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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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, Reptilian - Reptile-like beings usually with scales and often with tails. Includes snake-like beings.
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: 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 unwittingly got involved with criminal activity and realized it was a drime too late.
Underworld Experience: Types of Crimes: Organized crime. This is a crime network which sets high morals and standards for its own members, but treats the rest of the world as ripe for plunder. See Crimes below for the types of crimes he regularly commits. The character gains a bonus in a weapon skill of his choice (such as pistol, laser, brass knuckles.)
Crimes: Crimes and Criminal Type: Kidnapping - The character abducted a victim and held them for ransom. Penalty: NPCs have a 50% chance of execution.
Underworld Experience : Events: The character acquires proficiency as a thief (all thieving skills are learned at this proficiency rating). Thieving skills include wall climbing, lock picking, hiding, moving silently, disarming traps, security & surveilance devices, picking pockets, blueprint reading and evaluating stolen goods.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: Two Parents - Two Parents
Siblings & Birth Order: 4 - second of 5
Home World: Core World - Core World
Home World Types: Swamp world - Covered by endless marshes and swamps. Earthlike world. Much water, large land masses.
Place of Birth: Forest Birth - The character is born among the trees, deep in a forest or jungle, without the protection of a hut or permanent structure.
Unusual Events at Birth: None - Nothing unusual. Normal Birth
Parents/Family Details: Head of household has one occupation.
Parent 1
Appearances: Unusual Speech - The characters accent, cadence, vocabulary, or vocal quirks make them stand out.
Appearances- Unusual Speech: Deep, Gravelly Voice - The character speaks with a low, rough, or husky voice, often described as gravelly or rumbling.
Occupations Selection: Occupation Group - Special Income Jobs
Special Income Occupations: Professional Gambler.
Noteworthy Items of Parents/NPCs: NPC is noted for his appearance.
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Appearances: Simple Dress - The character wears plain, unadorned, utilitarian clothing.
Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: A sealed cannister with an alien creature floating in it. The creature seems to be alive.
Noteworthy Items of Parents/NPCs: A relationship with someone.
Others: Several others together.
Others: A future specific person.
Parents/Family Details:
Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Dentist: fixes teeth that need repair.
Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).
Parent 2
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Clergyman: Full priest/minister
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: An inner need. The character feels he must seek out the believers of religion.
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: Allergy - Allergy
Exotic Personality Traits: Allergies: Mediciine - Uncommon like meds for a specific disease or affliction
Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.
Serious Wounds/Injury: Lost Teeth - The character loses {1d4} teeth, affecting appearance, speech, or eating.
Serious Injuries, About this Injury ...: No Lasting Effects - The injury healed cleanly and left no lingering physical, neurological, or psychological consequences.
Serious Wounds/Injury: Severed Left Foot - The character permanently loses their left 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 ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Serious Wounds/Injury: Facial Scar (Intimidating) - The character bears an impressive facial scar that reduces conventional attractiveness but may inspire fear or respect. Apply an appropriate Charisma penalty (GM discretion).
Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Sibling 1
Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs
Special Income Occupations: Career Criminal
Crimes: Crimes and Criminal Type: Substance Abuse Offense - The character was convicted for illegal substance use. Penalty: {1d4} years imprisonment.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Sibling 2
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 many enemies. The rivals seeks out the character.
Rivals: Who?: A former lover/best friend/love interest/crush.
Rivals: Why?: An insult was percieved by one or the other.
Rivals: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Rivals: Who?: A total stranger. See Others.
Others: An outcast. A beggar, hermit, leper, or prositute.
Rivals: Why?: Multiple Reasons
Rivals: Why?: Rival is jealous of the character's looks.
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?: An insult was percieved by one or the other.
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.
Rivals: What?: Obsessive: The rival's entire life focuses on the character and his ultimate destruction. No risk to self or others is too great in the rival's quest to utterly destroy the character. In this competition, there can be only one survivor.
Rivals: Who?: A professional rival, with the same occupation.
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.
Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).
Rivals: Why?: Multiple Reasons
Rivals: Why?: An insult was percieved by one or the other.
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?: An insult was percieved by one or the other.
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: What?: Friendly: Rival and character can still be friends. Rival enjoys competing against the character. Rival may even remain a good friend.
Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.
Social Status: Extremely Wealthy - They have heaps of money. Tthey view the merely Wealthy as cheapskates. Extremely Wealthy folk own estates the size of small countries, have armies of servants (and often at least one army), throw parties that would beggar most cities, and are often quite eccentric. This class includes heirs of old family fortunes who have continued to expand their holdings, world rulers, owners of huge, grosslysuccessful, multi-national or even multiplanetary, heavily diversified corporations. Chances are that a character from this Social Level will believe that money solves all problems. He may also never have been exposed to the seamier side of life and may have no concept of what it is like NOT to have a desire gratified instantly. Although cliche, the "spoiled rich" kid could easilyf it this character. Also see Wealthy roleplay guidelines.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
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 3
Appearances: Multiple - Multiple features.
Appearances: Military Garb - Regardless of background, the character consistently wears military-style uniforms or clothing.
Appearances: Petite - The character is notably small, lightly built, and delicate.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Chemistry
Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).
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: Hairdressing and cosmetics.
Hobbies: Degree of Interest: Casual. Easy to put aside when necessary. Spending money on this hobby is a rare occurance.
Hobbies Hobby Proficiency: Consuming Passion:
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Architect: the designer of impressive buildings, both public and private.
Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.
Rivals: Who?: A professional rival, with the same occupation.
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: Who?: A professional rival, with the same occupation.
Rivals: Why?: Rival is jealous of the character's possessions.
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.)
Significant Childhood Events:
Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Airless rock-ball. Like Earth's moon, this is heavily cratered.
Otherworld Events: Reasons for Being Here: Stowaway. The character hides on board a ship and is "ejected" on this planet.
Otherworld Events: Events: Fanatic followers of a local religion overthrow the government. Unbelievers (off-worlders) are rounded up and imprisoned in make-shift camps. The character is caught up in the fervor of this people's belief and willingly joins them. Using captured spacecraft, the true believers take their faith to the spaceways. After {1d3} years with the followers of the religion, the character finds himself isolated from other believers to fend for himself on a strange planet. The character's companions lose heart and go home.
Significant Childhood Events: Something good happens to the character. The character inherits a large sum of money 10 times what the characters normal starting money would be.
Significant Childhood Events: Character has a misadventure on another planet.
Otherworld Events: Other Worlds: Chunk. An airless asteroid.
Otherworld Events: Reasons for Being Here: Relocation. The characters job transfers him to this planet for an indefinite stay (this becomes the character's new home world).
Otherworld Events: Events: While the character is on the planet, the local government changes, going from a free and open society, to one of repression and oppression. The character is imprisoned as an enemy of the state. It takes {1d3} years for diplomatic channels to free him.
Imprisoned!: Prison Type: Medium security work camp
Imprisoned!: Duration: 1d4 years
Imprisoned!: Prison Event: Character participates in a prison uprising. The character leads the uprising and the uprising succeeds. The character escapes with {1d6} low-ability NPCs who remain as contacts and close friends.
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a planetary moon.
Significant Adolescence Events: Family Relocation & Planetary Moon - The family relocates to a moon of their home planet.
Significant Adolescence Events: Parental Separation: Mother Leaves - The parents separate. The mother leaves and father never remarries.
Education : Poor Education.
Low Income Occupations: Laborer: Miner
Education : Above Average Education. See Occupation for area of study.
Occupations Selection: Occupation Group - Special Income Jobs
Special Income Occupations: Professional Gambler.
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: Self-doubting - Unsure of self and abilities.
Personality Traits: Lightside: Enthusiastic - Excited, can't wait to act.