Current Character Background: Seth Dandy

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: 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: 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: 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 feels he is punishing those responsible for misdeeds done to him.

Underworld Experience: Types of Crimes: Organized burglary gang. The character is part of a gang, under the direction of gang leaders. The thieves are not a crime network and limit themselves to stealing and smuggling.

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: One Parent - One Parent

One Parent Family: Father - Father

Siblings & Birth Order: 3 - fourth of 4

Home World: Racial Homeworld - Racial Homeworld

Home World Types: Hostile world - This world is unsuited to supporting life.

Place of Birth: Family Home - The character is born in their familys home, surrounded by familiar people and traditions.

Parents/Family Details: Head of household is or was an adventurer.

Parent 1

Appearances: Close-Cropped Hair - Hair is kept much shorter than current styles.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Perfumer: makes perfumes and scents.

Noteworthy Items of Parents/NPCs: NPC's relationship with his family involves one of the following. NPC is particularly loving towards family.

Noteworthy Items of Parents/NPCs: NPC has a secret identity.

Social Status: Destitute - These people are considered the dregs of society. They own no property. and may have no fixed home. Some perform no real work and are often unemployable. Others are In bond to a master and live at his whim. Still more barely live off what meager bounty the land provides. These folk may often be a subclass or "race' of one type of being who are discriminated against by their fellows. The chief industry of this crass is foraging and scavenging. This Is survival level - no luxuries. Money is rare and all Income goes toward merely slaying alive. Includes street people, unemployables, serfs, back woods folk. Share croppers, rural bandits, so me slaves, and unfortunate Primitives. Destitute characters may believe that they have no real control over their own lives and exist merely al the whim of others, whether it be the gods, the wealthy or Just anyone who is not Destitute. This attitude might be expressed as hopelessness, or become hatred and revenge against either society or those believed to be the cause of his misfortune.

Underworld Experience : The Wrong Path: The character is forced into a life a crime by criminals who threaten his loved ones.

Underworld Experience: Types of Crimes: Banditry. The character is part of a gang of rural bandits who prey on the nearby countryside.

Underworld Experience : Events: A crime lord becomes the character's patron, and begins grooming the character to be a leader of organized crime.

Social Status: Nobility: Commoner - Commoner/Not of a Noble Line

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 2: Tinker: repairs simple household objects.

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: Life Among Aliens - The character lives for an extended time within an alien community. See Alien Backgrounds for details.

Aliens: Human-Like - These beings closely resemble humans, differing only in a few distinctive physical features such as skin tone, eye shape, ridges, or minor anatomical variations.

Sibling 1

Appearances: Exceptionally Massive - The character is significantly more massive than average, regardless of height.

Occupations Selection: Job is based on the future history of the game system.

Tarnished Tomorrow Occupations: Private Detective: Ferrets out hidden information.

Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.

Underworld Experience: Types of Crimes: Independent criminal. The character is heavily involved in one or more of the following activities.

Underworld Experience: Independent criminal: Computer hacking (data theft & destruction)

Underworld Experience : Events: Character becomes an informant for the law.

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: Exotic Tastes - The character develops jaded or expensive tastes for unusual pleasures.

Exotic Personality Traits: Addictions: Marijuana

Noteworthy Items of Parents/NPCs: NPC possesses an unusual item.

Gifts & Legacies: An old, but functional, space ship.

Spacecraft: Ship Type: Small yacht. A small personal space craft.

Spacecraft: Space Capabilities: Short range interstellar. Travel to nearby stars only.

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: Faulty Life Support - Life support systems are temperamental. Air quality, gravity, or temperature control periodically drift outside safe norms.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Noteworthy Items of Parents/NPCs: NPC has many enemies. The Rivals has not been heard from in a while

Rivals: Who?: A former friend.

Rivals: Why?: They seek the same goal.

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.)

Rivals: Who?: Sibling (younger).

Rivals: Why?: They are sporting event 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.

Noteworthy Items of Parents/NPCs: NPC has many enemies. The rivals seeks out the character.

Rivals: Who?: A friend (rivalry other than "friendly" is kept secret).

Rivals: Why?: Multiple Reasons

Rivals: Why?: Always trying to outdo each other in everything.

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: Why?: An insult was percieved by one or the other.

Rivals: What?: Deadly: This is a potentially fatal hatred. Severely Injuring the character in any way is the rival's goal. He plots and plans the character's downfall as a part of his own path to success. Given the chance, the rival will kill the character.

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.)

Rivals: Who?: Sibling (younger).

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.

Sibling 3

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Retail Worker: a store clerk or cashier.

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: Saved a Life Devoted Companion - The character saves someones life. This person becomes a Companion and falls in love with the character (feelings may or may not be returned).

Companions. Who?: GM Specials - For example, possible ancient alien intelligence or supernatural being in the guise of mortal.

Companions: Why?: Character saves his life.

Companions: What?: Bumbling Buddy: A buffoon who tries to be a hero, and may inadvertently succeed more often than he fails. Give him comical quirks. Intensely loyal to the character, but not much help in a fight. May have an inferiority complex.

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 has a Rival. The Rival has not been heard from in a while

Rivals: Who?: A professional rival, with the same occupation.

Rivals: Why?: Rival is jealous of the character's possessions.

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 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. - Darkside Trait

Personality Traits: Darkside: Pessimist - Always see the bad side of things.

Significant Childhood Events:

Character has a religious experience.

Religion: Religions: Universal Monotheism. This is a vast, tradition-bound religious bureaucracy devoted to a single God.

Religion: How it Begins: Curiosity. The character hears stories of the religion and goes to personally investigate.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - All-consuming, fanatical passion. Entire life is focused on on his faith, with a willingness to die for what he believes.

Religion: Religious Events: Character makes prophetic statements and becomes unpopular for what he says.

Religion: Religious Events: Character inadvertantly desecrates a holy shrine. God's followers persecute character.

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: Character's friends involve him in illegal activities.

Underworld Experience : The Wrong Path: The character feels he is punishing those responsible for misdeeds done to him.

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: Sexual Offense, Deviant Conduct - The character was convicted of a sex-related offense involving prohibited behavior or perversion. Penalty: {1d4} years imprisonment.

Exotic Personality Traits: Sexual Disorders: Too Prude. Convinced that sex is bad in any form. Despises all who lowerthemselves to it, including self. The character is actually suppressing or trying to hide or "cover his own sexual disorder.

Exotic Personality Traits: Sexual Disorders: Nymphomania (F) or Satyrism (M). Abnormally strong, uncontrollable desire for sexual experience.

Underworld Experience : Events: The character learns an unusual skill. See Unusual Skills.

Unusual Skills: Model Making - Skilled at creating detailed and realistic miniatures or scale models.

Significant Adolescence Events: Companion Gained - The character acquires a Companion during adolescence.

Companions. Who?: A professional adventurer. If the Companion is relatively more powerful than the character, assume that the character is his Companion.

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.

Education : Outstanding Education.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Cybernetics

Occupations Selection: Occupation Group Special Income Jobs

Special Income Occupations: Game Designer. Creates games. May even play them.

Significant Adulthood Events: Special - Special Events of Adolescence.

Special Adolescence Events: As a part of an interplanetary cultural exchange program, the character lives with a family on a Lo-Tech world.

Lo-Tech Events: Learn use of an archaic weapon (swords, bows & arrows, flintlock pistols all qualify)

Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.

Personality Traits: Darkside: Flippant - Unable to be serious about anything.

Personality Traits: Darkside: Obstructive - Acts to block others actions.

Personality Traits: Darkside: Immoral - Lecherous, lawless, devoid of morals.

Exotic Personality Traits: Categories: Mental Affliction - Mental Affliction

Exotic Personality Traits: Mental Affliction: Severely Phobic - Unreasoning, obsessive fear of something of the GM's choice.

Personality Traits: Darkside: Untrustworthy - Not worth trusting.

Personality Traits: Darkside: Unfriendly - Cold and distant.

Personality Traits: Darkside: Spendthrift - Spends money without thought.

Exotic Personality Traits: Categories: Allergy - Allergy

Exotic Personality Traits: Allergies: Insect Bites/Stings. Multiple bites or stings, increase the reaction level by one.

Personality Traits: Lightside: Loving - Affectionately concerned for others.

Personality Traits: Darkside: Self-doubting - Unsure of self and abilities.

Personality Traits: Lightside: Careful - Cautious in thought and deed.

Personality Traits: Neutral: Amoral - Amoral: no care for right or wrong.