Current Character Background: Rory Elm pewter

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 On a lower result, it is an outdated clunkerbarely competitive on the spacewaysoften relying on obsolete, temperamental, or dangerously antiquated interstellar travel systems.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, Radially - Radially symmetrical. A starfish is an example of a radially symmetrical being.

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: 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 unwittingly got involved with criminal activity and realized it was a drime too late.

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: 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

Birth Legitimacy: Legitimate - Legitimate Birth

Family Members: Relatives - More Relatives. Then select {1d6} additional relations from Other Relations.

Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.

Other Family Relations: Aunt/Uncle - Aunt/Uncle.

Other Family Relations: 2nd Cousin - A cousin's child or a parent's cousin.

Other Family Relations: Parent - Parent.

Other Family Relations: Spouse - Spouse (husband or wife).

Other Family Relations: Spouse - Spouse (husband or wife).

Siblings & Birth Order: 5 - fifth of 6

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: Vehicle Birth - The character is born while in transitaboard a ground vehicle, ship, aircraft, or other conveyance.

Place of Birth: Vehicles: Land Vehicle - in a motorized land vehicle

Unusual Events at Birth: 2 events

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - An eclipse

Unusual Births Events: Seasonally unnatural weather occurred. This might include blizzards in summer, soaring temperatures in winter.

Parents/Family Details: Head of household does not have a readily apparent occupation of any kind. When money is needed, it just seems to be available.

Parent 1

Occupations Selection: LoTech Occupation.

Lo Tech Occupations: Serf: an agricultural slave.

Noteworthy Items of Parents/NPCs: Accomplishing a future event.

Significant Adulthood Events: Owed a Favor - The character receives crucial help from a powerful group and now owes them a favor.

Noteworthy Items of Parents/NPCs: NPC has a Rival. The Rival seeks out the character.

Rivals: Who?: A total stranger. See Others.

Others: An outcast. A beggar, hermit, leper, or prositute.

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.

Parent 2

Appearances: Unattractive - The characters appearance is commonly regarded as unpleasant.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Paranormal

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: The character makes first contact with an alien race (See Aliens). This encounter greatly affects all future relations with the beings. The alien was the lone survivor of his race and passed on a gift to the character. See Gifts & Legacies.

Aliens: Amoeboid - Amorphous or semi-fluid beings lacking a fixed shape. They may flow, reshape themselves, or divide their mass as needed.

Aliens, Biology: Multipedal - Beings with many legs and often a corresponding number of manipulative limbs. Movement may be fast, stable, or unsettling.

Talents, Mutations & Alien Abilities: Instinctive Direction Sense - The character always knows which direction leads home, to the nearest exit, or along their last path, even in zero gravity.

Gifts & Legacies: A file of papers.

Gifts & Legacies: Papers: An undelivered letter.

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

Rivals: Who?: A relative. See Other Relations.

Other Family Relations: Spouse - Spouse (husband or wife).

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

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?: An Alien. See Aliens.

Aliens: Insectoid - Beings that closely resemble insects or arachnids, often possessing exoskeletons, segmented bodies, mandibles, or compound eyes.

Aliens, Biology: Humanoid - Broadly human-shaped beings with a familiar body layout (head, torso, two arms, two legs), though clearly non-human in detail.

Talents, Mutations & Alien Abilities: Psionic Ability - The character manifests a psionic power. See the specific ability below in Psionics.

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

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?: A former friend.

Rivals: Why?: They are sporting event rivals.

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?: A professional rival, with the same occupation.

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 is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

Religion: Religions: Multi-god pantheons. Like Greek or Norse gods, but can also include spirit and ancestor worship.

Religion: How it Begins: Hostile encounter. Followers of the religion are persecuting unbelievers.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.

Parent 3

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Instructor: A Craft.

Crafts Table 3: Pastry Chef: cakes, sweet breads and pastries.

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 is noted for his appearance.

Appearances: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

Parent 4

Appearances: Extremely short - The character is far shorter than average.

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Diplomat or Negotiator: establishes or soothes relationships between governments or between businesses and governments.

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Mercenaries - Field Technician. Onsite repairman.

Military Skills: Combat Skills: Improve ranged weapon skill (of choice)

Military Skills: Special Survival Skills: Pathfinding, Finding one's way in the wilderness.

Military Skills: Special Survival Skills: Make traps & deadfalls with natural items.

Military Skills: Vehicle Skills: Field repair damaged vehicle.

Military Rank: Private FC/Seaman/Spaceman

Military Experience: Character learns a new weapon skill (players choice).

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Parent 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Cartographer: master surveyor and map maker.

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

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 friend.

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?: Sibling (older).

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

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.

Noteworthy Items of Parents/NPCs: A relationship with someone.

Others: A Group.

Other Groups: Pilgrims - Pious Folks on their way to a holy shrine. Might be devout fanatics, or little more than tourists.

Noteworthy Items of Parents/NPCs: NPC had 1 to 3 unusual birth circumstances.

Unusual Births Events: Character is hidden away to prevent others from the knowing of his birth.

Unusual Births Events: Character is born during the occurrence of a noteworthy event. - A rebellion

Sibling 1

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Teacher: teaches children and young people the facts about their world.

Noteworthy Items of Parents/NPCs: NPC is from a foreign place (either land or world).

Sibling 2

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 is noted for an outstanding aspect of his personality. Noted for a Darkside personality trait.

Personality Traits: Darkside: Hateful - Strongly dislikes others_

Sibling 3

Appearances: Unusual Hairstyle - The characters hairstyle is unconventional or striking.

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Electrical

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Neutral personality trait.

Personality Traits: Neutral: Passive - Passive: accepts things without resisting them.

Sibling 4

Appearances: Extremely Tall - The character towers over those normally considered tall.

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

Parents/Family Details:

Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Special Income Occupations: Gladiator: a professional killer. Works in public.

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. A significant event from the past.

Significant Adolescence Events: Service to a Patron - The character enters the service or influence of a patron during adolescence.

In the Service of - Who is the Patron: A Noble. See Nobles.

Nobles: Noble Notes: Jeri or Eorl: Barbaric equivalent of a marquis, count or baron often appointed to the position.

Nobles: Sphere of Influence: Planetary: influence affects the entire planet.

In the Service of - Why a Patron: A parent was allied to the patron.

In the Service of - What happened: Patron provides for character's formal education (Increase additional experience, GMs Discretion.)

Noteworthy Items of Parents/NPCs: NPC was affected by an exotic event which is spoken of often.

Exotic Events: During a routine medical exam, the character is an unknowing subject of an unregulated scientific research project. The character has become immune to 95% of all diseases. Unfortunately, the experimenters want to do an autopsy on his corpse to find out why .

Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.

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

Parent 2

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

Parents/Family Details:

Head of household has one occupation.

Parent 1

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Craftsman

Crafts Table 3: Horse Breeder: blends the bloodlines of fine horses.

Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM

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

Rivals: Who?: Sibling (younger).

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.

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.

Rivals: Who?: Sibling (older).

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 former friend.

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

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.

Noteworthy Items of Parents/NPCs: NPC was horribly wounded once.

Serious Wounds/Injury: Right Eye Lost - The characters right eye is destroyed. Depth perception is lost; reduce combat and visual perception skills (GM discretion).

Serious Injuries, About this Injury ...: Limited Mobility - The injured area has reduced range of motion, causing awkward movement, slower reactions, or difficulty with precise tasks.

Parent 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Contractor: oversees the construction of private and public buildings.

Noteworthy Items of Parents/NPCs: NPC is very religious and constantly seeks to evangelize others to join his religion, faith, or cult.

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: Evangelism. Believers share their beliefs with the character in hopes of gaining a new follower.

Religion: Religious Events: Character joins the religion. The character's strength of the characters devotion - Merely a church goer, no serious devotion.

Noteworthy Items of Parents/NPCs: The accomplishment of a motivation. Work out the Motivation with the GM

Parent 3

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC untimely dies. If sibling, it occurs during adolescence. If parent or guardian, it occurs in early adulthood.

Death Situations: Victim is thrown into prison because at someone's actions and later dies there - the victim committed a crime against someone and was justly imprisoned.

Death Situations: Special Circumstances: No special circumstances surround this death

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.

Parent 4

Appearances: Plain - The character is neither notably attractive nor unattractive.

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Clergyman: Chief High Priest

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: Refuge. It was storming. The church was the only warm and dry place with an open door.

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. He is ignored by most and considered a radical.

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

Parent 5

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Research Scientist: Physics

Noteworthy Items of Parents/NPCs: NPC untimely dies during adulthood.

Death Situations: Victim was driven to suicide by someone's actions.

Death Situations: Special Circumstances: No special circumstances surround this death

Sibling 1

Appearances: Flashy Appearance - The character wears excessive jewelry, bold accessories, or prominent designer labels.

Occupations Selection: Occupation Group - Special Income Jobs

Special Income Occupations: Professional Athlete: plays a sport professionally.

Noteworthy Items of Parents/NPCs: NPC is noted for an outstanding aspect of his personality. Noted for a Lightside personality trait.

Personality Traits: Lightside: Giving - Gives of self and possessions.

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}).

Noteworthy Items of Parents/NPCs: NPC is a military veteran.

Military Duties: Branch of Service: Space Navy - Special duty. Special duty. (See Special Duties)

Military Duties: Special Duties: Technician. Operate, maintain & repair equipment.

Military Skills: Combat Skills: See Weaknesses. Can see foe's weaknesses and thus gain a attack bonus for each time they gain this skilll. (bonus GM's discretion)

Military Skills: Space Skills: Improve an existing military skill

Military Skills: Space Skills: Gunnery. Use & maintain the onboard weapons systems.

Military Rank: Staff Sergeant/1st Class Petty Officer

Military Experience: A fierce war breaks out - a holy war against enemies of the main religion.. The situation is grim. All Noncombat troops are put in the field as light infantry. The characters unit is in the thickest fighting for months and sees more action than most. The characters unit is in the thickest fighting for months and sees more action than most. Several battles occur. (See Battle Ready!)

War Time: The Character's best friend dies at his side.

War Time: The carnage was awesome. {1d100}% of the character's side was killed. The character almost died when he recieved a grave injury. (See Serious Injuries). The characters military career ends. He is fitted with a bionic part to replace the damaged member. (See Bionics for details.)

Serious Wounds/Injury: Back Injury - The character suffers a serious spinal or muscular injury. Reduce Strength by {1d6} points permanently.

Serious Injuries, About this Injury ...: Bionic Replacement - The damaged body part has been replaced with a bionic component.

Bionics: Function: Enhanced Function - (10% Malfunction Rate) The cybernetic part exceeds normal organic performance. It enhances any related skills or attributes (GM discretion) while otherwise functioning like the original body part.

Bionics: Device Appearance: External Organ Machine - The cybernetic device duplicates the function of the missing organ or limb but not its appearance. It is clearly a machine attached to or carried by the character.Examples: an external heartlung unit, a mounted robotic manipulator arm, or a backpack-linked life-support organ.

Bionics: Replacement Parts: Right Eye - Cyber Right Eye

Bionics: Function: Duplicate Original - (5% Malfunction Rate) The cybernetic part functions as well as its organic counterpart. It does not tire, degrade normally, or suffer from fatigue, but provides no inherent enhancement.

Bionics: Device Appearance: Duplicate Life - The cybernetic part is visually indistinguishable from a natural organ or limb. It mimics skin texture, coloration, warmth, and movement so perfectly that even the character may forget it is artificial.

War Time: The enemies' side is utterly destroyed. Character is promoted one Rank for valor.

War Time: An act of the character reverses the battle's outcome - a winning battle lost. He is demoted {1d3} ranks.

Sibling 2

Occupations Selection: Occupation Group - High Income Jobs

High Income Occupations: Marketing Specialist: knows how to promote and popularize people, consumer goods, corporations and so on

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'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: Poorly Dressed - Clothing is cheap, gaudy, ill-fitting, or inappropriate for the occasion.

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Construction Professional: Mason

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

Rivals: Who?: Sibling (older).

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

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: Who?: A god-like, super-powerful ancient alien being

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

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?: Sibling (older).

Rivals: Why?: They seek the same goal.

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?: An enemy of the family.

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 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: Liar - Hardly ever tells the truth.

Noteworthy Items of Parents/NPCs: NPC was originally of a different Social Status.

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 needs money to pay debts.

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: Dislike something - See Phobias below for what the character doesn't like. This is not a fear, but is instead something the character does not care for.

Exotic Personality Traits: Phobia: More than one fear.

Exotic Personality Traits: Phobia: Night (Nyctophobia)

Exotic Personality Traits: Phobia: Open spaces (Agoraphobia )

Exotic Personality Traits: Phobia: Sinning (Peccatophobia) afraid of doing wrong.

Underworld Experience : Events: The character discovers that several items taken in a recent heist are allegedly "cursed." No fence will take them and even the owner is making no attempts to recover his property. See Gifts & Legacies.

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

Companions: Why?: They seek a similar goal (30% chance to be friendly rivals in this regard).

Companions: What?: Grim Ally: Doesn't talk much. Does what must be done to the best of his ability. Dislikes frivolity, especially in the face of danger. Quite sure of himself at all times.

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

Sibling 4

Occupations Selection: Occupation Group - Low Income Jobs

Low Income Occupations: Technician: Computer

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. - Neutral Trait

Personality Traits: Neutral: Immaculate - Immaculate: clean and orderly.

Noteworthy Items of Parents/NPCs: NPC is noted for an unusual ability or physical feature.

Talents, Mutations & Alien Abilities: Natural Luck - The character has unusual luck. Roll {1d3} and this is the number of re-checks/re-rolls they have each day.

Sibling 5

Occupations Selection: Occupation Group - Blue Collar & Moderate Income Jobs

Blue Collar & Moderate Income Occupations: Craftsman

Crafts Table 2: Brewer: makes beers, ales and meades.

Noteworthy Items of Parents/NPCs: NPC has {1d6}+1 jilted ex-lover/best friends (most are still angry!).

Significant Childhood Events:

A Fateful event occurs. Something Wonderful Occurs.

Something Wonderful: The character is adopted into a Wealthy family. If he is an orphan, it is a true adoption. If he has living parents, he is treated just like a son.

Significant Childhood Events: A change or upheaval occurs in the characters family. Character changes locale. The move is to a orbital space station.

Significant Adolescence Events: Runaway & Wandering Survivor - The character lives on the move, one step ahead of the authorities, surviving by wit and instinct. Survival skills improve in relevant environments (GM discretion).

Significant Adolescence Events: Used as a Courier - The character is trusted with delivering messages, packages, or data for a group without fully understanding the risks.

Other Groups - Factions: Salvager Consortium - Organizations that claim and exploit wrecks, derelicts, and ancient battlefields.

Education : Poor Education.

Low Income Occupations: Laborer: Landscaper

Significant Adulthood Events: Group Encounter - The character becomes involved in a defining event alongside a group.

Group Encounters: Character is kidnapped and held captive by terrorists, who seek to trade him for one of their own currently imprisoned people. After {1d6} weeks, he is rescued by a crack anti-terrorist squad. The surviving terrorists blame the character and vow revenge. They are religiously motivated.

Significant Adulthood Events: Sudden Fame - Due to an event, the character becomes widely known or famous.

Gifts & Legacies: Property: A mysterious forest

Personality Traits: Darkside: Cruel - Coldhearted and hurtful.

Personality Traits: Neutral: Immature - Immature: acts younger than age,

Personality Traits: Lightside: Peaceful - Serene of spirit.