plain, unadorned, utilitarian clothing.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Courtier/Courtesan: an attendant in the court of a Noble or Royal ruler sometimes nothing more than a fancy prostitute (particularly the female courtesan).
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: A local official. See Government Jobs.
Government Jobs: Spy: covert intelligence agent.
In the Service of - Why a Patron: The character is part of a complicated wager.
In the Service of - What happened: Patron dies while character is in his service.
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Parent 2
Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.
Occupations Selection: Job is based on the future history of the game system.