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: Stone Age - Fire has found its way into most homes; sharpened sticks and stones form the warriors basic armament; the lever is the most complex machine; domesticated animals provide food and companionship and building villages is coming into vogue. This covers everything from the classic cave man up to pre-Columbian American Indians.
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).
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
Birth Legitimacy: Legitimate - Legitimate Birth
Family Members: One Parent - One Parent
One Parent Family: Mother - Mother
Siblings & Birth Order: 6 - first of 7
Siblings & Birth Order: 7 - first of 8
Home World: Colony World - Colony World
Home World Types: Water world - Mostly oceans and small islands.
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: 2 events
Unusual Births Events: Character has identical twin (20% chance of being separated at birth). Also, roll a {1d6}. On a result of 6, the twin's personality is drastically different than that of the character, possibly even opposite (if one became good and noble of spirit, the other might become evil and cruel).
Unusual Births Events: Seasonally unnatural weather occurred. This might include blizzards in summer, soaring temperatures in winter.
Parents/Family Details: Head of household has one occupation.
Parent 1
Occupations Selection: Occupation Group Special Income Jobs
Special Income Occupations: Jack of All Trades: Multi-Craftman
Crafts Table 1: Joiner: makes wooden furniture & cabinets.
Crafts Table 1: Spinner: spins wool, flax, cotton and even alien natural fibers into thread.
Crafts Table 1: Stone Mason: shapes and lays stone.
Crafts Table 1: Chandler: makes candles.
Noteworthy Items of Parents/NPCs: Accomplishing a future event.
Significant Adulthood Events: Corporate Heir - Favored - The character inherits stock and a board seat in a powerful hi-tech corporation. The board welcomes them and offers gifts (GM discretion).
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: Aunt/Uncle - Aunt/Uncle.
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: Exceptionally Massive - The character is significantly more massive than average, regardless of height.
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 friend (rivalry other than "friendly" is kept secret).
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.
Sibling 1
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Physics
Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while
Rivals: Who?: An enemy of the family.
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: Who?: A former friend.
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 former lover/best friend/love interest/crush.
Rivals: Why?: They seek the same goal.
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 total stranger. See Others.
Others: A relative.
Other Family Relations: Adopted Cousin
Rivals: Why?: They love the same person.
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 won't speak of something that occurred in the past.
Sibling 2
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: Laborer: Dock worker
Noteworthy Items of Parents/NPCs: NPC is a military veteran.
Military Duties: Branch of Service: Army - Heavy Infantry. Armored foot soldiers.
Military Skills: Combat Skills: Learn additional weapon skin of choice.
Military Skills: Combat Skills: First Aid Training
Military Skills: Special Survival Skills: Making own shelter (against cold & damp).
Military Rank: Specialist/Seaman Specialist/Spaceman Specialist
Military Experience: Characters unit is involved in a plot to overthrow the government and take control. A battle is fought. (See Battle Ready!) The characters side loses, and all the troops in the unit are declared to be traitorous terrorists and are made outlaws.
War Time: Serious casulties. Character was injured and has an impressive scar to show for it.
Body Locations: Left foot
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.
Sibling 3
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 has an obsession regarding something that had happened (or might happen), something that dominates the rest of his life. The working out of a personality trait. - Lightside Trait
Personality Traits: Lightside: Self-confident - Sure of self and abilities.
Noteworthy Items of Parents/NPCs: NPC has a patron.
In the Service of - Who is the Patron: An alien. See Aliens.
Aliens: Reptilian - Reptile-like beings with scales, cold-blooded physiology, or evolutionary traits similar to terrestrial reptiles.
Aliens, Biology: Bipedal - Upright beings that move primarily on two limbs. Body structure may vary widely despite the shared stance.
Talents, Mutations & Alien Abilities: Special Ability - The character possesses a unique, undefined special ability. Details below.
Special Ability: Toxin Filtration - The characters body rapidly neutralizes poisons, venoms, and chemical agents before they can take effect.
In the Service of - Why a Patron: The character is being prepared for a special task (the task is up to the GM).
In the Service of - What happened: Patron provides for character's formal education (Increase additional experience, GMs Discretion.)
Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. Is unfaithful to spouse.
Sibling 4
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Medical Doctor: General Practioner
Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.
Rivals: Who?: Sibling (older).
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.
Sibling 5
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 3: Fine Artist: paints murals and potraits, sculpts statues.
Noteworthy Items of Parents/NPCs: NPC has a secret identity.
Social Status: Wealthy - These people are rich. They own large estates, have many servants, plush furnishings and large holdings of commercial property. They usually make their money from investments, real estate holdings, commodities and gouging poorer folk. What most lower social levels see as luxuries, they take for granted. This class includes most nobility, merchant princes, high priests of rich cults, owners of very successful companies, political and criminal leaders. A Wealthy character is accustomed to the finer things in life and may be uncomfortable in less-than-elegant surrounds. It may be hard for a Wealthy character to accept someone from a lower Social Status as an equal.
Social Status: Nobility: Commoner - Commoner/Not of a Noble Line
Occupations Selection: Occupation Group - Low Income Jobs
Low Income Occupations: Food Service Worker: waitperson, busboy, short-order cook, fast-food clerk.
Sibling 6
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 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: Service to a Patron - The character enters the service of a powerful patron.
In the Service of - Who is the Patron: A relative from See Other Relations.
Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.
In the Service of - Why a Patron: A parent was allied to the patron.
In the Service of - What happened: Learn an occupation. See Occupations.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 2: Distiller: makes distilled beverages, usually alcoholic.
Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.
Gifts & Legacies: The item definitely has at least one special function and some great significance to the character's destiny and the over-all scheme of things.
Gifts & Legacies: The guardianship of a young ward. This is an NPC. Create this person as if it were a companion to the character.
Companions. Who?: Sibling (older).
Companions. Who?: Sibling (younger).
Companions: Why?: The Companion's original intent was to steal from the character.
Companions: What?: Loyal Friend: Companion might lay down his life for the character. Will support the character in all he does.
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 7
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 was horribly wounded once.
Serious Wounds/Injury: Left Ear Maimed - The characters left ear is torn or severed. Permanent hearing loss may occur (GM discretion).
Serious Injuries, About this Injury ...: Dependency on Treatment - Ongoing medication, maintenance, therapy, or medical intervention is required to keep the injury from worsening.
Serious Wounds/Injury: Severed Fingers, Left Hand - A body part is permanently severed from the body - {1d3} fingers on Left Hand. If more than one is lost, it is impossible to grip a weapon with that hand.
Serious Injuries, About this Injury ...: Chronic Pain - The injury causes constant pain. Without painkillers or relief, the character must succeed on a check to perform actions requiring concentration.
Serious Wounds/Injury: Lung Damage - The character suffers damaged lungs, causing painful coughing and breathlessness after physical exertion (running, fighting, climbing). Without medication, concentration checks are required to perform focused actions.
Serious Injuries, About this Injury ...: Improperly Healed Injury - Injury heals badly causing loss of attribute points (see footnotes).
Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.
Personality Traits: Darkside: Unenthusiastic - Can't get excited.
Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM
Significant Childhood Events:
A change or upheaval occurs in the characters family. The head of the household changes occupations.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Research Scientist: Cybernetics
Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes Culture Level. This event brought the Character into his current Culture. The character's previous Culture is below.
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).
Significant Adolescence Events: Rescued During Unrest - During riots, strikes, or conflict, the character is rescued by members of an organized group.
Significant Adolescence Events: Adolescence Special Event - Determine a special adolescence-specific event.
Special Adolescence Events: A future history-specific event occurs: Imperial Space Events
Education : Outstanding Education.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Craftsman
Crafts Table 3: Animal trainer: train exotic animals.
Occupations Selection: Occupation Group - High Income Jobs
High Income Occupations: Banker: keeps track of other folks credit and loans credits to make credits.
Significant Adulthood Events: Special - Special Events of Adolescence.
Special Adolescence Events: A future history-specific event occurs: Final Frontier Events
Personality Traits: Darkside: Spendthrift - Spends money without thought.
Personality Traits: Darkside: Lazy - Difficult to get motivated.
Personality Traits: Darkside: Impatient - Unable to wait with calmness.
Personality Traits: Darkside: Selfish - Unwilling to share time and possessions.
Exotic Personality Traits: Categories: Sexual Disorder - Sexual Disorder
Exotic Personality Traits: Sexual Disorders: Voyeurism. A "Peeping Tom" who is sexually excited by watching others perform sexual acts.
Personality Traits: Lightside: Trusting - Trusts others to behave correctly.
Personality Traits: Lightside: Virtuous - Chaste, pure, of excellent morals.
Personality Traits: Lightside: Sober - Serious, plain-thinking, straightforward.
Personality Traits: Neutral: Dependent - Dependent: needs others around him.
Personality Traits: Neutral: Follower - Follower: prefers to let others lead.
Personality Traits: Darkside: Tactless - Speaks before thinking.
Personality Traits: Darkside: Cruel - Coldhearted and hurtful.
Personality Traits: Darkside: Thoughtless - Rarely thinks of others' feelings_
Exotic Personality Traits: Categories: Allergy - Allergy
Exotic Personality Traits: Allergies: Energy Radiation - Laser Light